738 research outputs found

    Arm chair activism: Serious games usage by INGOs for educational change

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    The battle between educators and entertainers continue when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social causes. These serious games are viewed to have tremendous potential for behavioral change through their interactive and persuasive aspects. This paper examines serious games deployed by certain prominent INGOs and analyzes the educative aspects of such new media platforms. What is revealed at the design, audience, and content level compel us to examine what constitutes as education through serious games. Here, education is seen as social marketing employing sensationalism, morality, and emotional capital to stimulate activism. Such games sustain the converted rather than create new understanding

    Integration of Motion Sensing intoMobile Learning Applications

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    The use of mobile devices in education has greatly increased during the last decade. At the same time, technology advances have opened new spaces and possibilities for the field of mobile-based education in the form of entertainment—where learners can achieve their learning goals whilst having fun. Games on mobile phones have also become an important part of education experienced by young people. With the advancement in technology, utilizing motion-sensors in mobile learning systems have started to evolve. Research indicates that the potential of using motion-sensors in game-based learning could achieve maximum benefits from mobile technology in game-based learning activities, as well as improving this form of e-learning entertainment technology. This paper discusses our ongoing research that aims to improve current learning mobile technologies by integrating a new innovative motion-sensing feature. These advancements are reviewed and evaluated for integration and use in a motion-sensing edutainment mobile application

    A Validation of Minecraft

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    UID/HIS/04666/2019The use of world-simulation videogames for cultural heritage (CH) communication presents one of the greatest opportunities for engaging people with the safeguarding of cultural resources. However, not all simulation videogames have the capacity to transmit heritage values efficiently. This article reviews the use of serious and commercial videogames in CH to frame and properly identify characteristics for the selection and assessment of videogames in the context of cultural communication. Based on the analysis of the capacities of videogames to motivate, immerse and represent reality, the videogame Minecraft is identified as one of the optimal solutions to represent and promote engagement with the cultural built environment. As such, the authors assessed the capacity of the videogame Minecraft to be used as an efficient tool to communicate built heritage environments, considering identified criteria on immersion, motivation, and fidelity on simulation.publishersversionpublishe

