23 research outputs found
Social learning through gaming
Throughout human history we have played and gamed. Ac-cording to Eric Berne (1964), author of Games People Play, human relationships are in fact comprised of game playing behaviors. Huizinga [1] observes that playing games is on
Transitioning ECP Software Technology into a Foundation for Sustainable Research Software
Research software plays a crucial role in advancing scientific knowledge, but
ensuring its sustainability, maintainability, and long-term viability is an
ongoing challenge. The Sustainable Research Software Institute (SRSI) Model has
been designed to address the concerns, and presents a comprehensive framework
designed to promote sustainable practices in the research software community.
However the SRSI Model does not address the transitional requirements for the
Exascale Computing Project (ECP) Software Technology (ECP-ST) focus area
specifically. This white paper provides an overview and detailed description of
how ECP-ST will transition into the SRSI in a compressed time frame that a)
meets the needs of the ECP end-of-technical-activities deadline; and b) ensures
the continuity of the sustainability efforts that are already underway.Comment: 7 pages, 1 figur
An Open Community-Driven Model For Sustainable Research Software: Sustainable Research Software Institute
Research software plays a crucial role in advancing scientific knowledge, but
ensuring its sustainability, maintainability, and long-term viability is an
ongoing challenge. To address these concerns, the Sustainable Research Software
Institute (SRSI) Model presents a comprehensive framework designed to promote
sustainable practices in the research software community. This white paper
provides an in-depth overview of the SRSI Model, outlining its objectives,
services, funding mechanisms, collaborations, and the significant potential
impact it could have on the research software community. It explores the wide
range of services offered, diverse funding sources, extensive collaboration
opportunities, and the transformative influence of the SRSI Model on the
research software landscapeComment: 13 pages, 1 figur
Computer Game Design: New Directions for Intercultural Simulation Game Designers
Computer-based game environments offer a richer communication medium for facilitating exploration of prejudice-reduction than face-to-face interaction. Computer-based simulation games provide players the opportunity to explore potentially threatening topics in safe, player controlled environments. The key elements of computer game design that create a communication environment which rivals face-to-face communication are: 1) the presence of intrinsic motivation, 2) asynchronous time, 3) real-time interaction, 4) anonymity, 5) adaptation of challenge to players abilities, 6) variable number of players, 7) fantasy and open-ended outcomes, and 8) player-centered control
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The Cost of Being Here and There, Now: Implications for Communication in Computer-Mediated Collaborative Environments
In-Game Peer Performance Assessment Role that Fosters Metacognitive Agility and Reflection 1 Reflective Evaluator Role in Multiplayer Serious Games
Abstract. In this paper we describe the development of a method and system for training metacognitive agility (self-awareness and self-regulated learning) in serious games applications. We introduce a unique design that features a novel role for real-time, in-game peer performance assessment and feedback to encourage user reflection and self-explanation. This approach has been implemented in two serious games currently in use today whose focus is intercultural competence and intercultural sensitivity education. Keywords: serious game, metacognitive agility, reflection, in-game performance assessment, peer learning, intercultural competence, sensitivity Reflective Evaluator Role in Multiplayer Serious Games A serious game is defined in this paper as the use of interactive digital technologies for training and education in private, public, government, and military sectors. In multiplayer serious games play is usually followed by a debriefing period in which key learning points and participant performance are discussed in a large group after an exciting game session. It is typical in these cases, therefore, for the reflection and peer learning to occur outside of the game experience, while the game experience focuses on individual task performance Honing one's metacognitive agility and reflection is integral to competence education The reflective evaluator role is based on the Real-time In-Game Assessment, Evaluation and Feedback syste
On-demand Learning for Better Scientific Software: How to Use Resources & Technology to Optimize your Productivity
A Best
Practices for HPC Software Developers webinar presented by Dr. Elaine M.
Raybourn on May 9, 2018. Continual advances in new technologies for
computational science often require members of the HPC community to
learn new tools, techniques, or processes on-demand, or outside of a
formal education setting. While the variety of media and deluge of
content make on-demand learning a reality, very few learners apply
guiding principles from learning science to set themselves up for
success. Applying on-demand learning strategies for self-paced “learning
in the wild” can augment professional learning courses. Employing Python and Git examples, this webinar demonstrated how to
develop a personalized transmedia learning framework (TLF) which leverages a
variety of media and learning science strategies that can be applied
toward learning more productively