318,265 research outputs found
The influence of a serious game's narrative on students' attitudes and learning experiences regarding delirium:an interview study
Background: Delirium is a neuropsychiatric syndrome that affects patients' attention and awareness as a result of a physical condition. In recent years, persistent gaps in delirium education have led to suboptimal delirium care. Still, little is known about what are the most important aspects of effective delirium education. Serious games are both entertainment and an interactive, safe learning environment where players can experiment and create new knowledge. They have the potential to contribute to improved delirium education. We used a video-based serious games' narrative to explore aspects essential to enhance students' attitudes and learning experiences regarding delirium. Methods: We created a semi-structured interview guide and interviewed seven nursing and nine medical students about their attitudes and learning experiences, after they had played the game. A qualitative descriptive design and inductive content analysis with constant comparison were used. Results: The patient's and nurse's perspective, interactivity to experiment, realistic views on care options, and feedback on care actions were important for enhancing students' attitudes and learning experiences regarding delirium. Students felt these aspects encouraged them to get actively involved in and experiment with the study material, which in turn led to enhanced reflection on delirium care and education. Our findings highlight the importance of a more patient-oriented focus to delirium education to drive attitudinal change. Students' learning experiences were further enhanced through their affective responses provoked by the perspectives, interactivity, realism, and feedback. Conclusions: Students considered the characters' perspectives, interactivity, realism, and feedback important aspects of the game to enhance their attitudes towards delirious patients and enrich their learning experiences. A patient-oriented narrative provides a clinically relevant experience in which reflection plays an important role. The serious game also serves as medium to actively experiment with care solutions to create better understanding of how healthcare professionals can influence a delirious patient's experience.</p
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A Framework to Democratise the Design of Educational Games on Social Issues during Game Jams
Game Jams are events organised to create computer games, usually taking place during weekends. These events have become a popular way to enable participants to experience processes and practices of game development as well as to offer multidisciplinary learning opportunities, accessed through the variety of skills involved in game design. However, these events tend to be attended predominantly by male game developers and present barriers to participation for more diverse groups.
This thesis investigates how to support diverse group participation in Game Jams, including people from different ethnicities, genders, ages, sexual orientations and who do not have any prior experience of designing games; and explores Game Jam participation as an opportunity to discuss social issues. To this end, a framework to democratise the design of educational games on social issues in Game Jams is proposed.
The framework consists of a process with structured resources and activities to enhance learning by supporting egalitarian participation and agency. It offers collaborative learning opportunities for groups to engage with a social issue, relying on storytelling and on the exchange of perspectives and experiences. It also provides support and access to research-based principles to design games for education, and egalitarian opportunities to acquire game development skills, considered relevant opportunities given the wide-spread use of games and increasing interest in games as engaging tools for online education.
The development of the framework is grounded in Critical Pedagogy, an educational approach providing principles and processes to democratise learning initiatives based on egalitarian participation and agency. Following a Design-Based Research methodology, the framework is developed through a case study on creating educational games on everyday sexism. A set of formative design studies are undertaken to co-design resources and activities that enable participants to elaborate solutions to the social issue and create educational games themselves.
An evaluative study is then presented with the realisation of two Game Jams to assess and validate the proposed framework. The theoretical contributions of this work validate two new applications of Critical Pedagogy. The first one is to apply Critical Pedagogy to shape Game Jams to enhance learning through the active involvement of participants as equal learners and agents of social change. The second one applies Critical Pedagogy to democratise knowledge of design principles to create educational games on social issues. Lastly, access to a co-created tool for raising awareness of everyday sexism and insights on how to enable broad audiences to acquire games development skills are some of the practical contributions of this thesis
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Public Engagement Technology for Bioacoustic Citizen Science
Inexpensive mobile devices offer new capabilities for non-specialist use in the field for the purpose of conservation. This thesis explores the potential for such devices to be used by citizen scientists interacting with bioacoustic data such as birdsong. This thesis describes design research and field evaluation, in collaboration with conservationists and educators, and technological artefacts implemented as mobile applications for interactive educational gaming and creative composition.
This thesis considers, from a participant-centric collaborative design approach, conservationists' demand for interactive artefacts to motivate engagement in citizen science through gameful and playful interactions. Drawing on theories of motivation, frequently applied to the study of Human-Computer Interaction (HCI), and on approaches to designing for motivational engagement, this thesis introduces a novel pair of frameworks for the analysis of technological artefacts and for assessing participant engagement with bioacoustic citizen science from both game interaction design and citizen science project participation perspectives. This thesis reviews current theories of playful and gameful interaction developed for collaborative learning, data analysis, and ground-truth development, describes a process for design and analysis of motivational mobile games and toys, and explores the affordances of various game elements and mechanics for engaging participation in bioacoustic citizen science.
