scholarly journals Video Games as Tools for Education

2021 ◽  
Vol 3 (2) ◽  
pp. 56-60
Author(s):  
Arsa Widitiarsa Utoyo

Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users

2019 ◽  
Vol 5 (02) ◽  
pp. 159
Author(s):  
Jokhanan Kristiyono ◽  
Hernani Sirikit

<p>ABSTRACT</p><p>This study aims to find out how factual and digital reality are depicted in film.Castells’ theory on new media is taken for the base theory, subjectivity-identity and power and knowledge by Foucault. Narrative analysis by Lacey is applied to seek answer for the research problem. The advancement of Communication Technology has enabled human beings to have freedom in imagination and make it real. Digital technology and virtual realm are enriched with emerging faked realities and identities. Film, becomes a platform for practising this kind of freedom, making fantasy feels like reality. Film Ready Player One? directed by Steven Spielberg depicts real and virtual world. This study aims to elaborate how real life and digital life are narrated and described in this film. A new identity created in The OASIS,the digital world that a place where mankind escape from reality. Units to be analysed in eight structures of analysis are story, plot, and character. Concludesis factual reality and digital reality are described well in this film, it even tends to hyper-reality. Moreover, conflict in digital world and in the future (2045) are still the same with problems in the history of mankind.</p><p>Keywords; Film; Digital reality; Identities; Narrative.</p><p>ABSTRAK</p><p>Penelitian ini bertujuan mengetahui bagaimana realitas faktual dan realitas digital digambarkan dalam film. Menggunakan teori new media Castells, subjektivitas dan identitas serta power dan knowledge Foucault. Penelitian film ini menggunakan pendekatan deskriptif kualitatif, dengan metode Analisa Naratif Film (Lacey, 2017). Kemajuan teknologi informasi dan komunikasi membuat manusia memiliki keleluasaan dalam berimajinasi dan merealisasikannya. Teknologi digital dan alam virtual semakin diperkaya dengan munculnya realitas dan identitas semu. Film, sebagai salah satu medium komunikasi massa, merupakan wadah kebebasan berimajinasi. Film Ready Player One?.Film besutan sutradara Steven Spielberg menggambarkan pergesekan antara dunia nyata dan dunia digital. Film ini menunjukkan kehidupan masyarakat moderen pada tahun 2045, dengan adanya perkembangan teknologi yang luar biasa. Suatu piranti yang mengubah manusia menjadi sangat tergantung dengan teknologi. Teknologi informasi dan komunikasi yang menciptakan dunia baru yaitu dunia digital. OASIS, dunia tempat pelarian manusia modern dan menciptakan identitas baru yaitu identitas virtual. Masyarakat informasi yang menciptakan realitas digital. Unit analisis story, plot, dan karakter dianalisis secara naratif dengan delapan struktur. Hasil analisis memberikan jawaban bahwa realitas nyata dan realitas digital digambarkan secara baik dalam film ini, bahkan cenderung berlebihan (hyper-reality). Selain itu, konflik di dunia digital di tahun 2045 tetap sama dengan konflik dalam sejarah manusia.</p><p>Kata Kunci; Film; Digital Reality; Identitas; Naratif.</p>


Author(s):  
Sandro Sorbi ◽  
Camilla Ferrari

The history of Alzheimer's disease (AD) started in 1907, but we needed to wait until the end of the century to identify the component of pathological hallmarks, genetic subtypes and to formulate the first pathogenic hypothesis. Thanks to biomarkers and new technologies, the concept of AD then rapidly changed from a static view of an amnestic dementia of the presenium to a biological entity that could be clinically manifested as normal cognition or dementia of different types. What is clearly emerging from studies is that AD is heterogeneous in each aspect, such as amyloid composition, tau distribution, relation between amyloid and tau, clinical symptoms, genetic background, and thus it is probably impossible to explain AD with a single pathological process. The scientific approach to AD suffers from chronological mismatches between clinical, pathological and technological data, causing difficulty in conceiving diagnostic gold standards and in creating models for drug discovery and screening. A recent mathematical computer-based approach offers the opportunity to study AD in real life and to provide a new point of view and the final missing pieces of the AD puzzle.


