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1.
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning. Yet relatively little research has been conducted about how game culture and the enmeshed practice of play may impact classroom dynamics. The purpose of this study is to present a case study about how the use of World of Warcraft (WoW) as a teaching tool and medium of play impacted class dynamics in an undergraduate university-level course for game design. Specifically, this study will address how WoW’s game culture and the practice of play impacted (a) student-to-student dynamics and (b) class dynamics. The goal of this study is to explore some of the dynamics of play as a component of learning.  相似文献   

2.
This essay focuses on how video games both highlight our traditional assumptions about reading and writing and suggest alternative paradigms that combine the new and the traditional:
Play. Video games reveal how pleasure and desire are inherent to the reading and writing process. This dimension of gaming helps explain why video games can produce resistance in terms of approaches to writing instruction grounded in maintaining the cultural distinction between play and work.
Authority. The interactivity of video games complicates questions of who authors and authorizes meaning in a discourse community. Video game players are simultaneously readers and writers whose gaming decisions are inscribed within a certain horizon of possibilities but not predictability. The video game is an inherently dialogic discursive space that problematizes the institutionalized distinction between “reading” and “writing”
Return to the visual. The case of video games not only helps restore the understanding of writing as a visual form of communication but also challenges the apparent static quality of the printed text, emphasizing the temporal quality of all communication. In so doing, the study of video games promises to fundamentally rewrite the conceptual binary of process and product in composition pedagogy.
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3.
Serious digital games may be an effective tool for prosocial message dissemination because they offer technology and experiences that encourage players to share them with others, and spread virally. But little is known about the factors that predict players’ willingness to share games with others in their social network. This panel study explores how several factors, including sharing technology use, emotional responses, and game enjoyment, contribute to players’ decision to share the game Darfur is Dying, with others. College students played the game and completed questionnaires that assessed whether they had shared the games at two different time points: during game play and after game play. Positive emotions predicted sharing while students played the game, but negative emotions predicted whether the game was shared after initial game play. Game enjoyment predicted players’ intentions to share the game, but it did not predict actual sharing behavior. Neither players’ general use of sharing technologies nor their satisfaction related to sharing digital content predicted sharing intentions or behavior. These findings have implications for the study of viral social marketing campaigns, and serious game design and theory.  相似文献   

4.
The purpose of this study is to explore gender differences among adolescents who play computer games: key areas of study include hours played, motivation, enjoyment experienced, and the impacts on the students’ lives. The data were obtained from 535 Taiwan high school students. Results indicated that males spent more time playing computer games than did females and also enjoyed it more. Results also indicated that male students are more strongly motivated to play computer games. Gender differences exist in both the frequency and the types of games the subjects played. It is interesting to note that even with significant gender differences, both genders overwhelmingly concluded that playing computer games has helped the quality of their friendships. Finally, results also showed a slight gender difference regarding the predictors of Taiwan high school students’ game playing enjoyments.  相似文献   

5.
The aim of this paper is to study the implementation of online games to encourage public participation in urban planning. Its theoretical foundations are based on previous work in public participatory geographical information systems (PP GISs), play and games, with a special focus on serious games. Serious games aim to support learning processes in a new, more playful way. We developed the concept of playful public participation in urban planning, including playful elements such as storytelling, walking and moving, sketching, drawing, and games. A group of students designed an online serious public participatory game entitled NextCampus. The case study used in NextCampus was taken from the real-world question of a possible move of a university campus to a new location in the city of Hamburg, Germany. The development of the serious public participatory game NextCampus resulted in a physical prototype, user interface design, and a computational model of the game. The NextCampus game was tested with the help of two groups of urban planning students and presented to three external experts who provided valuable recommendations for further development. The critical comments questioned the level of complexity involved in such games. The positive comments included recognition of the potential for joy and the playfulness a game like NextCampus could evoke.  相似文献   

6.
随着现代多媒体技术的蓬勃发展,计算机游戏成为人们闲余时间里一种美好的娱乐体验和精神享受。游戏可能给未成年人的身心健康发展带来不利影响,在教育中却不能只“堵”不“疏”,有必要重新思考电脑游戏存在的合理性及价值。引入电脑游戏中的对象元素来促进和创新Flash《动画制作》课堂教学,创设一种“玩中学”的学习情境,从而增强学生学习兴趣,活跃课堂气氛,提升教学效率。  相似文献   

