629,530 research outputs found

    Game design research: an introduction to theory & practice

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    Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. Design research aims to understand not only the designed end products but also how design as an activity unfolds. The book demonstrates different approaches to design research in game design research

    Ola de la Vida:a social play game

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    Ola de la Vida (ODLV) is a three-player cooperative game which was produced over the course of 48 hours within Global Game Jam in January 2017, at the Abertay University Jam Site.The Game is a playful intervention (an objects or events which seek to bring people together through play) that aims to invite players to form temporary relationships with their co-players through physical contact, collaboration and coaching during play in a co-located context (i.e. where all players are present in the same play space). The game also seeks to expand the play experience beyond the three players to the wider audience by inviting spectatorship through play as performance.The game was designed by Mona Bozdog, Lynn Parker, Danny Parker, and Alex Pass. Since its inception, it has undergone significant development to enhance its usability (through tutorials) and its features to enhance the development of a community of play, including the introduction of clear player scores and high scores for the game. Lynn Parker contributed to the design of physical interactions within the game, the enhancement of usability through tutorials and scores and the creation of digital art for the game in partnership with Alex Pass.Ola De La Vida as a practice as research work offers design insight into use of spectatorship to create a temporary community around a game and to enhance the facilitation of discussion between active players, previous players, spectators, and semi-spectators. The work builds on the varying levels of participation in play, proposing semi-spectatorship: where players are active in a game but have a critical distance afforded to them by the design of the game which offers them and their co-players (where appropriate) potential benefits in play

    A Simulation Model for Logical and Operative Clash Detection

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    The introduction of the Building Information Modeling (BIM) approach has facilitated the management process of documents produced by different kinds of professionals involved in the design and/or renovation of a building, through identification and subsequent management of geometrical interferences (Clash Detection). The methodology of this research proposes a tool to support Clash Detection, introducing the logical-operative dimension, that may occur with the presence of a construction site within a hospital structure, through the integration of a BIM model within a Game Engine environment, to preserve the continuity of daily hospital activities and trying to reduce negative impacts, times and costs due to construction activities

    PERSONAL SOCIAL GUIDANCE PROGRAM TO INCREASE INTRAPERSONAL COMPETENCE JUNIOR HIGH SCHOOL STUDENTS

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    The research background is less maximum that implemented by the guidance and counseling teacher in the school, Especially of completely new technique guidance provided to increase the competency intrapersonal. Research aimed at producing effective personal social guidance programs to increase the competency of intrapersonal junior high school student through technique game. Approach research used is quantitative supported data qualitative.Design research is mixed methods design. Research implemented through four measures: study introduction , the development program , validation rational program , and validation empirical program .The results of a study introduction shows that mastery competence intrapersonal the majority of students are on medium category . Efforts to the implementation personal social guidance programs of at school during this not maximum for age the development of students who are at the age of puberty .The results of validation rational and empirical denotes personal social guidance programs through game effective to increase the competency intrapersonal students. Personal social guidance programs through game recommended to implementation integrated part of services guidance and counseling school especially to increase the competency intrapersonal students

    Mechanically Derived Narrative through Perception of Video Game Characters

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    In this research paper composed for WRTC 200: Introduction to Studies in Writing, Rhetoric and Technical Communication, Cappo uses industry-related articles and academic studies to demonstrate how various interactive design choices in video games serve to influence the impression players feel toward a game\u27s world and its characters. Thorough and analytical, the piece serves as a guiding example of how interactive elements of a video game can work constructively with its storytelling to create an enjoyable and immersive experience

    Toward a Play Management System for Play-Based Learning

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    International audienceThis position paper is dedicated to describing a preliminary model of an integrated system, called Play Management System (PMS). PMS is designed to support both players and teachers to deliver, use, manage and track play situations. This PMS model results from a design-based research methodology. Our approach focuses on (1) the learners and the situation that emerges when they play the game, rather than the system dedicated to play and (2) the teachers who want to manage a game-based learning situation. Thus, we argue for a shift from a game-based to a play-based perspective. 1 Introduction Within a context marked by the development of alternative pedagogies, this position paper aims to describe a model of an integrated system, called Play Management System (PMS), dedicated to support players and teachers to deliver, use, manage and track play situations. The purpose of this article is to propose an innovative approach for implementing a play-based learning approach by (1) focusing on the learners and taking into consideration the situation that emerges when they play rather than the artifact dedicated to play (play vs game) and (2) focusing on the teachers who want to implement and manage a play-based learning situation in their classroom (play management vs game design). Thus, we address the issue of teachers' requirements for the orchestration of a play situation within an educational context. In the first section of this paper, we advocate for a player-centered approach for game-based learning. The second section presents a game developed during the project and the design-based research methodology adopted for designing this game. The third section describe