2020 ◽  
pp. tobaccocontrol-2019-055300
Author(s):  
Susan Forsyth ◽  
Patricia A McDaniel

BackgroundSince 1972, Philip Morris (PM) has sponsored motorsports. Racing video games are a popular genre among youth and often emulate the branding of their real-life counterparts, potentially exposing youth to tobacco imagery. We examined racing video games for the presence of Marlboro imagery and explored the history of efforts to remove or regulate such imagery.MethodsWe searched the Truth Tobacco Industry documents for relevant documents and used information from video game-related websites and game play videos to identify racing video games that contained Marlboro trademarks and imagery. We also collected information on the Entertainment Software Ratings Board’s (ESRB) tobacco-specific and overall game ratings.FindingsIn 1989, negative publicity surrounding the presence of Marlboro logos in racing games led PM to threaten legal action against two game makers for copyright infringement. PM also launched a media campaign promoting this intervention as evidence of its commitment to youth smoking prevention. Nonetheless, we identified 219 video games from 1979 to 2018 that contained Marlboro trademarks and/or Marlboro-sponsored drivers and livery. Among the games in our sample with an ESRB game rating, all but one received an ‘E,’ indicating appropriateness for everyone, and all but three lacked tobacco content descriptors.ConclusionRacing video games have been and continue to be a vehicle for exposing adolescents to the Marlboro brand. Because voluntary efforts by PM and the video game industry to prevent youth exposure to tobacco brands in video games have been ineffective, USA and international policy-makers should prohibit tobacco content in video games.


2019 ◽  
pp. 235-260
Author(s):  
Julian Voloj ◽  
Anthony Bak Buccitelli

This chapter talks about San Francisco-based company Linden Lab who launched Second Life (SL), which is described as an online digital world that is built, shaped, and owned by its participants. It discloses how SL was seen as the next big internet phenomenon and was the focus of attention by investors and media alike for a short period of time. It also explains SL's complex relationship with 'real life', which is defined both by the encoded parameters of the virtual space and by the social and cultural practices of the people who use the platform. The chapter discusses SL as a broad platform that encompassed many cultural constructions and developed a rich and diverse set of religious cultures. It recounts how dozens of Jewish sites across the grid emerged and were created both by individual users and by offline institutions that established SL presences.


2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


Author(s):  
Kaila Goode ◽  
Sheri Vasinda

The act of playing video games is a multimodal experience, immersing the gamer in a sensorial experience in the digital world. Video games incorporate sensory literacies such as haptics, graphics, sound effects, music, auditory dialogue, visual text, and character movement. The sensory literacies allow gamers to connect the digital world to the physical world, becoming engrossed in the world and story of the video game. Thus, due to the multimodal and sensorial nature of video games, they have the potential to be a beneficial tool for increasing student engagement within the classroom and assisting students in further increasing literacy skills and content knowledge. In addition, a review of literature of classroom use of video games as an instructional tool found increased engagement, use of video games as texts, cross-literacies that supported traditional literacy processes and skills.


2011 ◽  
Vol 35 (5) ◽  
pp. 179-182 ◽  
Author(s):  
Thomas Szasz

SummaryFifty years ago I noted that modern psychiatry rests on a basic conceptual error – the systematic misinterpretation of unwanted behaviours as the diagnoses of mental illnesses pointing to underlying neurological diseases susceptible to pharmacological treatments. I proposed instead that we view persons called ‘mental patients' as active players in real life dramas, not passive victims of pathophysiological processes outside their control. In this essay, I briefly review the recent history of this culturally validated medicalisation of (mis)behaviours and its social consequences.


