6,395 research outputs found

    Review: Ethics of Computer Gaming

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    Review: Ethics of Computer Gaming: A Groundwork, by Samuel Ulbricht. 2022. Palgrave Macmillan. xvii + 111 pp.&nbsp

    Human Creativity Through Computer Gaming

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    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    EXTERNAL LED LIGHTING DEVICE CALIBRATION/SYNCHRONIZATION

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    A computer gaming system measures color and ambient lighting conditions with at least one sensor and pushes color and/or brightness settings to all connected devices in the system

    Computer Gaming and Student Achievement: Investigating Middle School Students’ Behaviors

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    In spite of very little research on the subject, a growing concern exists among professionals that excessive time spent by students on computer gaming may have an undesirable effect in scholastic achievement. In this study, middle grade students self-reported their time spent on computer gaming for a one week time period. These self-reports were related with their GPAs at the end of the semester. Analysis of 114 students’ GPAs in English, Math, and Science indicated the presence of a statistically significant difference in English GPAs between students in the High Computer Gaming group from students in the Moderate and Low Computer Gaming groups. No differences were yielded for Math or Science GPAs. Implications are discussed

    Rethinking Digital Literacies and Learning

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    Using concepts from the New Literacy Studies and theories of situated learning, along with an analysis of computer gaming, this paper argues for the need to rethink dominant views of adult literacies and learning in digital contexts

    Associations between physical activity in adolescence and health behaviours, well-being, family and social relations.

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    This is an Accepted Manuscript of an article published by Taylor & Francis Group in International Journal of Health Promotion and Education on 16 September 2014, available online at: https://doi.org/10.1080/14635240.2014.923287Across Europe and North America, few young people meet the recommended levels of physical activity (PA) of 1 hour of moderate to vigorous PA per day. However, the lives of young people cannot simply be polarised as either completely sedentary or active. Drawing on findings from the World Health Organization Health Behaviour in School-aged Children cross sectional international study, this paper examines the domains of adolescent life associated with young people's participation in overall PA, including health behaviours, social relationships and family activities. Consideration is also given to gender differences. Information in England was collected from 4404 students aged 11, 13 and 15 years, using anonymised self-completed questionnaires. Physical aspects of lifestyle were determined using internationally validated items for measuring PA that met international guidelines for activity and the frequency and duration of vigorous exercise undertaken during leisure activities. Separate analyses were conducted for boys and girls. Levels of PA and vigorous exercise were compared using the chi-squared test for trend. The findings draw attention to the value for the health and well-being of young people participating in some form of PA, even if they do not meet the recommended levels. Medium levels of PA appear to be associated with high levels of life satisfaction, self-rated health and an improved sense of body image. Significant health gains are likely to be made for adolescents in encouraging sedentary young people to undertake some form of PAPeer reviewedFinal Accepted Versio
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