72,355 research outputs found

    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

    Participatory design and use of a simplified landscape in a simulation model for mitigating land use conflict in Northern Thailand highlands

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    Landscape modelling integrating spatial information in Geographic Information Systems has been widely used to represent knowledge and support decision-making in the field of natural resource management. However, creating suitable visual representations of the landscape and its dynamics to stimulate the participation of diverse stakeholders in co-management of the land is still needed. This paper focuses on the design and implementation of a virtual landscape based on iconic representation used with herders and foresters, which both of them have contrasted perceptions on forest regeneration, to observe vegetation dynamics and emerging landscape features depending on different cattle and forest management strategies. This spatial interface was used during computerassisted Role-Playing Game sessions as part of a Companion Modelling process aiming at facilitating learning and support decision making among the concerned stakeholders in an upper watershed of northern Thailand. Before designing the spatial interface used in the model, an historical analysis of land use and land cover changes based on remote-sensed data was carried out, as well as a field survey on the impact of cattle grazing on vegetation dynamics. Then, the first set of vegetation states and their dynamics were produced and were validated with herders and foresters later. Thereafter, the simplified landscape representing landscape heterogeneity was constructed and used in two gaming and simulation field workshops. The different patterns of landscape emerged from herders' and foresters' decisions and interactions stimulated them to think about how to manage agro-ecosystems. Both of them agreed to implement a pilot plot of Brachiaria ruziziensis pasture in reality after finish the second workshop. This process proved to be instrumental in facilitating communication among the parties in conflict and increasing their motivation to improve the current situation. However, the use of such virtual landscape in gaming sessions proved to be time consuming and the managed area as well as the number of players was limited. Therefore, to get rid of these constraints, a fully autonomous Agent-Based Model making use of the same kind of simplified virtual landscape will be developed and used with local stakeholders to run possible future scenarios of change in a more time efficient and inclusive way. (Résumé d'auteur

    Negotiating the forest - farmland interface in northern Thailand with companion modelling

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    The debate about the expansion of agriculture in forest areas and the conservation or reforestation of head watersheds is still going on in montane Southeast Asia but in a rapidly changing context. Tremendous change occurred in the highland agrarian systems of northern Thailand during the past decades, leading to new farming practices, an increased diversity of stakeholders concerned by land management issues, and new relationships between villagers and national policies (decentralisation of resource management, shift from forest exploitation to conservation, etc.) and international conventions. In this context, the debate about the true participation of rural people in managing local renewable resources is taking central stage. New conceptual and practical tools to understand rural change in a more distributed, inclusive and interactive way have also emerged. System approaches relying on collaborative modelling are used to facilitate communication, knowledge sharing and the exchange of points of view among different types of stakeholders about a common resource management problem. The iterative and evolving Companion Modelling (ComMod) approach relies on multi-agent systems and makes use of the synergistic effects between role-playing games and computer agent-based models to co-construct simulation tools with stakeholders used in the joint exploration of possible future scenarios of their choice as part of negotiation processes leading to concrete action plans. In the past three years, such a ComMod process has been implemented in the head watershed of Nan province to understand the effects of recent change in forest management on the agrarian system and to mediate a land use conflict between foresters and Hmong herders. A preliminary diagnostic-analysis showed the influence of increased forest conservation efforts on the dynamics of deforestation in the local Hmong agrarian system. These land use dynamics were represented in a spatially explicit computer-assisted role-playing game. This tool was enriched and validated with the herders and foresters during a first set of gaming and simulation sessions aiming at the production of a shared representation of the problem at stake. The debate that followed identified innovative cattle management techniques to be tested and the simulation tool was modified to accommodate them. A second set of collaborative simulations tested the use of these innovations and led to an agreement on a joint experiment between herders and foresters seen as a first concrete step toward the co-management of the local forest -farmland interface. These results are discussed and the relevance of the approach, as well as the strengths and limitations of its main tools are assessed. Finally possible methodological improvements are suggested for collaborative modelling and simulation to better support the emergence of effective decentralized co-management of renewable resources in similar socio-ecological systems. (Résumé d'auteur

    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    RealTimeChess: Lessons from a Participatory Design Process for a Collaborative Multi-Touch, Multi-User Game

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    We report on a long-term participatory design process during which we designed and improved RealTimeChess, a collaborative but competitive game that is played using touch input by multiple people on a tabletop display. During the design process we integrated concurrent input from all players and pace control, allowing us to steer the interaction along a continuum between high-paced simultaneous and low-paced turn-based gameplay. In addition, we integrated tutorials for teaching interaction techniques, mechanisms to control territoriality, remote interaction, and alert feedback. Integrating these mechanism during the participatory design process allowed us to examine their effects in detail, revealing for instance effects of the competitive setting on the perception of awareness as well as territoriality. More generally, the resulting application provided us with a testbed to study interaction on shared tabletop surfaces and yielded insights important for other time-critical or attention-demanding applications.

    Computer Gaming and Test Scores: Cross-Country Gender Differences among Teenagers

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    Using the PISA surveys (2000-2012), this paper explores the relationship between math test scores and everyday computer gaming by gender and for high income and middle income countries. We use two identification strategies in the spirit of an ideal experiment that would reduce computer gaming through limited internet access or through schools alternative demands. We find that everyday computer gaming has positive effects for boys, but negative effects for girls arising mostly in collaborative games suggesting a role for social effects. Computer gaming is becoming the new "swimming upstream" factor in the quest to close the gender gap in math
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