Equality Game, Anxiety Attack, and Misfortune

Author(s):  
Victoria McArthur

In this chapter, I present a post-mortem covering three consecutive offerings of a course on persuasive games at the university level over a three-year period from 2010 – 2013. The course, “Designing Persuasive Games,” is part of a larger, multi-disciplinary program on digital media and game design. In this course, students are invited to engage both with theory and praxis, the process of “practicing” theory (Shaffer, 2004), by not only reading and writing about persuasive games but also through the design and development of one. Here, I present the overall design of the course across the three offerings and describe the most significant aspects of the course, from a pedagogical perspective, that I believe to be of value to others designing similar courses. These aspects include choosing a game engine, scaling projects to retain rhetoric, modding as praxis, and player experience testing. A sample grading rubric for persuasive games is also included at the conclusion of this chapter.

ReCALL ◽  
2000 ◽  
Vol 12 (1) ◽  
pp. 63-72 ◽  
Author(s):  
CARMEN CABOT

This paper presents the results of a study that demonstrates an effective use of the Web as a tool to increase motivation and thus promote reading and writing skills in Spanish as well as a deeper sense of the culture of the Spanish speaking world. In the study, thirty students of second year Spanish at the University of New South Wales were required to prepare an itinerary for a trip to a Spanish speaking country of their choice using the WWW as the only resource. In general our findings regarding improved language skills were consistent with the literature: an increase of vocabulary, more use of references, more student initiated interactions and greater interactivity in the classroom amongst students were observed. There was, however, one aspect, linguistic accuracy, in which improvement was not greatly noted. The data collected confirms that a task-oriented Web based course can increase the motivation of students, improve the scope of their reading, and enhance their perception of the target culture, all with a great effect on range of language explored, learned and re-processed, but a much lesser effect on the accuracy of written language produced.


Author(s):  
Koichi Nishiwaki ◽  
James Kuffner ◽  
Satoshi Kagami ◽  
Masayuki Inaba ◽  
Hirochika Inoue

This paper gives an overview of the humanoid robot ‘H7’, which was developed over several years as an experimental platform for walking, autonomous behaviour and human interaction research at the University of Tokyo. H7 was designed to be a human-sized robot capable of operating autonomously in indoor environments designed for humans. The hardware is relatively simple to operate and conduct research on, particularly with respect to the hierarchical design of its control architecture. We describe the overall design goals and methodology, along with a summary of its online walking capabilities, autonomous vision-based behaviours and automatic motion planning. We show experimental results obtained by implementations running within a simulation environment as well as on the actual robot hardware.


2014 ◽  
Vol 6 (1) ◽  
pp. 98-118
Author(s):  
Coral Houtman ◽  
Maureen Thomas ◽  
Jennifer Barrett

Purpose – The purpose of this paper is to address the advantages of education and training in creating the “Audiovisual/Digital Media Essay” (AV/DME), starting from visual and cinematic thinking as a way of setting up, developing and concluding an argument. Design/methodology/approach – Recognising the advantages to education and training of the “AV/DME” this paper explores ways of enabling visually disciplined students to work on film theory within their chosen medium, and to develop arguments incorporating audiovisual sources, using appropriate academic skills. It describes a hands-on BA/MA workshop held at Newport Film School (May 2011) and subsequent initial implementation of an examinable DME. The paper contextualises the issue in the light of practice-led and practice-based research and of parity with written dissertations. Drawing on analysis of in-depth interviews with students and tutors, it makes practical recommendations for how to resource, staff and support the implementation and continuation of the AV/DME and/or dissertation. Findings – The paper feeds back from both students and staff on the running of an initial AV/DME workshop and finds that the Film School Newport is suited to running the AV/DME and suggests a framework for its support. Research limitations/implications – The study needs to be followed up when the students complete their full dissertations. Practical implications – The AV/DME needs sufficient technical and human resources to support student learning. Originality/value – The paper provides a clear and original framework for teaching, supporting and assessing the AV/DME. This framework can be disseminated beyond the University of Wales Newport, and can be used to teach the AV/DME in further contexts and to wider groups of students.