This thesis proposes research into progressions for scaffolding engagement with citizen science projects where participants interact with data collection and analysis artefacts. The research process includes the development of multiple designs, analyses of which explore the efficacy of game interactions to motivate engagement through interaction progressions, given proposed analysis frameworks. This thesis presents analysed results of experiments examining the usability of, and data-quality from, several prototypes and software artefacts, in both laboratory conditions and the field. This thesis culminates with an assessment of the efficacy of proposed design analysis frameworks, an analysis of designed artefacts, and a discussion of how these designs increase intrinsic and extrinsic motivation for participant engagement and affect resultant bioacoustic citizen science data quantity and quality.Non
Toward an Ecology of Gaming
In her introduction to the Ecology of Games, Salen argues for the need for an increasingly complex and informed awareness of the meaning, significance, and practicalities of games in young people's lives. The language of the media is replete with references to the devil (and heavy metal) when it comes to the ill-found virtues of videogames, while a growing movement in K-12 education casts them as a Holy Grail in the uphill battle to keep kids learning. Her essay explores the different ways the volume's contributors add shades of grey to this often black-and-white mix, pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning
Characteristics of pervasive learning environments in museum contexts
There is no appropriate learning model for pervasive learning environments (PLEs), and museums maintain authenticity at the cost of unmarked information. To address these problems, we present the LieksaMyst PLE developed for Pielinen Museum and we derive a set of characteristics that an effective PLE should meet and which form the basis of a new learning model currently under development. We discuss how the characteristics are addressed in LieksaMyst and present an evaluation of the game component of LieksaMyst. Results indicate that, while some usability issues remain to be resolved, the game was received well by the participants enabling them to immerse themselves in the story and to interact effectively with its virtual characters
Creative communities:shaping process through performance and play
This paper studies the use of play as a method to unlock creativity and innovation within a community of practice (a group of individuals who share a common interest and who see value in interaction to enhance their understanding). An analysis of communities of practice and the value of play informs evaluation of two case studies exploring the development of communities of practice, one within the discipline of videogames and one which bridges performing arts and videogames. The case studies provide qualitative data from which the potential of play, as a method to inspire creativity and support the development of a potential community of practice, is recognised. Establishing trust, disruption of process through play and reflection are key steps proposed in a ‘context provider’s framework’ for individuals or organisations to utilise in the design of activities to support creative process and innovation within a potential community of practice
"Please Sir, can we play a game?" : transforming games teaching and coaching: a practitioner's perspective : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy at Massey University, Palmerston North, New Zealand
Over the last 30 years, traditional skill-based game teaching models have gradually
been supplemented by instruction under an inclusive banner of Game Centred
Learning (GCL) but more specifically, Teaching Games for Understanding (TGfU).
This thesis uniquely examines from a practitioner’s perspective how the
development of GCL and its dissemination occurred in New Zealand (NZ) 1945-
2015. The multi-method approach establishes through a triangulation of data
sources utilising a bricolage approach that the development was not mandated by
educational policy but evolved through various combinations of insights from early
luminaries in the field and visits to NZ by a key figure in the field (Rod Thorpe).
Additionally, a new guard of Physical Educators in pre-service teacher education
colleges in NZ were also significantly influential in the dissemination of GCL
strategies as was a new socio-ecological perspective in PE syllabi (1999; 2007). An
emergent autoethnographic documentation of the author’s role further informs this
evolution of GCL and TGfU practices in NZ. Bourdieu’s concepts of habitus,
practice and field are used as markers to signal change and record tensions that
ultimately led to adoption of GCL practice in PE teaching and sport coaching in
NZ. The thesis findings present implications for PE practitioners through innovative
GCL approaches, associated with play, mastery learning and TGfU, that involves
transforming play. It is concluded that at a practical and theoretical level, TGfU
should be seen in a holistic experiential sense and integrated into PE programmes
acknowledging its potential to contribute to and enhance citizenship. The final
contribution to knowledge of this research is the presentation of a model of GCL
designed to transform play
Assessment of co-creativity in the process of game design
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design
of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research, participants of the co-creation activity are Malaysian students who were working in groups to design game-based learning resources for rural school children. After the co-creativity activity, the students were invited to answer the co-creativity scale, an adapted version of the Assessment Scale of Creative Collaboration (ASCC), combining both the co-creativity factors and learners’ experiences on their interests, and difficulties they faced during the co-creativity process. The preliminary results showed a high diversity on the participants’ attitudes towards collaboration, especially related to their preferences towards individual or collaborative work
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