2021 ◽  
Vol 64 (3) ◽  
pp. 137-159
Author(s):  
Mikhail Yu. Sergeev ◽  
Aleksandr E. Rybas

The article, written in the form of a dialogue/discussion, examines the problem of freedom in the context of its interpretation in religious and philosophical thought. The starting point for considering freedom is the thesis that the concept of freedom, as it is presented in the metaphysical and spiritual traditions, hinders both the philosophical understanding of freedom and its implementation in practice since the status of the concept requires the identification of freedom with the knowledge of freedom. However, the knowledge, as it always implies being universal, excludes the possibility of a different understanding of freedom, which leads to the confusion of freedom and necessity. While criticizing this thesis, Mikhail Sergeev insists that the adoption of a particular system of beliefs, including religious faith, does not necessarily make other people understand freedom the same way, which leads to the elimination of freedom in real life and to the substitution of freedom by necessity on theoretical level: as the history of philosophy and religion shows, there have always been many different concepts of freedom, even within the same school or tradition. From the point of view of Aleksandr Rybas, the variety of interpretations of freedom is such only formally since each of these interpretations is aimed at formulating the only one, “true” concept of freedom, resulting from the chosen point of view and therefore making it necessary to characterize alternative views as false: the very idea of “true” freedom is rooted in the specifics of metaphysical thinking, which should be seen the reason for the rejection of freedom. As a result of the discussion, however, some common views on freedom were developed. In particular, freedom was defined as the inherent ability of man to consciously initiate his own changes and determine the parameters of his own existence. Moreover, it was argued that there could not be the only valid or universal form of human life.


Author(s):  
Biancamaria Mori

This chapter will discuss Gamification and video games, analyzing their peculiarities. After a brief historical introduction to the disciplines that intertwine the design of Gamification applications, such as User interaction, User Interface, and Game Design, authors analyze the real areas in which Gamification can be applied with verifiable results, citing scientific studies and examples of applications. We will see then how from the video games Toca Boca for children, to the “tourist” version of Assassin's Creed Oringis presented at the British Museum, up to the latest interactive applications for business training, the techniques of the game are exceeding the playful areas to make more deep human interaction with the real surrounding it.


Author(s):  
Ödön Vancsó ◽  
Eszter Varga

The motivational value of the context is clearly demonstrated by students in classroom situations posing the title question. This excellent real-life question triggered the design of a special instructional sequence culminating in the addressed problem and aiming to combine different approaches to probability. Considering students’ usual struggle with the field, this attempt may prove valuable. As in the history of Stochastics, investigating the rationality behind the system of odds requires parallel handling of chances and expected value, and can lead to a deeper understanding of complex mathematical models. Recently, Series of Problems have been in the center of attention of the Complex Mathematics Education Research Project in general, as an important characteristic of the Hungarian Guided Discovery approach. Our design roots in this highly problem based tradition and adopts some of Tamás Varga’s ideas in instruction. In our paper, the details and structure of the designed teaching material will be displayed utilizing the tools of this research. Following centuries of tradition, sports betting is flourishing nowadays, particularly benefitting from the opportunities of online forums. Providing entertainment for many, it has great motivational value for students, who often pose the particular question in the title. This question is spot-on: gambling is a highly regulated, nevertheless always lucrative market. From an educational point of view, sports betting gives us a more complex perspective on probability than combinatorial games. History and teaching practice both suggest that the concept of probability bears serious cognitive load, and students often burdened with biases that makes the heart of the concept elude them. Furthermore, instruction sometimes lacks the adequate means to harmonize even the correctly introduced aspects of probability, leaving the students with either fragmented or contradicting ideas. In our paper we will make an attempt to connect the classical (laplacian), statistical (frequentistical) and subjectivistic (bayesian) approaches of probability through a gradually constructed task sequence organized around sports betting. We hypothesize that the investigation of the rationality of odds can foster a more integrated understanding of the concepts probability and expected value. Classification: D40, M10, K50, U30, U40, U60. Keywords: probability, expected value, risk, problem-solving, problem series, modeling, teaching process


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