209,886 research outputs found

    The Use of STEM Gaming to Promote Hearing Health in Youth

    Get PDF
    Hearing loss prevention programs targeting youth have been implemented in many forms to teach younger populations about hearing health to prevent noise-induced hearing loss. Some hearing loss prevention programs, such as Dangerous Decibels¼, are based on health communication science and aim to not only increase youth’s knowledge about noise-induced hearing loss, but positively change their attitudes, beliefs, and behaviors towards safe listening practices. The purpose of this project was to investigate how an educational computer game called Song of the Starbird could potentially be used as an effective hearing health promotion tool for students with normal hearing and students with hearing loss. Exposure to this game could improve knowledge and change attitudes, beliefs, and behaviors in youth related to hearing health. It can also be a fun way for youth to learn about how we hear, the effects of damaging sound levels, and what they can do to reduce their risk of noise-induced hearing loss. In Chapter 1, an extensive literature review was performed to establish a rationale for using a video game as an appropriate hearing loss prevention resource targeting youth 9-12 years old. In Chapter 2, the game’s application within the field of audiology, methods, and examples of implementation opportunities are offered. Audiologists play a key role in disseminating the game within their practice settings. Finally, Chapter 3 reviews gaps in the research literature and future research needs

    Teaching programming using computer games: a program language agnostic approach

    Get PDF

    Introducing novice programmers to functions and recursion using computer games

    Get PDF

    Research methodologies in creative practice: literacy in the digital age of the twenty first century - learning from computer games

    Get PDF
    Literacy remains one of the central goals of schooling, but the ways in which it is understood are changing. The growth of the networked society, and the spread of Information and Communications Technologies (ICT), has brought about significant changes to traditional forms of literacy. Older, print based forms now take their place alongside a mix of newer multi-modal forms, where a wide range of elements such as image, sound, movement, light, colour and interactivity often supplant the printed word and contribute to the ways in which meaning is made. For young people to be fully literate in the twenty-first century, they need to have clear understandings about the ways in which these forms of literacy combine to persuade, present a point of view, argue a case or win the viewers’ sympathies. They need to know how to use them themselves, and to be aware of the ways in which others use them. They need to understand how digital texts organise and prioritise knowledge and information, and to recognise and be critically informed about the global context in which this occurs. That is, to be effective members of society, students need to become critical and capable users of both print and multimodal literacy, and be able to bring informed and analytic perspectives to bear on all texts, both print and digital, that they encounter in everyday life. This is part of schools’ larger challenge to build robust connections between school and the world beyond, to meet the needs of all students, and to counter problems of alienation and marginalisation, particularly amongst students in the middle years. This means finding ways to be relevant and useful for all students, and to provide them with the skills and knowledge they will need in the ICT-based world of the Twentyfirst century. With respect to literacy education, engagement and technology, we urgently need more information as to how this might be best achieved

    Game-based learning or game-based teaching?

    Get PDF
    Emerging technologies for learning report - Article exploring games based learning and its potential for edcuatio

    Playing with Play: Machinima in the Classroom

    Get PDF
    “So, machinima is really a genre, and not a medium?” The students in my Digital Media and Rhetoric course are grappling with both how to define machinima and how to evaluate whether one is “good” or not. I frustrate them by refusing to provide a definitive answer to this and other similar questions they have asked about the form. This intentional frustration continues as, after watching a few examples they ask me what grade I would give those machinima, if they were turned in for this assignment. Rather than providing a simple answer I redirect, asking them what criteria they would use to evaluate machinima and how the examples we’ve seen in class stand up to this scrutiny. At the beginning of this particular unit, when I announced that we wouldn’t be writing another research paper, they were exuberant. Now, however, the complexity of the task before them is slowly unveiling itself. While a majority of these students are gamers, few of them have experience in video production. None of them have previously looked at fan culture as a source of meaning and knowledge production. We are in unfamiliar territory, and they are getting restless

    Collaborative virtual gaming worlds in higher education

    Get PDF
    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context

    Emerging technologies for learning (volume 2)

    Get PDF

    Studying Games in School: a Framework for Media Education

    Get PDF
    This paper explores how media education principles can be extended to digital games, and whether the notion of ‘game literacy’ is an appropriate metaphor for thinking about the study of digital games in schools. Rationales for studying the media are presented, focusing on the importance of setting up social situations that encourage more systematic and critical understanding of games. The value of practical production, or game making, is emphasized, as a way of developing both conceptual understanding and creative abilities. Definitions of games are reviewed to explore whether the study of games is best described as a form of literacy. I conclude that games raise difficulties for existing literacy frameworks, but that it remains important to study the multiple aspects of games in an integrated way. A model for conceptualizing the study of games is presented which focuses on the relationship between design, play and culture
    • 

    corecore