Can Pre-Service Teachers Create Digital Game-Based Activities Without Coding Knowledge?

2018 ◽  
pp. 159-172 ◽  
Author(s):  
Phu Vu ◽  
Martonia Gaskill

This chapter examined five cases of pre-service teachers' abilities and attitudes towards creating and using digital games in their future teaching. Participants included five pre-service teachers at a Midwest public university. The participants underwent the same research procedure including: pre-project open-ended interview, training session, and post-project open-ended interview. The researchers analyzed participants' responses to the interviews and the quality of the games they created, using the Educational Electronic Games Rubric. Results showed that students not only enjoyed learning about digital games, but also were able to create quality games without coding knowledge or advanced technology skills. Five participants indicated that they plan on creating and integrating digital games into their future teaching.

Author(s):  
Phu Vu ◽  
Martonia Gaskill

This chapter examined five cases of pre-service teachers' abilities and attitudes towards creating and using digital games in their future teaching. Participants included five pre-service teachers at a Midwest public university. The participants underwent the same research procedure including: pre-project open-ended interview, training session, and post-project open-ended interview. The researchers analyzed participants' responses to the interviews and the quality of the games they created, using the Educational Electronic Games Rubric. Results showed that students not only enjoyed learning about digital games, but also were able to create quality games without coding knowledge or advanced technology skills. Five participants indicated that they plan on creating and integrating digital games into their future teaching.


2016 ◽  
Vol 7 (2) ◽  
pp. 18-22
Author(s):  
Christian Aditya

This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such as the technology of the game console, the limitation of game engine, and also the skill of the game artist itself. Key words : Video Games, Digital Games, Game Console, Environment, Game Engine.


2020 ◽  
Author(s):  
Shahrul Affendi Ishak ◽  
Rosseni Din ◽  
Umi Azmah Hasran

UNSTRUCTURED In modern digital age, digital games being used as informal media for STEM education and medical therapy through digital game-based learning (DGBL). Digital game serves learners with a graphical system of interaction that allows them to enhance scientific concepts with an enjoyable environment. The vastly increasing number of digital games produce in the market affects the quality of the STEM digital games while requiring multidisciplinary experts. This paper proposes a framework for STEM digital game-based learning throughout input-process-output stages. Several literatures have been reviewed from the early 2000s and present studies to discuss the new viewpoint on design and developing digital games particularly for STEM. This proposed framework consists of digital game development as input, experience as a process, and constructs involved as output to ensure the game's output is a universal research product. The simple and precise framework will lead to a universal product used for various types of learners. This paper presents the new perspective on the framework for design and developing STEM digital games in DGBL. This framework can be used as a guideline for game designers, developers, and STEM experts to develop STEM digital games for various purposes to achieve better learning or learning outcome when designing digital games for STEM.


Author(s):  
Anders Drachen ◽  
Pejman Mirza-Babaei ◽  
Lennart E. Nacke

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.


2016 ◽  
Vol 20 (1) ◽  
pp. 237-254 ◽  
Author(s):  
Marleena Mustola ◽  
Merja Koivula ◽  
Leena Turja ◽  
Marja-Leena Laakso
Keyword(s):  

The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcome the unnecessary polarization of the discourses on children’s digital game culture. If the purpose is to advance the multidisciplinary discussion on digital games and childhood, the naive or careless use of the concepts of activity and passivity should be avoided.


Polymers ◽  
2021 ◽  
Vol 13 (15) ◽  
pp. 2478
Author(s):  
Hyeon Seok Oh ◽  
Chung Hyeon Lee ◽  
Na Kyoung Kim ◽  
Taechang An ◽  
Geon Hwee Kim

Skin is the largest sensory organ and receives information from external stimuli. Human body signals have been monitored using wearable devices, which are gradually being replaced by electronic skin (E-skin). We assessed the basic technologies from two points of view: sensing mechanism and material. Firstly, E-skins were fabricated using a tactile sensor. Secondly, E-skin sensors were composed of an active component performing actual functions and a flexible component that served as a substrate. Based on the above fabrication processes, the technologies that need more development were introduced. All of these techniques, which achieve high performance in different ways, are covered briefly in this paper. We expect that patients’ quality of life can be improved by the application of E-skin devices, which represent an applied advanced technology for real-time bio- and health signal monitoring. The advanced E-skins are convenient and suitable to be applied in the fields of medicine, military and environmental monitoring.


2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


ReCALL ◽  
2014 ◽  
Vol 27 (1) ◽  
pp. 38-57 ◽  
Author(s):  
Hayo Reinders ◽  
Sorada Wattana

AbstractThe possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact does gameplay have on students’ perceptions of themselves as learners, and how does this affect their learning practice? These questions are important as they are likely to influence the success of digital game-based language learning, and as a result the way teachers might integrate games into the curriculum. In this study we investigated the experiences of five students who had participated in a fifteen-week game-based learning program at a university in Thailand. We conducted six interviews with each of them (for a total of 30 interviews) to identify what impact gameplay had in particular on their willingness to communicate in English (MacIntyre, Dörnyei, Clément & Noels, 1998). The results showed that gameplay had a number of benefits for the participants in this study, in particular in terms of lowering their affective barriers to learning and increasing their willingness to communicate. We discuss the implications of these results in terms of further research and classroom practice.


2015 ◽  
Vol 31 (2) ◽  
pp. 645 ◽  
Author(s):  
César Carrillo-García ◽  
María E. Martínez-Roche ◽  
Carmen I. Gómez-García ◽  
Mariano Meseguer-DePedro

Job satisfaction in health services is measured by the quality of care provided, hence the importance of surveying the workers of health institutions. The objective was to explore and analyze the phenomenon of the satisfaction of working in a sample made up of 546 health professionals belonging to a public University Hospital. Both a socio-demographic questionnaire and General Scale of Satisfaction (<em>Overall</em> <em>Job</em> <em>Satisfacción</em>) that were both validated in Spanish were given to the participants. The results of general satisfaction showed a mean of 71.37 (<em>SD</em> = 14.03). The subscales with better results were: colleagues and immediate superior. There were important differences in satisfaction scores between the different professional categories. The higher levels of general satisfaction were found in hospital management groups and resident doctors, while the lower levels of general satisfaction were found in medical area specialists, nurses and auxiliary nurses.


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