    Collective Intelligence - Consenting to Conscient Consultation

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    Google, Facebook, Amazon, Wikipedia, Spotify, Netflix, Apple, Samsung, Microsoft, Disney, Uber, Tinder, etc.: ours is the generation that has got a World Wide Web to their fingertips; in addition, we often feel like the net has analogously become a kind of add-on to our minds, i.e., an extension to our intellectual capacity. Browsing on the internet, emailing, skyping, googling, chatting, posting texts, photos or videos on social media, whilst interacting with contents that can be as informative as the news broadcast and as entertaining as playing videogames or streaming music, films, and series via applications (apps) downloaded on smart devices have thus been gradually becoming some of our generation’s daily activities of choice. Along these lines, whilst meaning to conceptualise a method for studying an alternative to our present-day prescriptive educational practices, I elaborate a constructivist approach towards the transformative paradigm of a transmedia-interactive produsage. That is, in this MA Thesis I propose the produsage of a cyclic program in which educators could cooperatively consent on a conscient consultation of their prodused contents in a knowledge democratisation exercise. These experts could thereby participate on the mediation, moderation, and mediatisation of a (n)ethnographic e-volution on the road to a sociocultural empowerment and a civic emancipation movement, striving for critical reforms that would pursue the autonomous automatisation of self-regulatory socio-cultures. Comparatively, from this study’s standpoint, the arguably participative factor of the existing Participatory Web resembles the speculative political empowerment triggered by the act of voting for a political candidate: because, in both cases, the options presented to the public regularly are pre-established by the few de facto empowered decision-makers, like e.g., the heads of political parties and coalitions on one hand, or content writers and producers on another. Alternatively, in this thesis I will look into concealed alternatives for (or, preferably, against) what has gradually developed into the modus operandi of media and technology businesses: the monetisation of information by the commodification of produsers. More specifically, I hope to analyse if, inasmuch as ICTs have been democratising knowledge, they also have been contributing to the prospective quest for more maximalist, and collective, forms of participation during our (Western societies’) history. Notwithstanding, this thesis is a theoretical study, and therefore, here I will not present an empirical example of such educative interaction: which I deliberately call eduraction. Appropriately, because the academia continuously gains new insights with the intersection and compilation of our human cognition, – viz., with our collective intelligence (CI) – I understand that constructivist edutainment and pedagogical participation practices can be interchangeably employed towards a civic engagement – as presented in this thesis’ results. Accordingly, the discussion that I intend to incite with this research theoretically refers to the possible implementation of artefacts for mediatising our civic participation, towards the radical sense of democracy via a critical constructivist education. In short, here, I aim to explain how interactive media create collective intelligence, by analysing what decentralisation of power is engendered by produsage and why edutaining praxis ought to spur a civic participation. As a result, in this study I will hypothesise the emergence of a 21st century conscientisation praxis. All in all, educators are enthusiasts, connoisseurs, collecting, curating, collaborating, criticising, converging, and creating contents that synthesise and might materialise meaningful methods and manners for systematically reasoning, negotiating, or promoting a collective, constructivist, and perchance transformative and participative (democratic) utopia. Ultimately, instructors are a medium of knowledge; and be that as it may, nobody knows all, but the sum of all known by each of us is all the knowledge of our multi-millenary humanity. Thence, we ought to find ways of collaboratively connecting the dots with our bits and pieces of information. Until very recently, many considered the efforts for conceptualising networks, in which meaningful thematics could be broadly discussed (by people from different ethnicities all over the world), just as naïve as utopic. Indeed, it is still debatable whether interactive media, in the current state of Web 2.0, do provide such effectual possibilities to its users. On the other hand, it is with the purpose of adding to this debate that I endeavour to investigate quiescent means for collaboratively working on a critical upgrade to the denotation of democracy. As a matter of fact, technology, etymologically, is the study of crafts; and this MA Thesis endeavours to deal with the sociocultural factors and artefacts that we create to assist our kind’s evolving signification of civilisation. With this in mind, for concluding this thesis with a theorisation on yet untapped possibilities within produsage, I look into some of the latest media developments which could possibly contribute to meaningful improvements on our practices of participative citizenship. Then, in such hyperlinked hypothesis, educative matters of various thematic universes could be cooperatively taught by doyens, through networked lectures, with new hypertexts being added to the storylines of their lessons inasmuch as they were being produced and curated, as a critique to divergent interpretations on those phenomena previously presented via a unique interactive-video production. In that event, interactive media could create a Collective Intelligence, by means of an edutaining praxis which could spur a civic participation for democratising knowledge via produsage – in turn, (re-)creating and cyclically transforming our collective intelligence. Like this, such media type would theoretically serve as a wikinomical platform

