Video Game Making and Modding

Author(s):  
Elisabeth R. Gee ◽  
Kelly M. Tran

The purpose of this chapter is to provide an overview of current literature on video game making and modding (modification). The chapter describes key game making tools and educational programs that incorporate game making, to promote student outcomes ranging from media literacy to the development of computational thinking and greater interest in computer science. This is followed by a discussion of empirical literature on game making and modding as fan practices, and an overview of new game making tools and communities that are blurring the lines between educational, professional, and fan-driven game making practices. Lastly, the chapter addresses key issues, directions for future research, and recommendations for policy and practice.

Author(s):  
Ceylan Zhao ◽  
Timothy Burgess

In this research, we looked at the cognitive and behavioral effects of playing Penguin Go, a video game that was created to help middle school kids improve their computational thinking (CT) abilities. Apart from the general efficacy of the game, we looked at the effects of a single game feature—constraints on the amount of blocks that may be used in a solution. Students' CT abilities increased dramatically after playing Penguin Go for fewer than two hours, according to the findings, but the extra limits had no meaningful effect on learning. Furthermore, although the game as a whole had no effect on students' views toward computer science, the limitations condition of the game had a detrimental effect on students' attitudes toward computer science. The outcomes of this study, as well as suggested possibilities for future research in the area of employing these sorts of games to build computational thinking abilities, are reviewed.


Author(s):  
Betul C. Czerkawski

It has been more than a decade since Jeanette Wing's (2006) influential article about computational thinking (CT) proposed CT to be a “fundamental skill for everyone” (p. 33) and that needs to be added to every child's knowledge and skill set like reading, writing and arithmetic. Wing suggested that CT is a universal skill, and not only for computer scientists. This call resonated with many educators leading to various initiatives by the International Society for Teacher in Education (ISTE) and Computer Science Teachers Association (CSTA) provided the groundwork to integrate CT into the K-12 curriculum. While CT is not a new concept and has been taught in computer science departments for decades, Wing's call created a shift towards educational computing and the need for integrating it into curriculum for all. Since 2006, many scholars have conducted empirical or qualitative research to study the what, how and why of CT. This chapter reviews the most current literature and identifies general research patterns, themes and directions for the future. The purpose of the chapter is to emphasize future research needs by cumulatively looking at what has been done to date in computational thinking research. Consequently, the conclusion and discussion section of the paper presents a research agenda for future.


Author(s):  
Ana María Relaño-Pastor

This chapter presents an overview of Content and Language Integrated Learning (CLIL) policy and practice in Europe to shed light on the neoliberalization and commodification processes involved in the global spread of English. The first part surveys the key issues of CLIL research in Europe by offering a summary of the major trends in policy and practice. The second section advocates for approaching CLIL as policy and practice from an ethnographic, political economy perspective to understand the complex relationships between bilingual language policy, stakeholders’ circulating discourses about bilingualism, and bilingual classroom practices. The third section briefly illustrates the case of bilingual programs in the central-south autonomous community of Castilla–La Mancha, Spain, attending to the social hierarchization processes involved in the implementation of CLIL programs in this region. The chapter’s final section advocates for the need to incorporate the ethnographic turn in future research on CLIL in Europe and beyond.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S774-S774
Author(s):  
Habib Chaudhury ◽  
Louise Nygard ◽  
Malcolm Cutchin

Abstract Maintaining participation in activities and places in the community can be challenging for people with dementia in the face of cognitive decline. These challenges could be related to driving cessation, accessing transit, ability to navigate in the community, socially uncomfortable situations and functionally difficult tasks. Consequently, people with dementia are at risk of progressively becoming isolated from the community and being unable to meaningfully age-in-place in the home and community. Familiar and responsive neighborhood built environmental features, public awareness of dementia and appropriate support, dementia-friendly transit systems, are among the potential socio-physical environmental factors to foster maintenance of participation and activities for persons living with dementia. Empirical literature exploring levels of participation outside the home, wayfinding and orientation issues, and the nature and prevalence of challenging circumstances for older adults with dementia in the community is scarce. This session will present four papers in this area based on empirical projects conducted in Sweden, Switzerland, U.K. and Canada. Three of these projects used the recently developed Participation in ACTivities and Places OUTside the Home (ACT-OUT) questionnaire to generate evidence on the levels of participation and perceptions of risks outside the home for people with and without dementia. A presentation will also summarize the theoretical bases for the ACT-OUT research discussed in the other presentations. One study will focus on the influence of Everyday Technology on participation patterns. Implications of the research findings to advance theoretical understanding, generate evidence-base and impact policy and practice, along with future research directions will be considered.


2022 ◽  
pp. 88-106
Author(s):  
Marcie J. Walsh ◽  
Anita Crowder ◽  
Maggie Smith

Critter Code is an innovative informal arts-integrated computer science experience created to provide a unique opportunity to reach students from underserved urban populations. Designed to make the connections between physical making and coding, learning to program becomes the bridge between a crafted “Critter” and its digital version starring in a student-created video game. This chapter offers a rich analysis of the impact of Critter Code on participants, families, and instructors through the framework of the self-determination theory of motivation. The chapter then describes Critter Code's application of collaborative problem-solving and student agency to create personal connections to the content to positively affect students' computer science self-identity and interest. Finally, potential classroom applications and future research directions are explored.


