scholarly journals Editorial

Author(s):  
Alessandro De Gloria

The third issue of the International Journal of Serious Games (IJSG) introduces a new series of articles about serious game studies. the goal is to develop and support an “engineering” approach, systemizing the studies, allowing comparative analysis and homogeneous data collection. Other scientific and technological articles are also present in the issue.

2020 ◽  
Vol 10 (2) ◽  
pp. 39-53
Author(s):  
Damien Djaouti

This article deals with serious game design methods. More specifically, it focuses on the following question: is there any universal series of steps to design a serious game? Or is the availability of several different design methods unavoidable? To try to answer this question, we will study a corpus of ten design methods suited to Serious Games. Most of these theoretical tools are coming from or aimed to industry professionals. This literary review will allow us to perform a comparative analysis over the various steps used by these methods, in order to build a generic model for the design process of Serious Games: the Design / Imagine / Create / Evaluate (D.I.C.E.) model.


2020 ◽  
Vol 4 (1) ◽  
pp. 30
Author(s):  
Irsyadul Ubad ◽  
Silfia Hanani ◽  
Iswantir M.

<p><em>The Nagari Manggopoh community has a tradition of commemorating the day of one's death which takes place on the third, seventh, fourteenth, fortieth, hundredth, and thousandth days, but the community does not yet understand the educational values. The focus of the research is educative values </em><em></em><em>in the tradition of commemorating the day of death, and their implications for strengthening Minangkabau traditional values. The object of this research is the Islamic community in Nagari Manggopoh that carries out a tradition of commemorating one's death by analyzing the educational values </em><em></em><em>contained in it. The population in this study is the community who carry out the tradition of the commemoration of death. Data collection techniques are observation and interviews, then analyzed using qualitative analysis techniques, with inductive, deductive, and descriptive methods. </em><em>The results of this research showed that there were some educative values contained in the tradition, namely sociological, cultural and cultural educational values, historical, and leadership.</em><em></em></p>


2018 ◽  
Vol 28 (3) ◽  
pp. 991-996
Author(s):  
Gabriela Kirova

Starting with 2018/2019 school year in Bulgaria, the math education in the third grade is implemented through new training kits. They were developed on the basis of the new third-grade mathematics curriculum, approved by Order No. РД 09-1093 / 25.01.2017 of the Minister of Education and Science, Annex No. 8, supplemented by Order No. РД 09-2555 / 15.06.2018 of the Minister of Education and Science. Training kits are approved by the Ministry of Education and Science and are 7 in total. Geometric learning content in new math textbooks is the second most important element after arithmetic content. It is combined with the arithmetic learning content, and by this the foundation of the successful study of geometry in the next school grades is laid. The new geometry knowledge that is included in the third grade curriculum is the following: straight line, curve, beam, angle, right angle, obtuse angle, acute angle, right triangle, acute triangle, obtuse triangle; naming geometric figures with Latin alphabet letters [11]78. It is important in a modern mathematics textbook to have a rich and varied geometric content. It is important that the new types of geometry tasks are introduced with rich visualization using a specific-inductive approach. The relative number of tasks of a given type is an important prerequisite for the successful formation and improvement of skills for solving geometric problems in pupils at the age of 9-10. This article will present a comparative analysis of the geometric content in the seven approved Bulgarian third-grade mathematics textbooks, which are used in the mass practice of this school year. For the purpose of the study, a classification of all types of tasks and exercises with geometric content has been developed. Then the tasks in the seven textbooks are systematized by the so chosen classification. The data are statistically processed taking into account the relative share of tasks of each type within a textbook, as well as a comparison between the relative shares of the geometric tasks in the different textbooks. The established differences in the number and relative share of different types of geometric tasks make it possible for the analyzed textbooks to be ranked. Such a study has not been published so far. It has a relation to the assessment of the quality of the textbooks offered. The conclusions formulated in this article can help primary teachers in their choice of textbooks to teach to their third grade students.