    Serious games: design and development

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    With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning process could be more efficient. Additionally, by exploiting the potential of these virtual worlds, it is possible to experience situations that would otherwise be very difficult to experience in the real world, mainly due to reasons of cost, safety and time. Serious Games research and development is still very scarse. However, nowadays there is a large number of available platforms and tools, which can be used to develop Serious Games and video games in general. For instance, web browsers can now provide easy access to realistic 3D virtual worlds. This grants video game developers the tools to create compelling and rich environments that can be accessed by anyone with an internet connection. Additionnaly, other development platforms can be used to achieve different goals. Desktop technologies provide greater processing power and achieve greater results in terms of visual quality, as well as in terms of creating more accurate simulations. This disseration describes the design and development of two Serious Games, one for PC, developed with XNA, and another for the web, developed with WebGL.O crescimento da indĂșstria dos jogos de vĂ­deo, despoletou um maior interesse no estudo deste fenĂłmeno, o que consequentemente levou ao estudo de Jogos SĂ©rios. Jogos SĂ©rios sĂŁo normalmente considerados jogos de vĂ­deo que sĂŁo desenvolvidos para outros fins para alĂ©m do entretenimento. Estes fins incluem a educação e o treino, entre outros. Ao utilizar Jogos SĂ©rios para a educação, os docentes poderiam conseguir captar a atenção dos alunos da mesma forma que os jogos de vĂ­deo normalmente conseguem. Desta forma o processo de aprendizagem poderia ser mais eficiente. Adicionalmente, ao explorar o potencial destes mundos virtuais, Ă© possĂ­vel experienciar situaçÔes que de outra forma seriam difĂ­ceis de experienciar na vida real, devido ao seu custo, a razĂ”es de segurança e tambĂ©m ao tempo dispendido para as realizar. O estudo de Jogos SĂ©rios Ă© ainda bastante disperso. No entanto, hoje em dia existe jĂĄ um grande nĂșmero de plataformas e ferramentas disponĂ­veis que podem ser usadas para desenvolver Jogos SĂ©rios. Por exemplo, os web browsers podem agora fornecer acesso fĂĄcil a mundos virtuais 3D. Isto permite que os criadores de jogos de vĂ­deo tenham acesso Ă s ferramentas necessĂĄrias para criar ambientes ricos, que possam ser acedidos por qualquer pessoa atravĂ©s de uma ligacção Ă  internet. Adicionalmente, existem outras plataformas de desenvolvimento que podem ser utilizadas para alcançar objetivos diferentes. Tecnologias desktop fornecem um maior poder de processamento e permitem alcançar melhores resultados em termos de qualidade visual, bem como em termos de criação de simulaçÔes mais precisas. Nesta dissertação descreve-se a criação e o desenvolvimento de dois Jogos SĂ©rios, um para PC, desenvolvido em XNA e outro outro para a web, desenvolvido em WebGL

    Microworld Writing: Making Spaces for Collaboration, Construction, Creativity, and Community in the Composition Classroom

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    In order to create a 21st century pedagogy of learning experiences that inspire the engaged, constructive, dynamic, and empowering modes of work we see in online creative communities, we need to focus on the platforms, the environments, the microworlds that host, hold, and constitute the work. A good platform can build connections between users, allowing for the creation of a community, giving creative work an engaged and active audience. These platforms will work together to build networks of rhetorical/creative possibilities, wherein students can learn to cultivate their voices, skills, and knowledge bases as they engage across platforms and genres. I call on others to make, mod, or hack other new platforms. In applying this argument to my subject, teaching writing in a college composition class, I describe Microworld Writing as a genre that combines literary language practice with creativity, performativity, play, game mechanics, and coding. The MOO can be an example of one of these platforms and of microworld writing, in that it allows for creativity, user agency, and programmability, if it can be updated to have the needed features (virtual world, community, accessibility, narrativity, compatibility and exportability). I offer the concept of this MOO-IF as inspiration for a collaborative, community-oriented Interactive Fiction platform, and encourage people to extend, find, and build their own platforms. Until then and in addition, students can be brought into Microworld Writing in the composition classroom through interactive-fiction platforms, as part of an ecology of genre experimentation and platform exercise

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Why so serious? On the relation of serious games and learning

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    Serious games have become a key segment in the games market as well as in academic research. Although the number of games that identify themselves as belonging to this category as well as the research done on their effects has been rapidly growing, there has thus far been no attempt to define all of the various opportunities that digital games provide for learning. To address this issue we look at existing definitions of serious games and their potential for learning. We identify the shortcomings of existing definitions and typologies. We discuss opportunities for an educational use of serious games which have been marginalized so far and develop a more flexible classification system for serious games in order to include commercial-off-the-shelf (COTS) games for learning purposes and description options for future developments of gaming technology. This classification system for digital and serious games uses labels and tags as a preferable solution instead of fixed genre categories. The aim of this paper is to move the focus from what serious games and their uses for learning currently are to what they can be
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