Author(s):  
Estela Ines Moyano ◽  
Jacqueline Viviana Giudice

http://dx.doi.org/10.5007/2175-8026.2016v69n3p157O artigo que se segue centra-se na descrição e exemplificação de uma estratégia que é o cerne do Programa de Leitura e Escrita Acadêmicas (PROLEA, em espanhol) realizado na Universidad de Flores (UFLO), na Argentina: a "negociação entre pares profissionais" ou "negociação entre parceiros de ensino".  O projeto pedagógico do Programa é baseado na evolução da Escola de Sydney em Linguística Sistêmico-Funcional (LSF). A negociação entre pares compreende o trabalho entre um professor em letramentos acadêmicos e profissionais, que é membro do Programa, e os professores de cada um dos temas específicos envolvidos. A fim de implementar com sucesso a proposta pedagógica LSF nesse nível educacional, a negociação entre colegas de profissão é necessária. Esta negociação envolve uma série de acordos entre os professores envolvidos sobre o ensino dos conteúdos curriculares através de tarefas de leitura e escrita. Primeiramente, a negociação entre pares é caracterizada e sua função e valor no Programa são destacadas; segundo, dois cenários de aplicação são apresentados a fim de mostrar a contribuição desta estratégia, bem como as suas dificuldades e o modo de resolução dos problemas encontrados.


Author(s):  
Eulália Maimoni ◽  
Ormezinda Ribeiro

Aborda questões que envolvem as práticas de leitura e escrita na escola e a interferência da família nesse processo, considerando as concepções de letramento que subjazem a essa prática e como a família tem contribuído para a mudança ou para a cristalização das práticas escolares de leitura e escrita que emergem dessas diferentes concepções. Com base em pesquisas realizadas na Universidade de Uberaba, são apresentadas as implicações da participação de pais para a proficiência em leitura e escrita de alunos de ensino fundamental. Palavras-chave: letramento; práticas de leitura e escrita; família. Abstract This article approaches questions that involve reading and writing in the school and the interference of the family in this process, considering the conceptions of literacy and how the family contributes for the change or the crystallization of the schooling practices of reading and writing that emerge from these different conceptions. According to researches carried through in the University of Uberaba, the implications of the participation of parents for the proficiency in reading and writing of basic education pupils are presented. Keywords: literacy; reading and writing; family.


2021 ◽  
Author(s):  
Alberto Acerbi

Cultural evolution can provide a useful framework to understand how information is produced, transmitted, and selected in contemporary online, digital, media. The diffusion of digital technologies triggered a radical departure from previous modalities of cultural transmission but, at the same time, general characteristics of human cultural evolution and cognition influence these developments. In this chapter, I will explore some areas where the links between cultural evolution research and digital media seem more promising. As cultural evolution-inspired research on internet phenomena is still in its infancy, these areas represent suggestions and links with works in other disciplines more than reviews of past research in cultural evolution. These include topics such as how to characterise the online effects of social influence and the spread of information; the possibility that digital, online, media could enhance cumulative culture; and the differences between online and offline cultural transmission. In the last section I will consider other possible future directions: the influences of different affordances in different media supporting cultural transmission; the role of producers of cultural traits; and, finally, some considerations on the effects on cultural dynamics of algorithms selecting information.


Author(s):  
Panote Siriaraya ◽  
Valentijn Visch ◽  
Arnold Vermeeren ◽  
Michaël Bas

Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners. 


2012 ◽  
Vol 28 (5) ◽  
Author(s):  
Josh McCarthy

<span>This study explores the efficacy of the online social networking site </span><em>Facebook</em><span>, for linking international digital media student cohorts through an e-mentoring scheme. It reports on the 2011 collaboration between the University of Adelaide in Australia, and Penn State University in the United States. Over one semester, twelve postgraduate students in Australia and ten undergraduate students in the United States took part in an online mentor scheme hosted by </span><em>Facebook</em><span>. Students were required to submit work-in-progress imagery each week to a series of galleries within the forum. Postgraduate students from Adelaide mentored the undergraduate students at Penn State, and in turn, staff and associated industry professionals mentored the Adelaide students. Interaction between the two student cohorts was consistently strong throughout the semester, and all parties benefitted from the collaboration. Students from Penn State University were able to receive guidance and critiques from more experienced peers, and responded positively to the continual feedback over the semester. Students from the University of Adelaide received support from three different groups: Penn State staff and associated professionals; local industry professionals and recent graduates; and peers from Penn State. The 2011 scheme highlighted the efficacy of </span><em>Facebook</em><span> as a host site for e-mentoring and strengthened the bond between the two collaborating institutions.</span>


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