216 research outputs found

    Using Gamification to Foster Student Resilience and Motivation to Learn, And Using Games to Teach Significance Testing Concepts in the Statistics Classroom

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    Two studies are outlined in this dissertation. In the first study, elements of Super Mario Bros. videos games were used to change the way college students in a beginnersā€™ statistics course were graded on their work. This was part of an effort to help students remain optimistic in the face of challenging coursework and even failure on assignments and tests. The study shows that the changes made to the grading structure did help students to keep trying and to use the materials given to them by their professor until they achieved their desired grade in the course, and suggests ways to make the gamified grading structure even more effective in future uses of the program. In the second study, an online activity was created where players engage in a game of deception against each other, and the tools of the game encourage players to naturally perform steps of a hypothesis test as taught in beginnersā€™ statistics courses in order to determine whether their opponent is lying to them. The study shows that players of the game naturally began to take actions and ask questions that foster an effective environment for learning about the more formal steps of performing a hypothesis test, and that this game may be a useful tool for educators to use to help their students learn about these complicated processes in a fun and natural way

    I Am Error

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    I Am Error is a platform study of the Nintendo Family Computer (or Famicom), a videogame console first released in Japan in July 1983 and later exported to the rest of the world as the Nintendo Entertainment System (or NES). The book investigates the underlying computational architecture of the console and its effects on the creative works (e.g. videogames) produced for the platform. I Am Error advances the concept of platform as a shifting configuration of hardware and software that extends even beyond its ā€˜nativeā€™ material construction. The book provides a deep technical understanding of how the platform was programmed and engineered, from code to silicon, including the design decisions that shaped both the expressive capabilities of the machine and the perception of videogames in general. The book also considers the platform beyond the console proper, including cartridges, controllers, peripherals, packaging, marketing, licensing, and play environments. Likewise, it analyzes the NESā€™s extension and afterlife in emulation and hacking, birthing new genres of creative expression such as ROM hacks and tool-assisted speed runs. I Am Error considers videogames and their platforms to be important objects of cultural expression, alongside cinema, dance, painting, theater and other media. It joins the discussion taking place in similar burgeoning disciplinesā€”code studies, game studies, computational theoryā€”that engage digital media with critical rigor and descriptive depth. But platform studies is not simply a technical discussionā€”it also keeps a keen eye on the cultural, social, and economic forces that influence videogames. No platform exists in a vacuum: circuits, code, and console alike are shaped by the currents of history, politics, economics, and cultureā€”just as those currents are shaped in kind

    What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games: Revised and Commented Edition

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    What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? The author examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, the author argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan GĆ¼nzel, Jƶrg Sternagel, and Dieter Mersch

    What is the Avatar?

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    What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan GĆ¼nzel, Jƶrg Sternagel, and Dieter Mersch

    Reboot

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    I am an artist that works with technologically obsolete materials in order to elevate them to have purely aesthetic, sublime qualities. Creating my art this way has led me to profile and understand hoarders; those who collect materials that are otherwise socially useless. They collect these objects to the point where the collection act becomes an obsessive psychological disorder. This thesis will prove that while I identify with those who struggle with this disorder, my own collection tendencies lend themselves to being more related to the processes of contemporary artists and their need to reconfigure the original use of objects in multitude

    Gamification and Advanced Technology to Enhance Motivation in Education

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    This book, entitled ā€œGamification and Advanced Technology to Enhance Motivation in Educationā€, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education

    Ludotopia

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    Where do computer games Ā»happenĀ«? The articles collected in this pioneering volume explore the categories of Ā»spaceĀ«, Ā»placeĀ« and Ā»territoryĀ« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these

    Ludotopia

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    Where do computer games Ā»happenĀ«? The articles collected in this pioneering volume explore the categories of Ā»spaceĀ«, Ā»placeĀ« and Ā»territoryĀ« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these
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