38,862 research outputs found
NBA 2K
The NBA 2K games have come a long way from an emerging basketball game to now becoming the biggest basketball game ever created. From its graphics, gameplay, community, and many more reasons why the game became so successful today, NBA 2K has evolved into the best basketball game by improving its overall structure every year-round
A behavioural framework for designing educational computer games
Research has indicated that computer games can be innovative and powerful tools for education. Indeed, combining psychological research and games design principles offers a framework for developing educational games that promote learning while maintaining high motivation of the players. If designed correctly, it appears
that games can utilize the inherent motivation demonstrated by game players to teach skills that are of immediate practical benefit. The current paper explores “the edges of gaming” in terms of proposing a novel theoretical and
methodological framework for the design of educational games
Teacher-stress and present day grading practices
Includes bibliographical references
The Cowl - v.79 - n.15 - Jan 29, 2015
The Cowl - student newspaper of Providence College. Vol 79 - No. 15 - January 29, 2015. 20 pages
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The Hero Who Overslept
"We all love a lie in, but the alarm clock is definitely ringing. The time has finally come to throw back the duvet and leap into this playfully unhinged show about finding the hero under the covers. It’s a sincere and heartfelt invitation to defy indifference and experience a new, tender love story for our long-neglected earth, one in which we are the ones we’ve been waiting for.
In a never seen before mix of climate science, psychology, philosophy and surrealist dance, our unlikely heroes strive to remake themselves in preparation for an overdue remaking of the world. These quirky ‘Clark Kents’ of climate change will shake your inner snooze button awake, so come see a performance that stretches what’s possible in an hour but will be a lifetime in the living.
From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming
Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit.
As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education
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