212,994 research outputs found

    An Investigation into Game Based Learning Using High Level Programming Languages

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    Game-related education within mobile learning spheres is a matter of great debate for university students across the globe. It is the case that programming languages often pose a sizeable challenge for university students. This research paper aims to develop a game based learning platform “iPlayCode”, designed to offer a new and exciting method of learning programming language. Xcode 5.0.2 was used to develop the game by using the cocos2d-x development tool and the Adobe Photoshop graphic design tool. In addition, iOS 7.0.3 (11B508) Simulator was used to test the application and the application was deployed in different models of mobile devices such as the iPhone and iPad. The application outcomes are presented by a mobile game that teaches programming languages in an easy, attractive and effective way

    In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning The focus of this chapter is on how young people learn to play video games. We have approached this question ethnographically, studying young people playing in their own homes among friends and family. The primary data analyzed for the chapter are videorecordings of play from two perspectives -- in-game and in-room -- which we synchronized into a single side-by-side video record. By looking at in-room actions along with in-game actions, the chapter expands on a separate worlds view that holds video games as a world apart from the rest of kids' lives. Our case material shows instead how game play is quite tangled up with young people's lives, including relations with siblings and parents, patterns of learning at home and school, as well their own imagined futures. Our analysis also documents a remarkable diversity of what we call learning arrangements that young people create among themselves while playing together

    Autonomy in Video Games and Gamification

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    In the past decade, gamification (using game elements in non-gaming tasks to enhance motivation and engagement) has become a popular concept in many industries, but few studies have explored the principles under which it works. Self-determination theory suggests three psychological needs that gamification fulfills: competence, relatedness, and autonomy. Autonomy, a person\u27s perception that they have the ability to act however they choose, has emerged as an important, yet less-studied aspect in gamification. Inclusion of autonomy in gamification should foster engagement, enjoyment, and better performance. An experiment inspired by the above was carried out in which a sample of college students (N = 57) played a video game called Super Mario Bros. Crossover with either the choice to customize the aesthetics of their character and background (autonomy-supportive) or no choice of aesthetics (non-supportive). It was hypothesized that conditions involving more choice would lead to higher perceived autonomy and performance, and that perceived autonomy would be positively correlated with engagement, enjoyment, and performance. The manipulation resulted in no significant difference in perceived autonomy or performance, and perceived autonomy was only significantly positively correlated with enjoyment. Prior Super Mario Bros. experience was also found to positively correlate with perceived autonomy in the autonomy-supportive condition. The choice of aesthetics does not appear to have been sufficiently strong enough to increase perceived autonomy in this context
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