2018 ◽  
Vol 2 (1) ◽  
pp. 6
Author(s):  
Ingrid Luana Almeida Da Silva ◽  
Deynne A Silva ◽  
Ronei M. Moraes ◽  
Liliane S. Machado

Serious Games são uma categoria especial de jogos que possuem um propósito que vai além da diversão, e por isso podem ser utilizados para promover propaganda, conscientização, ensino e treinamento. O GeoplanoPEC e o GeoplanoMob são serious games educacionais, baseados nas atividades realizadas em um tabuleiro chamado Geoplano, desenvolvidos pelo Laboratório de Tecnologias para o Ensino Virtual e Estatística (LabTEVE) da UFPB. Esses serious games buscam apoiar o aprendizado de geometria plana e o GeoplanoPEC foi desenvolvido considerando as configurações dos computadores das escolas públicas da Paraíba, enquanto que o GeoplanoMob foi desenvolvido considerando os telefones celulares com capacidade de executar aplicativos gráficos. Na época em que os serious games foram implementados, essas plataformas não possuíam muita capacidade computacional e, devido a essa limitação, os jogos tiveram que direcionar sua jogabilidade para o trabalho com perímetros de quadrados. No GeoplanoPEC, a disputa acontece através do desenho de quadrados com perímetro obtido através da multiplicação da face de dois dados e pode ocorrer entre dois jogadores ou entre um jogador e o computador, no qual as jogadas do computador são realizadas por uma inteligência baseada em redes Bayesianas do tipo Naive Bayes. O GeoplanoMob foi desenvolvido para uma plataforma ainda mais limitada quando comparada aos computadores pessoais. Dessa forma não foi possível implantar o sistema inteligente naquela versão do jogo, ocasionando numa alteração no desafio que passou a consistir na realização individual de desenhos a partir de instruções fornecidas por um personagem do jogo. O avanço tecnológico das plataformas móveis e a proliferação destas no ambiente escolar tornou possível a elaboração de uma nova versão dos jogos para a plataforma Android, que expande as funcionalidades das versões anteriores. Com o objetivo de ampliar o escopo de sua utilização nas escolas, a nova versão explora o perímetro e a área de formas geométricas como quadrados, losangos, retângulos, paralelogramos, trapézios e triângulos.


Author(s):  
Kent Eaton

This chapter elaborates the book’s theoretical framework by focusing on the three critical variables—structural, institutional, and coalitional—that help explain the outcome of the two types of subnational policy challenges conceptualized in Chapter 1. It argues that a subnational jurisdiction’s structural significance is critical for the ability to influence the national policy regime (the second type of policy challenge), while its institutional capacity is essential for the defense of ideologically deviant subnational policy regimes (the first type of policy challenge). The third variable, internal and external coalitional strength, matters for both types of challenges. After situating these hypotheses relative to a variety of political science literatures, the chapter then introduces the Bolivian, Ecuadorian, and Peruvian cases by focusing on the similarities that make these countries a productive site for small-N comparison. The chapter also scores each country on the dependent variable and describes the book’s data-collection methods.


2006 ◽  
Vol 30 (1) ◽  
pp. 20-25 ◽  
Author(s):  
David A. Cole

Many outcome variables in developmental psychopathology research are highly stable over time. In conventional longitudinal data analytic approaches such as multiple regression, controlling for prior levels of the outcome variable often yields little (if any) reliable variance in the dependent variable for putative predictors to explain. Three strategies for coping with this problem are described. One involves focusing on developmental periods of transition, in which the outcome of interest may be less stable. A second is to give careful consideration to the amount of time allowed to elapse between waves of data collection. The third is to consider trait-state-occasion models that partition the outcome variable into two dimensions: one entirely stable and trait-like, the other less stable and subject to occasion-specific fluctuations.


2021 ◽  
pp. 104687812110312
Author(s):  
Lucy R. Zheng ◽  
Catherine M. Oberle ◽  
W. A. Hawkes-Robinson ◽  
Stéphane Daniau

Background The use of games for social skill development in the classroom is accelerating at a tremendous rate. At the same time, the research surrounding games designed for teaching social skills remains fragmented. This systematic review summarizes the current existing literature on social skill serious games for young people ages 5 to 19 and is the first review of serious games to note the demographic and geographic component of these studies. Method This review included papers that: evaluated a game designed to teach social skills; included measurable, quantitative outcomes; have a translation or be published in English; were peer-reviewed; date from January 2010 to May 2020; and have a nonclinical study population between ages of 5 to 19. Keywords were obtained from the CASEL 5 framework. Results Our findings are mixed but suggest that serious games may improve social skills when used alongside in-person discussion. We also found potential effects of the length of time of gameplay, intervention, and follow-up on social skill serious game effectiveness. Although this review found promising research conducted in East Asian countries and with minority samples in the United States, the majority of social skill serious game research takes place in the United States and Australia, with unreported demographic information and white-majority samples. Conclusions Due to the limited number of published studies in this area and studies lacking methodological rigor, the effectiveness of using games to teach social skills and the impact of background on social skill learning require further discussion.


Sign in / Sign up

Export Citation Format

Share Document