2 research outputs found

    There’s an App for That: Foreign Language Learning Through Mobile- and Social Media-Based Video Games

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    There is no doubt that the video game industry is undergoing a major upheaval, yet in spite of the recent reconceptualization of video games, educational games as a whole remain the pariah of the industry. Very little has been done in the wake of recent social and industry trends to adapt instruction of academic subjects, especially foreign language, for delivery through video games. Prior studies discussing the potential of games developed specifically for language learning have focused primarily on general principles and have offered no recommendations for platform, genre, or other aspects of design. Through an online survey as well as qualitative analysis of gaming forum discussions and student evaluations of an existing educational language game, this study goes straight to the learners and players themselves in order to determine the opinions and behavioral intentions of potential customers. By synthesizing these insights into consumer demand with theory and industry trends, this study argues that mobile or casual games that are intrinsically social and communicative hold the most potential for success, both in academia and in the industry

    Factors affecting Technical Debt Raw data from a systematic literature map

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    "This document presents the complete list of references that have been short listed during the systematic review process carried out during the months of April-September 2012. The objective of the systematic review was to identify current research trends in technical debt and to explore the relationship between technical debt measures and agile software development. This documents includes 352 references that are categorized according to their relevance to technical debt research." [Abstract
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