Citizen Science

Author(s):  
Matt Gaydos ◽  
Kurt Squire

In order to adapt to the educational demands of an increasingly digitized and globalized society, reformers have pointed toward games and their communities as potential models for what 21st-century educational systems might look like. As educational game research develops as a field, the need for design frameworks that leverage contemporary perspectives on education, learning, and established commercial game design techniques grows. In this chapter, the authors briefly describe current educational demands that highlight a shift away from content-focused curriculum and outline the design process used to make the game Citizen Science, a game to teach civic science literacy. By providing insight into the process of design, the authors hope to illuminate the relationship between theory and its enactment.

CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


2010 ◽  
Vol 1 (2) ◽  
pp. 301
Author(s):  
Inga Pūre

Public Relations (PR) in Latvia is a new cross - disciplinary branch, the beginning of which dates back to the gaining of independence. It has rapidly developed during the last twenty years. The interpretation of Public Relations though is still problematic. A lot of heads of establishments do not realize the importance of Public Relations in the development of enterprises. They do not see the difference between Public Relations and marketing. Public Relations is often viewed as a marketing supporting function. The aim of the article is to show the role of Public Relations as one of the essential management functions, explain and analyse the relationship between Public Relations and marketing, as well as to find the reason for the scarcity of the insight into what Public Relations is and offer the solution to the problem in regard to the situation in Latvia. The article offers analysis of the facts obtained from 25 detailed interviews with leading Public Relations practitioners and theoreticians as well as the analysis of the theoretical literature and other sources. All interviews could not be viewed in the article because of its limited length.


2020 ◽  
Vol 18 (2) ◽  
pp. 64-79
Author(s):  
Anitha Acharya ◽  
Manish Gupta

Gamification, the usage of elements relating to game design to non-game activities, has gained considerable attention from academia and industry. It is uncertain as to whether students require skills and challenges to engage them in the game for enhancing their learning. Thus, the objective of this article is to examine the mediating role of engagement in the relationship between skill and perceived learning as well as between challenge and perceived learning in game-based learning environments. Data was gathered using a survey of Player Unknown's Battlegrounds (PUBG) players. A total of 233 young Indian players participated in the study. The results showed that engagement fully mediates the relationship between skill and perceived learning as well as between challenge and perceived learning. This study contributes to the literature on game-based learning by providing evidence for the educational video games to be one of the effective means of learning. Results of the present study imply that the educational game designers can design challenging games to engage the students.


2020 ◽  
Vol 12 (20) ◽  
pp. 8487
Author(s):  
Rabail Tahir ◽  
Alf Inge Wang

Educational game design is a complex process demanding multi-dimensional focus in a heterogeneous team to balance multiple aspects. The existing Game-based learning (GBL) frameworks detail the required knowledge but are hard to use in design practice. Conversely, card-based design tools are a lightweight approach used to assist the early design phase. While several game design cards exist, none is specific for informing GBL knowledge. There is a lack of operationalizable approaches for designing learning games that integrate research based GBL knowledge into the actual ideation process. This paper presents a card-based GBL ideation toolkit to reduce the complexity of framework application and introduction of key GBL concepts in the design process as a tangible reference point to facilitate multi-dimensional focus, supporting idea generation, critical reflection, and creation of a shared understanding in the collaborative design process. The paper describes a ten-step process of transforming the LEAGUE framework into the LEAGUE toolkit (GBL ideation cards), an evaluation of the toolkit with design workshop participants, and design lessons detailing strengths and limitations to support GBL design practices.


2018 ◽  
Vol 45 ◽  
pp. 07002
Author(s):  
Lilian Lee Shiau Gee ◽  
Jasni Dolah ◽  
Norfarizah Mohd Bakhir

Educational games provide a virtual environment for the students, particularly in an endeavour to increase student immersion, and this need of students satisfied with the visual aspect conditions of the game screen to go to the following stage. In determining the effect of visual design on students' learning experiences - it’s required a further analysis within the students' motivation, engagement and enjoyment. To achieve this goal, a solid fundamental understanding in theoretical philosophy, which closely related to describe the relationship of visual experience, especially in intrinsic tendencies theory and visual principles that on holds the context of motivation, engagement and enjoyment among students. In this regard, a thorough discussion of relevant theories were led to the suggestion theoretical framework and proposed of Experience Based Design Graphic Style (EBDGS) to identify student’s experiences (motivation, engagement and enjoyment) outcomes which mostly depends on the visual design approaches to designing the game scenarios. This paper also aims to describe the theoretical framework proposed in understanding the Malaysian student experience’s outcomes by placing the abstract style and realistic style in developing Experience Based Design Graphic Style (EBDGS) game prototype: EBGDS A (Abstract) and EBGDS R (Realistic). The implication of the theoretical framework was focused on the visual design (graphic styles) of games that intentionally centred in the students’ experience that tied to the demographic factors (gender, type of schools and areas), and the resulting experiences are examined through the Student Experience in Graphic Measurement Scale (SEIGMS). The intention of this research not only emphasize the suitability visual appearance able better improve student experiences but also increases deeper local knowledge in visual design guidelines in educational game design contexts.


