22 research outputs found

    Creating Serious Games at Third Level: Evaluating the Implications of an In-house Approach

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    Due to the inherently interdisciplinary nature of serious games their developmentnecessitates the effective collaboration of team members spanning multiple disciplines and skill sets (Adams 2010). In their attempts to harness these skills, most higher education projects have formed teams through academic/commercial partnerships, whereby academics and commercial developers combine their respective expertises in subject matter/pedagogy and game design/development. However considering the expertise in most higher education institutions and the recent surge in serious games courses at third level, one might reasonably conclude that higher education holds huge potential for developing serious games in-house. Yet surprisingly, such ventures are relatively few. Thus, while cross-faculty higher education collaborations may hold potential for developing serious games, the implications of such an approach are largely unexplored to date.This paper aims to remediate this gap in the literature by presenting a phenomenological,naturalistic case study of an innovative project based in one higher education institution whichinvolved multiple disciplines in the design and development of a serious game. Using a theoreticalframework for game design comprising the elements of play, pedagogy and fidelity, this paperexamines the impact of an interdisciplinary in-house approach on the design of this serious game, paying particular attention to the balancing of design elements and the impact of disciplinaryperspectives in this regard. As such this study adds a new dimension to established difficultiesinvolved in serious game design by illustrating the significant impact which interdisciplinary team workpractices, and associated disciplinary perspectives, can have on the design process and product

    Emerging digital media, games and simulations: a challenge for open and distance learning

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    In this article we examine the state-of-the-art research related to digital media in education and evaluate the information concerning a new generation of students that are communityminded and technologically savvy, highlighting the innovative technology behind the new interaction and communication processes, and assessing the challenges for Open and Distance Learning (ODL). Where traditional distance education is based on the completion of carefully graded assignments and tests, today games, simulations and virtual environments may become safe platforms for trial and error experimentation. With games the chance of failure is high, but the cost is low and the lessons are learned immediately and with greater emotional impact. However, these conditions may become more difficult to address when the volume of users increases from small to medium, large or extra-large. Dealing effectively with tens or even hundreds of thousands of students in absentia requires following very sound organizational principles and good technical implementation, systematic monitoring of deviations from established norms, regular audition of users' comments and criticisms, careful analysis of final results. In this emerging scenario, involving digital media, games and simulations, ODL systems must have means of establishing rich connections with each member of the universe of users. In this sense we propose using a virtual space with multiple places, in ways that use the Internet, social applications, games and mobile devices to involve students in pedagogical activities

    SHARPP Games for the Education Prevention and Reversion of Chronic Diseases

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    Prevalence of chronic diseases has become a serious problem in our society. These illnesses are commonly caused by dietary and lifestyle risk factors and are hard to cure completely. However, behavioral changes such as adopting a healthy diet and lifestyle are effective in reducing chronic conditions. In this research, we propose to build games that could support the Sustainable transformation of chronic patients in a Holistic and Adaptable manner using Real-time, Precise, and Persuasive (SHARPP) principles, processes, systems, and technologies. This research leverages wearable information technologies and chronic disease studies to design games that interweave virtual worlds with the real world. It not only supports patients to form healthy habits that prevent and revert chronic diseases but also helps individuals to balance various life dimensions

