300 research outputs found

    Electronic and online rpg in the mathematics education context

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    This paper introduces two Mathematics Education experiments based on Role-Playing Games (RPG). In the first study, we investigated how the construction and application of Electronic RPGs can contribute to teaching and learning Whole Numbers; in the second one, we used Online RPGs in Distance Education to analyze how the construction of online identities is applicable to the teaching and learning of Definite Integrals. We describe both research studies, their participants, procedures, theoretical references, future trends and final results. For the first investigation, we present the results on multiplication of Negative Whole Numbers and their relationship to everyday life; the results related to the second experiment relate to the virtual presence of online identities created and their relationship to the learning process. We demonstrate the playful aspect inherent in the construction and application of computer games as a powerful tool in learning mathematics

    New Game Physics - Added Value for Transdisciplinary Teams

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    This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the research was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide significant value. The resulting designs reflected combined goals of game developers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. A heuristic categorization of game types was defined to create an extensive database of computer games and carry out a statistical analysis of game physics usage. Results were then combined to define core principles for the design of unconventional new game physics elements. Software implementations of several elements were developed to examine the practical feasibility of the proposed principles. This research prototype was exposed to practitioners (artists, game developers and scientists) in field studies, documented on video and subsequently analyzed to evaluate the effectiveness of the elements on the audiences. The findings from this research demonstrated that standard game physics is a common but limited design element in computer games. It was discovered that the entertainment driven design goals of game developers interfere with the needs of educators and scientists. Game reviews exemplified the exaggerated and incorrect physics present in many commercial computer games. This “pseudo physics” was shown to have potentially undesired effects on game players. Art reviews also indicated that game physics technology remains largely inaccessible to artists. The principal conclusion drawn from this study was that the proposed new game physics advances game design and creates value by expanding the choices available to game developers and designers, enabling artists to create more scientifically robust artworks, and encouraging scientists to consider games as a viable tool for education and research. The practical portion generated tangible evidence that the isolated “silos” of engineering, art and science can be bridged when game physics is designed in a transdisciplinary way. This dissertation recommends that scientific and artistic perspectives should always be considered when game physics is used in computer-based media, because significant value for a broad range of practitioners in succinctly different fields can be achieved. The study has thereby established a state of the art research into game physics, which not only offers other researchers constructive principles for future investigations, but also provides much-needed new material to address the observed discrepancies in game theory and digital media design

    A Framework for Constructing Serious Games

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    Communicating ideas and knowledge through serious games is a trend that is currently gaining in popularity. However, at present, there is a distinct lack of a game development methodology that takes a critical approach to transforming information into gameplay. This thesis presents a framework that can be followed to construct compelling serious games that are effective at transferring knowledge to the player. This is accomplished through an analysis of atomic knowledge items and their relationships to one another, followed by a meaningful and synergetic implementation of these ideas at a foundational mechanics level. This thesis also describes the development of Mythos Unbound, a large-scale online serious game designed to teach students about classical Greek and Roman culture and literature. Offered as part of an online course at the University of Arkansas in the 2013 fall semester, deidentified user feedback suggests the game improved the learning process. The project was developed alongside the gamification framework and serves as the prime real-world application of its principles, and so demonstrates the potential of serious games as a means of meaningful communication
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