A Cooperative Computer Game for Public Efficiency Development

2014 ◽  
Vol 13 (8) ◽  
pp. 4760-4766
Author(s):  
Sachchida Nand Prasad

This paper presents a design case study of SIDES: Design Interfaces to Develop Effective Public Efficiency. SIDES is a tool designed to help adolescents in Public group therapy, specifically individuals with Asperser’s Syndrome, practice effective group work efficiency using a four-player cooperative computer game that runs on computer games technology. We are represent the design process and evaluation of SIDES conducted over a period of six months with a middle school Public group therapy class. Our findings indicate that   computer games   are a motivating and supported tool for effective group work among. My target population and reveal different design lessons to inform the development of similar systems.

2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Juvane Nunes Marciano ◽  
Leonardo Cunha de Miranda ◽  
Erica Esteves Cunha de Miranda

Evaluation is an important step in the life cycle of software, once through this practice it is possible to find issues that could compromise the user experience. With educational computer games, the same rule is applied. The use of educational games is increasing, and it is important to verify these tools to provide users with the most adequate learning environments. This verification can be made through the evaluation of multiple aspects of these tools. This work presents a literature review about evaluation of multiple aspects of software, followed by a more specific review focused on multiple aspects of educational computer games. Then, a case study is presented, in which an evaluation method is applied with an educational computer game, aiming to verify the positives and the issues to be improved in the game. The reviews and the description of the process to use the method intend to help and guide other researchers to choose evaluation methods that can fit their own context and needs.


2021 ◽  
Vol 17 (12) ◽  
Author(s):  
Ermelinda Satka ◽  
Pranvera Troka

Internet is a communication tool used in entertainment worldwide. The Internet is no longer a novelty for children and young people, but a necessity for them. For many children, today the distinction between online and daily activities is becoming smaller. Gradually, the computer game industry has become a lucrative business, increasing its production every day. The recent technology, depending on “PlayStation” slots, has begun to make significant impacts by creating a problem that needs to be addressed. On the other hand, there is little evidence that shows how social professionals are responding to new child protection challenges while navigating online. This paper focuses on describing, identifying, and assessing the perception and perspective of children aged 7-14 who are involved in playing computer games at PlayStation centers in Tirana. The method used in the study is qualitative research, which is specifically a case study research. The main instrument for data collection is the semi-structured interview with 20 children who are users of video games at PlayStation centers in the New Tirana neighborhood. The data analysis showed that children has a high attendance and dependence on computer games at PlayStation centers, leading to children's positive perceptions and attitudes towards electronic games. Children's attitudes towards playgrounds indicate the importance of these games in entertainment, leisure time, communication, and relationships with peers. It is important that everyone - parents and caretakers, teachers, institutions and government structures - should work together to create a safe environment for children regardless of where they are; at home, at school, or in public places such as internet centers.


Author(s):  
Claire Johnson

Game Maker is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting.  The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts (Papert, 1980; Harel and Papert, 1991), and considers the extent to which a constructionist approach is suitable for introducing basic programming concepts within a contemporary, game authoring context.  The research was conducted in a high achieving comprehensive school in South East England. Twenty-two pupils (12 boys; 10 girls; 13-14 years old) completed a unit of work in computer game authoring over an eight-week (16 x 50 minute lessons) period. In planning and developing their games, they worked in self-selected pairs, apart from two pupils (one boy and one girl) who worked alone, by choice. Nine of the ten pairs were the same gender. Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair, group and artefact-based interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the constructionist-designed activity, demonstrated positive attitudes to their work, and felt a sense of achievement in creating a complex artefact that had personal and cultural significance for them. However, the findings also suggest that the constructionist approach adopted in the research did not effectively support the learning of programming concepts for all pupils. This research arises out of a perceived need to develop accessible, extended units of work to implement aspects of the Computing curriculum in England. It suggests that using Game Maker may offer a viable entry, and identifies the programming concepts and practices which pupils encountered, the difficulties they experienced, and the errors they made when authoring computer games. It also offers recommendations to increase the readiness with which students engage with key programming concepts and practices when using this visual programming software. In so doing it makes a practical contribution to the field of qualitative research in secondary computing education. 


Author(s):  
Abdullah Al Mahmud ◽  
Katrina M. Long ◽  
Karra D. Harrington ◽  
Kit Casey ◽  
Sunil Bhar ◽  
...  

1981 ◽  
Vol 75 (2) ◽  
pp. 41-45 ◽  
Author(s):  
Donna L. Emerson

Short-term group therapy, using social group work, was utilized to treat the psychosocial problems of two groups of elderly low-vision clients and one group of young adult clients with low vision (N = 24). Group members showed psychosocial movement in three phases: shock, reactive depression, and readjustment. Evaluations measured the change in attitudes before and after group therapy. At the end of therapy, 17 persons, compared to none before the therapy, were at the point of self-acceptance and readjustment. Clinical examples illustrate the interplay of intrapsychic and group-experience factors leading to readjustment.


2019 ◽  
Vol 65 (5) ◽  
pp. 262-284
Author(s):  
Karin Kompatscher ◽  
Bart Ankersmit ◽  
Edgar Neuhaus ◽  
Marcel A.P. van Aarle ◽  
Jos W.M. van Schijndel ◽  
...  

2016 ◽  
Vol 41 (4) ◽  
pp. 357-388 ◽  
Author(s):  
Elizabeth A. Stuart ◽  
Anna Rhodes

Background: Given increasing concerns about the relevance of research to policy and practice, there is growing interest in assessing and enhancing the external validity of randomized trials: determining how useful a given randomized trial is for informing a policy question for a specific target population. Objectives: This article highlights recent advances in assessing and enhancing external validity, with a focus on the data needed to make ex post statistical adjustments to enhance the applicability of experimental findings to populations potentially different from their study sample. Research design: We use a case study to illustrate how to generalize treatment effect estimates from a randomized trial sample to a target population, in particular comparing the sample of children in a randomized trial of a supplemental program for Head Start centers (the Research-Based, Developmentally Informed study) to the national population of children eligible for Head Start, as represented in the Head Start Impact Study. Results: For this case study, common data elements between the trial sample and population were limited, making reliable generalization from the trial sample to the population challenging. Conclusions: To answer important questions about external validity, more publicly available data are needed. In addition, future studies should make an effort to collect measures similar to those in other data sets. Measure comparability between population data sets and randomized trials that use samples of convenience will greatly enhance the range of research and policy relevant questions that can be answered.


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