2019 ◽  
Vol 120 (11/12) ◽  
pp. 704-722 ◽  
Author(s):  
Xanthippi Tsortanidou ◽  
Thanasis Daradoumis ◽  
Elena Barberá

Purpose This paper aims to present a novel pedagogical model that aims at bridging creativity with computational thinking (CT) and new media literacy skills at low-technology, information-rich learning environments. As creativity, problem solving and collaboration are among the targeted skills in twenty-first century, this model promotes the acquisition of these skills towards a holistic development of students in primary and secondary school settings. In this direction, teaching students to think like a computer scientist, an economist, a physicist or an artist can be achieved through CT practices, as well as media arts practices. The interface between these practices is imagination, a fundamental concept in the model. Imaginative teaching methods, computer science unplugged approach and low-technology prototyping method are used to develop creativity, CT, collaboration and new media literacy skills in students. Furthermore, cognitive, emotional, physical and social abilities are fostered. Principles and guidelines for the implementation of the model in classrooms are provided by following the design thinking process as a methodological tool, and a real example implemented in a primary school classroom is described. The added value of this paper is that it proposes a pedagogical model that can serve as a pool of pedagogical approaches implemented in various disciplines and grades, as CT curriculum frameworks for K-6 are still in their infancy. Further research is needed to define the point at which unplugged approach should be replaced or even combined with plugged-in approach and how this proposed model can be enriched. Design/methodology/approach This paper presents a pedagogical model that aims at bridging creativity with CT, collaboration and new media literacy skills. Findings The proposed model follows a pedagogy-driven approach rather a technology-driven one as the authors suggest its implementation in low-tech, information-rich learning environments without computers. The added value of this paper is that it proposes a novel pedagogical model that can serve as a pool of pedagogical approaches and as a framework implemented in various disciplines and grades. A CT curriculum framework for K-6 is an area of research that is still in its infancy (Angeli et al., 2016), so this model is intended to provide a holistic perspective over this area by focusing how to approach the convergence among CT, collaboration and creativity skills in practice rather than what to teach. Based on literature, the authors explained how multiple moments impact on CT, creativity and collaboration development and presented the linkages among them. Successful implementation of CT requires not only computer science and mathematics but also imaginative capacities involving innovation and curiosity (The College Board, 2012). It is necessary to understand the CT implications for teaching and learning beyond the traditional applications on computer science and mathematics (Kotsopoulos et al., 2017) and start paying more attention to CT implications on social sciences and non-cognitive skills. Though the presented example (case study) seems to exploit the proposed multiple moments model at optimal level, empirical evidence is needed to show its practical applicability in a variety of contexts and not only in primary school settings. Future studies can extend, enrich or even alter some of its elements through experimental applications on how all these macro/micromoments work in practice in terms of easiness in implementation, flexibility, social orientation and skills improvement. Originality/value The added value of this paper is that it joins learning theories, pedagogical methods and necessary skills acquisition in an integrated manner by proposing a pedagogical model that can orient activities and educational scenarios by giving principles and guidelines for teaching practice.


2011 ◽  
Author(s):  
Edusmildo Orozco ◽  
Rafael Arce-Nazario ◽  
Peter Musial ◽  
Cynthia Lucena-Roman ◽  
Zoraida Santiago

2012 ◽  
Author(s):  
William H. Dutton ◽  
Marina Jirotka ◽  
Eric T. Meyer ◽  
Ralph Schroeder ◽  
Cohen R Simpson

Author(s):  
Rakshith K. R. ◽  
Shivakumar . ◽  
Kaushal Sinha ◽  
Vijeth Kumar L. A.

Yoga is an ancient practice with Eastern roots that involves both physical postures (Asanas) and breathing techniques (Pranayamas). Yoga therapy for male sexual problems can effectively be treated through Yoga therapy, particularly with the help of Yoga poses and breathing exercises, Yoga has proven itself highly very effective in the treatment of a number of incurable and sometimes terminable diseases. Then again, Yoga's therapeutic effects are just a spin-off and supplementary. Yoga which has proved to be very effective in the treatment of many impossible and incurable diseases, the therapeutic effect of Yoga is only a by product and incidental. Problems related to sex can very well be handled with Yoga as most often these problems are more related to the mind than body. Either they are caused by lack of confidence or stress or fatigue or fear and very few times some physical cause is there. There is also a cognitive component focusing on meditation and concentration, which aids in achieving the goal of union between the self and the spiritual. Although numerous empirical studies have found a beneficial effect of Yoga on different aspects of physical and psychological functioning, claims of Yoga's beneficial effects on sexuality derive from a rich but no empirical literature. The goal of this article is to review the philosophy and forms of Yoga, to review the no empirical and (limited) empirical literatures linking Yoga with enhanced sexuality, and to propose some future research avenues focusing on Yoga as a treatment for sexual disorder.


Author(s):  
David C. Vladeck ◽  
Hal Abelson ◽  
Niva Elkin-Koren ◽  
Erik Neuenschwander ◽  
Jason Schultz ◽  
...  

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