7.
Mary Flanagan 《AI & Society》2006,20(4):493-505
This paper provides an overview of creating games for change from within an academic context, focusing specifically on the development of educational computer games for middle school girls. The essay addresses larger issues such as the cultural importance of computer games, the difficulty in categorizing a diverse user group such as “girls,” and the ways in which one could design game goals to promote diverse play and learning styles. Through such alternate design strategies, both media makers and students can incorporate significant social intervention into media work.
Mary FlanaganEmail: Phone: +1-212-7724949
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8.
Although recent composition scholarship has focused on public writing and civic participation, classroom practices do not (yet) seem to match the theory. This trend should not indicate, though, that public writing is not being done—rather that we may have to look beyond the classroom to see our students participating in it. “Public Writing in Gaming Spaces” argues that the writing computer gamers do in and for their online communities is not only directed to clearly definable audiences and with specific purposes, but also has the potential to institute real, measurable change within gaming communities and the larger gaming industry. What is more, unlike conventional academic spaces and workspaces, the playspace in which gamers write is comprised of textual exchange that is self-motivated; the writers themselves collaboratively construct them. “Gamer-authors” ultimately discover that they are agents who have the power, through writing, to shape the electronic worlds—games and other online spaces—they regularly inhabit, putting into sharp relief how writing does, in fact, matter. It can institute change.  相似文献   

9.
Due to the increasing use of agile methods, teaching SCRUM as an agile project management methodology has become more and more important. In order to teach students to be able to apply SCRUM in concrete situations, often educational (simulation) games are used. However, most of these games have been developed more for professional trainings than taking into consideration typical restrictions of university courses (such as, class duration and low financial resources for instructional materials). Therefore, we present a manual paper and pencil game to reinforce and teach the application of SCRUM in undergraduate computing programmes complementing theoretical lectures. The game has been developed following a systematic instructional design process and based on our teaching experience. It has been applied several times in two undergraduate project management courses. We evaluated motivation, user experience and the game's contribution to learning through case studies on Kirkpatrick's level one based on the perception of the students. First results indicate the potential of the game to contribute to the learning of SCRUM in an engaging way, keeping students immersed in the learning task. In this regard, the game offers a low-budget alternative to complement traditional instructional strategies for teaching SCRUM in the classroom.  相似文献   

10.
Computer game engines for developing first-person virtual environments   总被引:2,自引:1,他引:1  
Building realistic virtual environments is a complex, expensive and time consuming process. Although virtual environment development toolkits are available, many only provide a subset of the tools needed to build complete virtual worlds. One alternative is the reuse of computer game technology. The current generation of computer games present realistic virtual worlds featuring user friendly interaction and the simulation of real world phenomena. Using computer games as the basis for virtual environment development has a number of advantages. Computer games are robust and extensively tested, both for usability and performance, work on off-the-shelf systems and can be easily disseminated, for example via online communities. Additionally, a number of computer game developers provide tools, documentation and source code, either with the game itself or separately available, so that end-users can create new content. This short report overviews several currently available game engines that are suitable for prototyping virtual environments.
Shamus P. SmithEmail:
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11.
Computer games fundamentally incorporate composition into their game play. Highly symbolic constructs, whose photo-realistic graphical environments are often produced by combining pre-existing elements, computer games not only require players to read and to make meaning of symbols presented on the screen but to write and ultimately to revise their actions in the game relationship to these symbols. This activity, which is often constructed as “play” rather than writing, is significant in that, although its effects appear to be limited to the conversations taking place on the screen, its focus is ultimately on how players read and write (compose) themselves in relationship to the game and to the larger socio-political structures upon which the game is beholden. Computer games thus have the potential to help students not only understand the fundamentals of the compositional process and the larger socio-political structures within which this process occurs but to recognize how these socio-political structures construct reading and writing and in doing so determine the way that the individuals subject to them construct (read and write) themselves.  相似文献   

12.
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game play – such as frequency of game use, gender differences, identification with the characters, and game preferences – as well as some psychosocial factors that may influence learning – such as academic performance, self-esteem, and computer self-efficacy. This paper suggests that online multiplayer educational games should be approached as a complex learning system, based on the principles of activity theory, where the Subjects would interact with other Subjects, Objects and Tools of the game, under specified Rules and create Communities through division of labor, leading to the expected learning outcome. Thus, we suggest taking into account some important issues concerning the Subjects that the activity theory refers to, such as gender differences in playing games, academic performance, self-esteem and computer self-efficacy.  相似文献   

13.
Current human–computer interaction (HCI) research into video games rarely considers how they are different from other forms of software. This leads to research that, while useful concerning standard issues of interface design, does not address the nature of video games as games specifically. Unlike most software, video games are not made to support external, user-defined tasks, but instead define their own activities for players to engage in. We argue that video games contain systems of values which players perceive and adopt, and which shape the play of the game. A focus on video game values promotes a holistic view of video games as software, media, and as games specifically, which leads to a genuine video game HCI.  相似文献   

