3,143 research outputs found

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    A systematic review of game technologies for pediatric patients

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    [EN] Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol. The results show that the most common approach is to design mono-user games with traditional computers or monitor-based video consoles, which serve as a distractor or a motivator for physical rehabilitation for primary school children undergoing fearful procedures such as venipuncture, or those suffering chronic, neurological, or traumatic diseases/injures. We conclude that, on the one hand, game technologies seem to present physical and psychological benefits to pediatric patients, but more research is needed on this. On the other hand, future designers of games for pediatric hospitalization should consider: 1. The development for kindergarten patients and adolescents, 2. Address the psychological impact caused by long-term hospitalization, 3. Use collaboration as an effective game strategy to reduce patient isolation, 4. Have purposes other than distraction, such as socialization, coping with emotions, or fostering physical mobility, 5. Include parents/caregivers and hospital staff in the game activities; and 6. Exploit new technological artifacts such as robots and tangible interactive elements to encourage intrinsic motivation.This work is supported by the Spanish Ministry of Economy and Competitiveness and the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R.El Jurdi, S.; Montaner-Marco, J.; García Sanjuan, F.; Jaén Martínez, FJ.; Nåcher-Soler, VE. (2018). A systematic review of game technologies for pediatric patients. Computers in Biology and Medicine. 97:89-112. https://doi.org/10.1016/j.compbiomed.2018.04.019S891129

    Conceptualising, operationalising and measuring the player experience in videogames

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    The player experience is at the core of videogame play. Understanding the facets of player experience presents many research challenges, as the phenomenon sits at the intersection of psychology, design, human-computer interaction, sociology, and physiology. This workshop brings together an interdisciplinary group of researchers to systematically and rigorously analyse all aspects of the player experience. Methods and tools for conceptualising, operationalising and measuring the player experience form the core of this research. Our aim is to take a holistic approach to identifying, adapting and extending theories and models of the player experience, to understand how these theories and models interact, overlap and differ, and to construct a unified vision for future research

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Games and bereavement: how video games represent attachment, loss, and grief

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    How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue

    I Don’t like the Talking Part: the Use of Videogames to Facilitate Grief Therapy for Adolescents with Autism Spectrum Disorder

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    Adolescents with Autism Spectrum Disorder often experience difficulties interacting with peers and expressing their emotions, characteristics that may complicate their grief experiences. This qualitative study was designed to explore the experiences of four adolescents with ASD who participated in grief therapy facilitated through the use of videogames. Each participant engaged in 10 weekly grief counseling sessions. Participants and caregivers were interviewed prior to counseling, mid-way (participants only), and after completion of therapy. All counseling and interview sessions were video- or audio-recorded, and transcripts were created from these recordings. All data were analyzed and coded through the lens of the different periods of grief according to Lamb’s (1988) process theory. These codes were analyzed for themes, and a cross-case analysis was completed. Results from this study indicated that adolescents with ASD experience grief in a manner similar to their neurotypical peers, though on a longer timeline. The use of videogames seemed to facilitate participants’ exploration of grief and death through the use of different characters in the game. The incorporation of videogames into more traditional therapy may assist adolescents with ASD to process their emotions associated with bereavement. Although these results are promising, additional research is needed to establish whether the use of videogames is a beneficial technique for use with adolescents who are experiencing grief over the death of loved one

    Using Video Games For Decreasing Pain Caused By Acute Painful Crisis In Adolescents With Sickle Cell Pain

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    Purpose: The most common symptom of sickle cell disease is pain, which occurs as the cells clump compromising further blood flow to distal organs. Despite the advancement in pain management, many children and adolescents\u27 pain remains under treated. The purpose of this study is measure the effectiveness of a videogame as a developmentally appropriate non-pharmacological modality on pain in adolescents 12-21 years of age with sickle cell crisis. Methods: A one-group repeated measure quasi-experimental design was used to evaluate the effectiveness of using videogames on pain in a sample of adolescents 12-21 years of age. Using a repeated measures design permits intensive scrutiny of within-patient variability. Quasi-experimental study designs have been developed to provide alternative means of examining causality in situations not conducive to experimental controls. A sample of 30 hospitalized adolescents (12-21 years of age) diagnosed with sickle cell disease pain were enrolled. Recruitment of participants was undertaken at University of Illinois Children\u27s Hospital and Advocate Children\u27s Hospital. Results: The Cronbach\u27s alpha coefficient for the 19-item in level of engagement instrument was 0.82. The presence self-assessment manikin scores selected by participants after playing the videogame were 63.3% for the score of 1, 26.7% for the score of 2 and 3.3% for the scores of 3, 5 and 6. The decrease in pain level from baseline to after playing the videogame was statistically significant (F = 29.28, p \u3c 0.0001). Additionally, the decrease in pain level from each time point and the adjacent time point was statistically significant; pain 0 minute vs pain 15 minutes (p \u3c0.0001), pain 15 minutes vs pain 30 minutes (p \u3c0.0001) and pain 30 minutes vs pain 45 minutes (p \u3c0.006). Although the data analysis did not yield statistically significant results, an inverse relationship has been found between the levels of pain and engagement. Conclusion: Results from this study were consistent with prior literature that used similar technologies with different populations such as burn care, painful medical procedures and cancer pain. The use of videogames as a distraction modality has been proven to show positive and significant results in the treatment of acute pain. Results from this study show promising findings related to pain management that can be more accessible to adolescents with sickle cell pain at home and in the hospital setting

    User-Centred BCI Videogame Design

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    International audienceThis chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria and metrics to complete the different phases required by ae human-centred design process. This aims to understand the context of use, specify the user needs and evaluate the solutions in order to define design choices. Several ergonomic methods (e.g., interviews, longitudinal studies, user based testing), objective metrics (e.g., task success, number of errors) and subjective metrics (e.g., mark assigned to an item) are suggested to define and measure the usefulness, usability, acceptability, hedonic qualities, appealingness, emotions related to user experience, immersion and presence to be respected. The benefits and contributions of the user centred framework for the ergonomic design of these Brain-Computer Interface Videogames are discussed

    Can videogames be addicting? An investigation into the specific game features and personal characteristics associated with problematic videogame playing

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    The number of individuals who play videogames has increased dramatically in recent years. Unsurprisingly, the frequency with which patients seek psychotherapeutic services to help cope with problematic videogame playing (PVGP) behaviors has also risen. Thus, explorations into the specific characteristics of PVGP are essential now more than ever before. However, the current state of the literature primarily relies on comparisons between PVGP and pathological gambling, utilizing modified measures of the latter to assess the former. To date, no studies have attempted to adapt the diagnostic criteria for substance use disorder (SUD) in an effort to understand PVGP within the context of addiction. Further, few studies have explored the specific game characteristics and individual factors that contribute to the presence of PVGP. The current study sought to address these questions by adapting the SUD criteria to address videogame-related behavior via a measure labeled as the Videogame Addiction Scale (VGAS). Comparisons of the psychometrics and criterion validity of the VGAS and leading measures of PVGP suggested the former was superior. Further, results indicated that higher levels of addiction were present in players who prefer the MMORPG and Shooter genres over all other types of games, with the former yielding significantly higher VGAS scores than the latter. Further, many of the structural characteristics of videogames were considered to be more enjoyable, important, and associated with longer playtimes for individuals with higher “addiction” scores than their low scoring counterparts. Lastly, a model of videogame addiction was generated that aligns with the current literature on substance use disorders. Specifically, impulsivity, maladaptive coping, weekly playtime, and particular structural characteristics all seem to relate to videogame addiction

    CGAMES'2009

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