    Student induction experiences: Through the lens of gamification

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    Student induction serves as the first step of the learning journey, helping students understand the resources, facilities, and supporting infrastructures in the learning environment. A positive induction experience helps improve better learning efficacy and boost performance later on. However, students nowadays complain induction as boring, time-wasting and useless. Given the importance of induction, scholars have called for new research, finding a new way to deliver better-quality and more engaging induction. To respond to this call, the current research aims to investigate whether gamification offers better induction experiences to the students. Gamification is the use of game design techniques, game thinking, and game mechanics in a non-game context. Drawing on the student-centred learning theory, we propose that, through the game-play process, students shall feel less stressed but more confident in learning, leading to a more positive learning experience and outcome. Following the same logic, we hypothesise that gamification is positively correlated with the experiences of induction. That is, gamification-empowered induction brings better experiences to the new students. To examine the research hypothesis, we plan to recruit 200 students (research participants) through flyers and noticeboards during the university induction period in September 2023 (Ethics Approval Ref: ETH2223-0198). The recruitment is operated on a voluntary basis and participants can drop out at any time. Participant Information Letter, Consent Form, and other participant protection measures are arranged in line with the guidance of institutional ethics committee. The participants will be randomly assigned into two conditions. In Condition A, participants will receive a conventional induction through a regular teaching classroom. All documents and instructions are communicated through paper-based handouts. Participants will receive a campus map, explaining the location of buildings and respective services. The induction will be completed inside the classroom. In Condition B, participants will receive gamification-empowered induction. All documents and instructions are communicated through a gamification APP (to be installed in participants’ mobiles). To complete the induction, participants must visit the designated locations in the campus, exploring the services in person. To further understand participants' views and experiences of the induction, we plan to collect data through anonymous questionnaires surveys at the end of induction. Condition A will receive questions through web-based surveys, where Condition B will receive questions through APP-based surveys. Both conditions will receive the same survey questions, and Condition B will receive additional questions of APP-user experiences (A copy of the survey questions is enclosed in appendix). The data collected will be analysed and compared through SPSS and Excel software. Research findings will first and foremost examine whether gamification-empowered induction offers better induction experiences to the students. The answers will bring new insights to the gamification-induction literatures. Research findings will be important to the teaching practitioners and policy makers, particularly for those who wish to create better induction programmes through innovative strategies. Implications on induction design and delivery will be clarified. Research limitation and suggestions for future research will also be discussed

    Inattention and disordered gaming: does culture matter?

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    Objective: Problematic gaming has emerged as a contemporary concern, leading to the introduction of the diagnostic term 'Internet Gaming Disorder' (IGD; American Psychiatric Association). The present study aims to empirically assess the association between inattention and IGD, in the light of variable levels of vertical-individualism that reflects cultural inclinations towards independence, competitiveness, and hierarchy. Method: The participants (N=1032) comprised a normative cohort of Massively Multiplayer Online (MMO) gamers (Mage=24 years; 48.7% male). IGD was measured with the nine-item shortform IGD Scale (IGD9-SF), inattention with the Attention Deficit Hyperactivity Disorder (ADHD) Self-Report Scale, and vertical individualism with the Individualism-Collectivism Questionnaire. Complex hierarchical and moderated regressions were employed. Results: Findings demonstrated an association between IGD and inattention, and additionally showed that this association was exacerbated by a more vertically-individualistic cultural orientation without significant gender differences. Conclusion: The need of differentially addressing IGD risk among inattentive gamers of diverse cultural orientation is highlighted

    Using World of Warcraft to Teach Research Methods in Online Doctoral Education: A Student-Instructor Duoethnography

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    The educational potential of games has captured the ongoing interest of scholars and educators who have sought to understand when, how, and under what conditions games support the teaching and learning process. General knowledge of how games support literacy, scientific thinking, or social learning has been theorized and researched, but some applications of game-based learning remain unexplored. One area where much remains to be learned is within online doctoral education and particularly in the poorly understood area of research methods education. In this study, three doctoral students and an instructor collaboratively fieldtested a set of instructional activities within World of Warcraft that were designed to promote understanding of qualitative research methods. A duoethnographic approach was used to promote dual-perspective dialogue about the merits and challenges of using online gaming environments as field sites where research methods can be practiced and developed. Results illuminate merits, challenges, and areas of development as researchers that surfaced while completing the research methods activities. Directions for further research are suggested

    Internet Gaming Disorder in adolescents: personality, psychopathology and evaluation of a psychological intervention combined with parent psychoeducation

