43,240 research outputs found

    SLR - AnĂĄlisis del Aprendizaje Basado en Juegos Serios en las PrĂĄcticas de los Estudios de IngenierĂ­a

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    Este trabajo se trata de un AnĂĄlisis SistemĂĄtico de la Literatura del uso de los juegos serios en los estudios de ingenierĂ­a.15 pĂĄgina

    Collaborative virtual gaming worlds in higher education

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    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    New Media and the Quality of Life

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    We are currently in the middle of a revolution. This revolution, sometimes called the digital revolution, is the revolutionary transformation brought about in the information and communication structure of society by the advent of the digital computer, with most of the major transformations having taken place in the past thirty years. Digital computing technology has generated the mainframe and personal computer, the multimedia computer, and computer networks. It has also transformed the telephone system and the monetary system, it is transforming all kinds of conventional products ranging from washing machines to automobiles, and it is on its way to change television as well. More than ever, contemporary society is an Information Society, in which the importance of information and communication is much greater than in past societies, and of which technologies that facilitate information and communication processes are a central societal feature. In this paper, I want to evaluate the implications of contemporary information and communication media for the quality of life, including both the new media from the digital revolution and the older media that still remain in use. My evaluation of contemporary media will proceed in three parts. In the section to follow, the benefits of contemporary media will be discussed, with special emphasis given to their immediate functional benefits. The section thereafter is devoted to a discussion of four potential threats posed by contemporary media. In a final major section, I look at the future of digital media and the possibilities available to us in shaping that future. A short concluding section ends the paper

    Using gaming paratexts in the literacy classroom

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    This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts

    Using serious games in an educational setting

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    This literature review examines the use of digital games also known as serious games in a school setting to determine the benefits of games on preparing students for using 21st century skills. Studies on using serious games from the last 12 years were analyzed and evaluated. The review explores different genres of serious games. It examines benefits of serious games including social interaction, collaboration, and complex thinking skills, as well as their disadvantages The review also identifies game characteristics that support best practices in education. Serious games are a vital tool to teach students many skills needed for the future

    Toward an Ecology of Gaming

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    In her introduction to the Ecology of Games, Salen argues for the need for an increasingly complex and informed awareness of the meaning, significance, and practicalities of games in young people's lives. The language of the media is replete with references to the devil (and heavy metal) when it comes to the ill-found virtues of videogames, while a growing movement in K-12 education casts them as a Holy Grail in the uphill battle to keep kids learning. Her essay explores the different ways the volume's contributors add shades of grey to this often black-and-white mix, pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning

    Campus Mysteries: Serious Walking Around

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    The Campus Mysteries project developed an augmented reality game platform called fAR-Play and a learning game called Campus Mysteries with the platform. This paper reports on the development of the platform, the development of the game, and a assessment of the playability of the game. We conclude that augmented reality games are a viable model for learning and that the process of development is itself the site of learning

    Rock Mars: cross-industry collaboration on a rich media educational experience

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    AbstractRock Mars is a transmedia-experience produced for educational use. The project is the educational arm of the Discovery Channel Canada “Race to Mars” initiative: an exhaustively-researched, hard-science-based documentary and mini-series. Rock Mars blends an episodic graphic-novel storyline and Alternate Reality Game-inspired approach with video games, curricular content and commercially-produced media to make a formal, in-school experience. The project uses a six-episode storyline to motivate students through a scalable collection of Flash games, group-work puzzles, design/artwork, debates and cross-curricular engagement drawn from the Pan-Canadian Science and, more generally, the Ontario intermediate-grade guidelines. This paper will discuss Rock Mars as project that cuts across educational, academic, commercial and industrial modalities, and will explore transmedia as a tool for integrating commercial media with educational content
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