    Development of Forward Roll Learning Through Modification of The Games

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    The purpose of this research is to develop a forward roll learning media through modification of the front roll game, so that students can learn the material and technique of the front roll without feeling difficult and bored with the modification of the front roll game. The subjects of this study were seventh grade students of SMP Negeri 3 Palembang. This research method is the development and design of this research refers to the development model (research and development). Development research has ten steps, but in this study eight of the ten steps proposed by Bord and Gall were used. The research and development as well as the procedures carried out, resulted in a product in the form of learning media for the basic techniques of front scissor on floor gymnastics through game modifications, namely; (1) introduction, explaining what modification of the front roll game is and how to help the front and back roll., (2) the core, Showing the game modification video and how to help the front roll, (3) closing; displays the evaluation of objective questions regarding the forward roll. The results of this study are the development of learning media for front roll material in lantau gymnastics through game modifications for class VII SMP Negeri 3 Palembang

    Improved Asset Design for Educational Asynchronous Games @KAR with Visual Concept of Malang City

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    All humans, including children, need comfort in life. Games are one of the entertainment for children. According to the Indonesian Ministry of Communication and Informatics data, at least 30 million children and adolescents in Indonesia are internet users, and digital media is currently the main choice of communication channels they use. There is another perception that interactive games can inhibit children’s education, which makes children lazy to learn. This condition is the idea of researchers to create learning media that combines ”game” and ”learning” which is packaged in Edutainment: @KAR (short for character games). This research is through a descriptive procedural research model, which outlines the steps that must be followed to produce a product. The data obtained in this design was taken by data observation, interview and documentation methods. Data observation method consists of visual data, library data and survey target audience. The importance of this research is as a form of maintenance or preservation of design with the styles of the malang city. With the improvement of @KAR educational game design with the nuances of local wisdom in Malang, there will be an introduction, pride and image enhancement to Indonesian culture, especially the malang city. This research can also be a guide for character education or one of the learning materials. All humans, including children, need comfort in life. Games are one of the entertainments for children. According to the Indonesian Ministry of Communication and Informatics data, at least 30 million children and adolescents in Indonesia are internet users, and digital media is currently the main choice of communication channels they use. There is another perception that interactive games can inhibit children’s education, it makes children lazy to learn. This condition gives an idea to researchers to create learning media that combines ”game” and ”learning” which is packaged in Edutainment: @KAR (short for character games). This research is done through a descriptive procedural research model, which outlines the steps that must be followed to produce a product. The data used in this design was taken by observation, interview and documentation methods. The observation data consists of visual data, library data and data from target audience. The importance of this research is as a form of maintenance or preservation of design with the styles of the Malang city. With the improvement of @KAR educational game design with the nuances of local wisdom in Malang, there will be an introduction, pride and image enhancement to Indonesian culture, especially the Malang city. This research can also be a guide for character education or one of the learning materials.     Keywords: asset design, educational media, local conten

    Gamificacion in education and active methodologies at Higher education

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    In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities. Its purpose is to motivate students by creating an engaging learning experience that can keep students focused on the learning task and its application in the classroom, is still in its emergent stages. Gamification is a great challenge for education, particularly in Higher Education Institutions (HEI) in such a traditional context, as is the case with courses like Management and Administration Business, Finance and Accounting, Marketing and Market Research, Chemistry, Accounting and Administration and Business Communication. This paper presents a study, applied in the 2016/2017 and 2017/2018 academic years, in which the teaching method focuses on a blended learning approach, through the implementation of a flipped classroom model and also through the introduction of online gamification activities such Kahoot! application. Kahoot is a game-based learning platform, used as educational technology that can easily be used for initial, formative and summative assessment of students’ knowledge using individual or collaborative team work mode, adding vitality, student engagement, and also meta-cognitive supports to higher education classrooms with limited instructor or student training required. The participants, in the study, were about 3 000 students of 17 different subjects from the aforementioned courses, of the Malaga University and Polytechnic of Porto. The results of this study suggest that this model improves student learning and are of relevance to researchers, educators and game-based learning designers.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tec
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