14.
15.
悖论对策中的计算机仿真研究   总被引:2,自引:0,他引:2  
郑应文  周力 《计算机仿真》2003,20(10):123-125
社会悖论是在社会生活中大量存在的多人非合作博弈问题,但用经典对策论难以得到有意义的结果。该文应用计算机试验的方法,对一类多人重复悖论对策过程进行仿真研究,以进化对策的观点,研究在不同环境下不同模型的各种策略法则的性能,以及对策的优化解。这个结果为社会悖论的进化对策研究及其在社会经济方面的应用提供一种有效的研究手段。  相似文献   

16.
Age invaders (AI), is a novel interactive intergeneration social-physical game which allows the elderly to play harmoniously together with children in the physical space, while parents can participate in the game play in real time remotely in the virtual world through the internet. Traditional digital games are designed for the young where normally the player sits in front of a computer or game console. Unlike standard computer games, age invaders brings the game play to a physical platform, and requires and encourages physical body movements rather than constraining the user in front of a computer for many hours. Age invaders is an interactive social-physical family digital game designed specially for a harmonious game play between the elderly and young. Adjusting game properties automatically compensates for potential elderly disadvantages, for example slower reaction time and slow movement.  相似文献   

17.
Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and perceptions of a curriculum unit incorporating the game, Mission Biotech (MBt) and a set of supporting curriculum materials. The curriculum unit was designed to provide multiple avenues for teachers to adjust and modify materials and implementation plans based on their unique classroom goals and environments. To understand how individual teachers use, conceptualize, and reflect upon the MBt unit and its implementation, we conducted three case studies, including classroom observations and teacher interviews. Findings include many similarities among teachers including adaptation of activities to classroom norms and practices, high value placed on quality curricular resources and support, advantage of the game to provide experiences that are normally out of reach for students, and concerns about effective use of time. Unique features of different teachers revealed implications for design and professional development for game-based curricula. For example, the study revealed that teachers need support to integrate and make explicit connections between the game and supporting curriculum materials.  相似文献   

18.
棋牌游戏与事件对策   总被引:2,自引:0,他引:2       下载免费PDF全文
博弈的原意便是下棋,博弈论的概念也源于棋类游戏.而博弈论的现有成果还难以描述和处理棋牌游戏这一类复杂的动态过程.为此.在分析棋牌游戏特点的基础上.指出它们属于离散事件的动态过程;在阐述离散事件动态系统(DEDS)特点与方法的基础上,应用DEDS的有关理论为象棋博弈过程建模,并提出了事件对策的概念与形式框架.探讨了事件对策理论在战争模拟中的应用,为迅速发展的机器博弈研究创造了良好的理论条件.  相似文献   

19.
We have observed that many computer‐supported writing environments based on pedagogical strategies have only been designed to incorporate the cognitive aspects, but motivational aspects should also be included. Hence, we theorize that integrating game‐based learning into the writing environment may be a practical approach that can facilitate student participation, not only helping students learn how to write, but also sustaining their willingness to write. In this study, we investigate the effects of the game‐based writing environment on improving students' participation, performance, and interest in writing. An experiment was conducted to compare the effectiveness of 2 approaches to writing in language arts at an elementary school. Two hundred forty‐five third grade students participated in the experiment over a period of 1 year. One hundred thirty‐nine students were assigned to an experimental group and learned with a game‐based writing environment, and 106 students were in the contrast group and learned with an online writing environment. The empirical results show that the game‐based writing environment can effectively promote students' writing participation, writing performance, interest in writing, as well as their perceptions of the use of educational self‐management games. Some implications of the experimental results are also discussed.  相似文献   

20.
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently, several game companies, such as BioWare Corp. and Bethesda Softworks, have released game story creation tools to the public, along with their games. However, a major obstacle to using these commercial tools is the level of programming experience required to create interactive game stories. In this paper, we demonstrate that a commercial game story construction tool, BioWare Corp.’s Aurora Toolset, can be augmented by our new tool, ScriptEase, to enable students in two grade ten English classes to successfully construct interactive game stories. We present evidence that describes the relationship between interactive story authoring and traditional story authoring, along with a series of factors that can potentially affect success at these activities: gender, creativity, intellectual ability, previous experiences with programming, time playing computer games, and time spent online. Results indicate that students can successfully construct sophisticated interactive stories with very little training. The results also show no gender differences in the quality of these interactive stories, regardless of programming experience or the amount of time per week playing computer games or participating in general online activities, although a subset of female students did show a slightly higher level of performance on interactive story authoring. In the educational context of this study, we show that ScriptEase provides an easy-to-use tool for interactive story authoring in a constructionist learning environment.  相似文献   

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