Author(s):  
Meredith DiPietro

There is current interest from the field of education into the value of video games to support learning. Research investigating outcomes associated with video game play has just begun to scratch the surface of their educational potential. Further exploration needs to focus on the internal processes of the play, specifically the relationship between the utilization of cognitive skills, the learning process, and a player’s experience with playing video games. Drawing support from the field of expertise, the research presented in this chapter looks at this relationship by comparing the processes used by video game players based on their level of experience. Results from this study add to the understanding of the relationship between experience, cognition, and learning from video game play. The results of this research also have implications for educational game design and the pedagogical techniques used to make effective learning opportunities available to all learners.


Comunicar ◽  
2012 ◽  
Vol 19 (38) ◽  
pp. 121-129 ◽  
Author(s):  
Óliver Pérez-Latorre

From their historical origins games have provided us with dramatic models of the fundamental activities of humankind, such as sowing and harvesting (mancala games), war (chess) and construction (puzzles). However, games based on the same activity change significantly depending on the place and time they belong to, and therefore a comparative analysis between traditional games and videogames can give us a valuable and novel insight into the popular culture of our times. What are the main distinctive features used to represent war in military strategy videogames compared to those used in chess? What are the main differences between the most popular videoludic metaphors of construction and traditional puzzles? The aim of this article is to explore questions like these by making a comparative analysis of the underlying meanings of traditional games and popular videogames. The theoretical and methodological framework is based on game history, game design theory and theory of videogame meaning. The findings reveal elements that shed light on the nuances of meaning that distinguish traditional games from popular videogames of the same genre, and show that the analysis model conceived for this study could be of interest for further research. Finally, we reflect on the relationship between the underlying meanings of the videogames analyzed and certain distinctive aspects of contemporary culture. Desde su origen histórico, los juegos han planteado dramatizaciones sobre actividades fundamentales para la humanidad, como la siembra y recolección agrícola (juegos de mancala), la guerra (ajedrez) o la construcción (puzzles), pero los juegos más populares sobre un mismo tipo de actividad varían de forma significativa en función del lugar y la época a la que pertenecen. En este sentido, el análisis comparado entre juegos tradicionales y videojuegos puede aportarnos una mirada particular y valiosa para profundizar en nuestra comprensión sobre la cultura popular de nuestro tiempo. ¿Qué rasgos distintivos presenta en los videojuegos de estrategia la dramatización de la guerra, en comparación con el ajedrez?, ¿qué distingue a las principales metáforas videolúdicas sobre la actividad de construcción de los puzzles tradicionales?... El objetivo de este artículo es abordar este tipo de cuestiones, a través de un análisis comparativo de la significación de juegos tradicionales y videojuegos populares. Los fundamentos teórico/metodológicos del trabajo se encuentran en la Historia del Juego, la Teoría del Diseño de Juegos y la Teoría de la Significación del Videojuego. Los resultados revelan elementos distintivos significativos entre los juegos tradicionales y algunos de los videojuegos más populares, y permiten verificar el interés de un modelo de análisis concebido para este estudio. Finalmente, en las conclusiones se reflexiona sobre la relación entre la significación de los videojuegos analizados y aspectos distintivos de la cultura contemporánea.


2020 ◽  
Vol 1 (1) ◽  
pp. 125-132
Author(s):  
Martine Mussies

From September 2018 to February 2019, the famous Victoria and Albert Museum in London hosted Videogames: Design/Play/Disrupt, a major exhibition on contemporary video game design and culture. Announced as “a unique insight into the design process behind a selection of groundbreaking contemporary videogames,” this immersive exhibition was the end presentation of a project that took four years to undertake. Dutch PhD student Martine Mussies went over the Channel to take a look and write down her experiences for this first issue of the Journal of Sound and Music in Games.


Author(s):  
D. F. Blake ◽  
L. F. Allard ◽  
D. R. Peacor

Echinodermata is a phylum of marine invertebrates which has been extant since Cambrian time (c.a. 500 m.y. before the present). Modern examples of echinoderms include sea urchins, sea stars, and sea lilies (crinoids). The endoskeletons of echinoderms are composed of plates or ossicles (Fig. 1) which are with few exceptions, porous, single crystals of high-magnesian calcite. Despite their single crystal nature, fracture surfaces do not exhibit the near-perfect {10.4} cleavage characteristic of inorganic calcite. This paradoxical mix of biogenic and inorganic features has prompted much recent work on echinoderm skeletal crystallography. Furthermore, fossil echinoderm hard parts comprise a volumetrically significant portion of some marine limestones sequences. The ultrastructural and microchemical characterization of modern skeletal material should lend insight into: 1). The nature of the biogenic processes involved, for example, the relationship of Mg heterogeneity to morphological and structural features in modern echinoderm material, and 2). The nature of the diagenetic changes undergone by their ancient, fossilized counterparts. In this study, high resolution TEM (HRTEM), high voltage TEM (HVTEM), and STEM microanalysis are used to characterize tha ultrastructural and microchemical composition of skeletal elements of the modern crinoid Neocrinus blakei.


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