4,590 research outputs found

    Glitchspace:teaching programming through puzzles in cyberspace

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    There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p

    Ecological Landscape Planning : A Gaming Approach in Education

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    An understanding of the complex problems of land use competition requires an appreciation of natural processes, cultural values, economic imperatives and political agendas. This integrated understanding is an important component of the study program for tertiary students about to complete their professional qualification in landscape architecture at the Queensland University of Technology. This paper introduces a repertoire of game templates as an initial step in formulating a conceptual framework for the curriculum/games designer to explore the potential of play in ecological landscape planning. The concepts of social action space, permissible action space and motivational action space are used to investigate the qualities of each template for further game design development. The abstraction of these concepts may assist the designer to move beyond the usability of games into viewing their value as a learning method

    (CON)TATTO. Image and Mental Imagery in Childhood Visual Impairment

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    Mental imagery is a familiar aspect of most individuals’ mental lives, considered as an experience which occurs in the absence of actual stirrings for relevant perceptions. The primary importance of mental imagery has been demonstrated in several domains: learning and memory, reasoning and problem solving, inventive or creative thought and rehab. The project primarily refers to the analysis of infant visual impairment for a first scientific and social approach, with specific references to significant figures who have worked on these issues for years. Research is enriched by the contribution of educators working with children with these diseases. Thus, the proposal of a freehand illustrated tactile book, originally conceived for sighted and then reworked for blind and visually impaired, through the humanization of fantastic creatures designed to facilitate imaginative faculties, allowing the child to project his to an inanimate model

    A Creative Playground Design based on Universal Design: An Interaction Approach

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    Problem solving algorithm of TRIZ using a creative method can provide appropriate solutions due to its abilities in problem analysis. This method is a combination of knowledge and experience. Therefore it has called engineering of creativity. Organizing the required methods for providing the proper solutions in a way that the number of trial and errors limited to 10% is one of the main advantages of TRIZ for problem solving. This research aims to design a playground equipment based on universal design method. Lack of suitable play equipment for interaction between disabled and healthy children make an interruption to communicate each other effectively. Therefore, disabled would be isolated in the society. The overall goal of this research is to provide a base for a proper interaction between ordinary and disabled children designing a playing tool for ordinary parks (not those specially designed for disabled children). In this research, a creative method based on TRIZ was introduced to design the playground equipment for children (healthy and disabled). A questionnaire was used to ensure its consistency. Cronbach’s alpha of questionnaire determined is 0.955 which shows the validity of this research.

    A Creative Playground Design based on Universal Design: An Interaction Approach

    Get PDF
    Problem solving algorithm of TRIZ using a creative method can provide appropriate solutions due to its abilities in problem analysis. This method is a combination of knowledge and experience. Therefore it has called engineering of creativity. Organizing the required methods for providing the proper solutions in a way that the number of trial and errors limited to 10% is one of the main advantages of TRIZ for problem solving. This research aims to design a playground equipment based on universal design method. Lack of suitable play equipment for interaction between disabled and healthy children make an interruption to communicate each other effectively. Therefore, disabled would be isolated in the society. The overall goal of this research is to provide a base for a proper interaction between ordinary and disabled children designing a playing tool for ordinary parks (not those specially designed for disabled children). In this research, a creative method based on TRIZ was introduced to design the playground equipment for children (healthy and disabled). A questionnaire was used to ensure its consistency. Cronbach’s alpha of questionnaire determined is 0.955 which shows the validity of this research.

    Multifactorial approach to preparing Russian young people for a future profession

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    This article examines the theory and practice of a multi-level system of continuous innovative education. The pedagogical system of multilevel continuous creative education is considered in detail, and sufficient creative pedagogical methods are put forward for the formation of creative thinking and the development of students' creative abilities. Creative approach provides teachers and students with intellectual tools for the formation of creative systems thinking, teaches them to look at the world systematically and manage thought processes. Innovative teaching methods in the continuous formation of a multilevel system of creative thinking provide the basic principles of teaching by changing the structure of the lessons and implementing their original content. Using them, it is possible to significantly accelerate the solution of a pressing problem in Russia: formation of a creative personality of students

    Ordinary Creativity in Patent Law: The Artist within the Scientist

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    Patent law is intended to promote the creativity of scientists and engineers. The system recognizes that the work of the individual is the engine that ultimately increases the state ofscientific knowledge. As economist Paul Romer recognized, Technological advance comes from things that people do. Furthering creativity represents the constitutional, theoretical and doctrinal heart of patent law. Yet the field has not meaningfully evaluated the fundamental question of what creativity is. Using theories from psychology, sociology, history and the philosophy of science, this work examines and proposes how patent law can formulate a legal conception of creativity. To undertake this inquiry, this work focuses on the U.S. Supreme Court\u27s KSR International Co. v. Teleflex Inc. decision. When considering the appropriate standard for assessing nonobviousness under 35 U.S.C. § 103, the KSR Court used the phrase ordinary creativity to refer to the capabilities of the person of ordinary skill, a standard roughly analogous to tort law\u27s reasonable person. KSR\u27s choice of this phrase is intriguing, particularly because creativity as a human attribute is notoriously difficult to define. In order to provide a theoretical background that leads to an understanding of KSR\u27s ordinary creativity standard, this work explores creativity from an interdisciplinary perspective. Further, the work proposes guidelines that may be used to implement KSR\u27s flexible standard. More broadly, this work proposes that these interdisciplinary sources can be useful to the field\u27s understanding of the process of inventio

    Formalizing Knowledge Creation in Inventive Project Groups. The Malleability of Formal Work Methods

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    This paper investigates how participants in cross-functional project groups use a formal work method in their sense making when dealing with the complexity of innovative work, especially in its inventive phase. The empirical basis of the paper is a prospective case study in which three project groups in three different companies are followed as they try to frame and solve their innovation tasks consisting in problems of a relatively general and vague character. The data are analyzed by means of a modified version of the principles of grounded theory. This means that the lessons drawn from the empirical data are guided by a relational sense making perspective in which the formal method used by the participants is seen as a technological artifact. Among the lessons learned by using this frame of reference are that a formal method may be seen as an entity with a meaning depending on the relations it is embedded in; as an enacted cue for interpretation and action; and as a non-human actor. Compared to the tradition of organizational development, these lessons represent an alternative conception of the implementation of a work method and illuminate prevailing notions about the importance of improvisation in innovation

    “Open” disclosure of innovations, incentives and follow-on reuse: Theory on processes of cumulative innovation and a field experiment in computational biology

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    AbstractMost of society's innovation systems – academic science, the patent system, open source, etc. – are “open” in the sense that they are designed to facilitate knowledge disclosure among innovators. An essential difference across innovation systems is whether disclosure is of intermediate progress and solutions or of completed innovations. We theorize and present experimental evidence linking intermediate versus final disclosure to an ‘incentives-versus-reuse’ tradeoff and to a transformation of the innovation search process. We find intermediate disclosure has the advantage of efficiently steering development towards improving existing solution approaches, but also has the effect of limiting experimentation and narrowing technological search. We discuss the comparative advantages of intermediate versus final disclosure policies in fostering innovation
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