662,477 research outputs found

    SymmeGuess: Fun beyond Symmetry Learning

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    Computer application can be used for artistic design and as a means to facilitate the understanding of mathematical concepts. This paper presents a game-based application as a visual learning tool for mathematics and art subjects. The objectives of this application are to enable learners to build their knowledge on symmetry and to explore the beauty of symmetrical patterns with confidence and enjoyment

    Full Body Interaction beyond Fun: Engaging Museum Visitors in Human-Data Interaction

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    Engaging museum visitors in data exploration using full-body interaction is still a challenge. In this paper, we explore four strategies for providing entry-points to the interaction: instrumenting the floor; forcing collaboration; implementing multiple body movements to control the same effect; and, visualizing the visitors' silhouette beside the data visualization. We discuss preliminary results of an in-situ study with 56 museum visitors at Discovery Place, and provide design recommendations for crafting engaging Human-Data Interaction experiences

    Whalesong

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    Bousley, Fleming win regent seats -- New library: will it affect UAJ's accreditation? -- Regent winners express future hopes -- Gorsuch: Former AG teaches at UAJ -- Beyond War plans Dylan concert tonight -- Eaglecrest ski tickets go on sale on Monday -- Editorial: Whatever happened to freedom of expression? -- Letters -- Coverage to change -- Lady Lou packs a fun, musical punch -- UAJ Whales open with win -- Praying for snow: Ski team prepares for time trials -- The Whales: Meet the 85-86 squad -- Bowling league -- Classified -- Food review: Sunday morning delights? -- Auke Bay Fish Lab celebrates 25th birthday -- USUAJ votes on housing reg

    Unpacking fun food and children’s leisure:mothers’ perspectives on preparing lunchboxes

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    Purpose – The purpose of this paper is to explore the relationship between lunchboxes, fun food and leisure. Looking beyond concerns focusing solely on health and nutrition, this article unpacks how mothers seek to provide lunchtime food that is also a source of leisure and pleasure. Design/methodology/approach – Photo-elicitation interviews and a focus group were conducted with 11 mothers who regularly prepare lunchboxes for their children aged between 9 and 11 years. Findings – Mothers intend the food they provide to act as a leisure experience and a break from the pressures of school. Mothers understand that lunchboxes must fit with children’s other activities taking place in their lunch-hour. Lunchboxes should support children’s future leisure opportunities by providing nutrition and variety to support their growth and development. The discussion of lunchboxes also shows that fun food is not simply understood in opposition to healthy food. Mothers have a wider understanding of the transgressive nature of fun through food, which goes beyond the market offer and understanding of fun. Research limitations/implications – As the study is based on a small sample of relatively affluent families in the UK, caution is needed in generalising the findings to wider groups. However, the study offers qualitative insights and highlights the connections between leisure, fun food and lunchboxes that can be explored in further research. Originality/value – This is the first paper to explore the interconnections between lunchboxes, fun food and leisure. It provides valuable insight into mothers’ views about food prepared at home for consumption at school.</p

    Moving Beyond Fun : Evaluating Serious Experience in Digital Games

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    Games are normally considered to be 'fun', though recently there is growing interest in how gameplay can promote empathy and encourage reflection through 'serious experience'. However, when looking beyond enjoyment, it is not clear how to actually evaluate serious experience. We present an evaluation of four games that were submitted to a student game design competition; the competition challenged teams to design a game that inspired curiosity around human error and blame culture within the context of healthcare. The entries were judged by a panel of six experts and subjected to a round of play testing by twelve participants. Methods included gameplay observation, questionnaires, post-play interviews and follow-up email questions. We discuss the utility of these methods, with particular emphasis on how they enabled a consideration of the immediate and longer term impact of serious experience on players

    Summer reading

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    Summer would be very boring without a good book. Thankfully, Roesch Library can connect staff, faculty and students with books to read for fun ready for check out at Roesch Library and beyond

    Video games: Beyond just fun

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    Els videojocs tenen un enorme poder d’atracció sobre bona part de la població infantil, juvenil i adulta. Els anomenats jocs seriosos són videojocs dissenyats per a altres finalitats que les purament lúdiques. La ludificació consisteix en la introducció de mecàniques de joc en contextos no lúdics. Totes dues tecnologies intenten aprofitar el caràcter captivador del joc per atraure i retenir usuaris en activitats no lúdiques tan diverses com l’educació, la rehabilitació o el reclutament professional. Aquest article explora el concepte joc, n’analitza les característiques i els elements de disseny i exposa exemples d’aplicacions de jocs seriosos i ludificacions.Video games exert an enormous power of attraction on a large part of the child, youth and adult population. The so-called serious games are video games designed for purposes other than pure leisure. Gamification consists in the introduction of game mechanics in non-playful contexts. Both try to take advantage of the captivating nature of the game to attract and retain users in non-playful activities as diverse as education, rehabilitation or professional recruitment. This article explores the concept of play, analyzes its characteristics and design elements, and presents examples of serious games and gamification
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