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    Internet Gaming Disorder is an increasingly prevalent disorder, which can have severe consequences in affected young people and in their families. There is an urgent need to improve existing treatment programs; these are currently hampered by the lack of research in this area. It is necessary to more carefully define the symptomatic, psychosocial and personality characterization of these patients and the interaction between treatment and relevant variables. The objectives of this study were three: (1) to analyze the symptomatic and personality profiles of young patients with Internet Gaming Disorder in comparison with healthy controls; (2) to analyze the effectiveness of a cognitive behavioral treatment on reducing symptomatology; and (3) to compare the results of that treatment with or without the addition of a psychoeducational group offered to the parents. The final sample consisted of 30 patients consecutively admitted to a specialized mental health unit in Spain, and 30 healthy controls. The experimental group received individual cognitive-behavioral therapy. The experimental group was divided into two subgroups (N = 15), depending on the addition or not of a psychoeducational group for their parents (consecutively admitted). Scores on the Millon Adolescent Personality Inventory (MACI), the Symptom Checklist-Revised (SCL-90-R), the State-Trait Anxiety Index (STAI), and other clinical and psychopathological measures were recorded. The patients were re-assessed post treatment (except for the MACI questionnaire). Compared with healthy controls, patients did not differ in symptomatology at baseline, but scored significantly higher in the personality scales: Introversive and Inhibited, and in the expressed concerns scales: Identity Confusion, Self-Devaluation, and Peer Insecurity and scored significantly lower in the Histrionic and Egotistic scale. In the experimental group, pre-post changes differed statistically on SCL-90-R scales Hostility, Psychoticism, and Global Severity Index and on the diagnostic criteria for Internet Gaming Disorder, regardless of the addition of a psychoeducational group for parents. Pre-post changes did not differ between experimental subgroups. However, the subgroup without psychoeducation for parents presented statistically higher drop-out rates during treatment. The results of this study are based on a sample of patients seeking treatment related to problems with online gaming, therefore, they may be of value for similar patients.Peer ReviewedPostprint (published version

    A aprendizagem online com base nos jogos e na realidade aumentada: aplicação do modelo AIDLET

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    Existe hoje fnalmente a perceção de que a aplicação das tecnologias digitais em educação começa a traduzir-se em resultados efetivos e globais. Estes resultados não se limitam a meras situações experimentais, como até aqui, existem tendências e vias de progresso evidentes: o controlo da aprendizagem passou do professor para o aluno, os materiais “livrescos” cederam lugar aos recursos digitais, a informação passou a estar disponível online em vez de offine, e as atividades tornaram-se sessões interativas partilhadas em comunidades de aprendizagem. Mas, talvez mais importante, os aprendentes deixaram de ser simples utilizadores e passaram a ser produtores de materiais multimédia, jogadores em ambientes virtuais, detentores de informação atualizada e incansáveis comunicadores em permanente mobilidade. Neste contexto, o modelo AIDLET (Availability and cost, Interaction and comunication capabilities, Distance Education workfow integration, Learning design potential, Engagement and ease of play, Thematic value and adequacy), foi desenvolvido para permitir aos autores e professores, mas também a tecnólogos e tutores, tomarem decisões sustentadas acerca da aplicação de jogos, simulações e realidade aumentada em ambientes de aprendizagem virtual, para poderem acompanhar e orientar pedagogicamente toda uma geração de estudantes que cresceu com as consolas de jogos e com a Internet.There is fnally the perception that the application of digital technologies in education begins to translate into effective and global results. These results are not limited to mere experimental situations, as we have witnessed for a long time, in fact there are trends and obvious progress: learning control migrated from teacher to student, printed materials gave way to digital resources, information became widely available online rather than offine, and activities have become interactive sessions shared in learning communities. But, perhaps more importantly, learners are no longer simple users but have become producers of multimedia materials, gamers in virtual environments, beholders of up-to-date information, and engaged mobile communicators. In this context, the AIDLET model (Availability and cost, Interaction and comunication capabilities, Distance Education workfow integration, Learning design potential, Engagement and ease of play, Thematic value and adequacy) was developed to allow authors and teachers, but also technologists and tutors, to make sustainable decisions about the application of games, simulations and augmented reality in virtual learning environments, in order to follow up and guide pedagogically a whole generation of students who grew up with game consoles and the internet.info:eu-repo/semantics/publishedVersio
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