scholarly journals An Architecture for Bidirectional Learning Games

2022 ◽  
Vol 12 (1) ◽  
pp. 1-22
Author(s):  
Tanja von Leipzig ◽  
Eric Lutters ◽  
Vera Hummel ◽  
Cornè Schutte

Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education. Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the game to individuals and contexts. An architecture is presented to support the creation of serious games for specific scenarios, in a faster, more effective and efficient manner. Following a research-by-design approach, the architecture is simultaneously developed and applied in case studies, with the experiences infused as enhancements for subsequent design iterations.

2019 ◽  
Vol 62 (2) ◽  
pp. 176-194 ◽  
Author(s):  
Pia Storvang ◽  
Anders Haug ◽  
Bang Nguyen

Increased competition requires retail stores to increasingly focus on improving their customers’ experiences. Along this line, this article explores how a co-design approach can help retail stores of outdoor products develop consumer communities as a part of their store concept. Such stores may be particularly interesting in relation to consumer communities, because of the consumers’ often passionate relationship to activities related to the products in focus. Two longitudinal case studies of outdoor product stores in Denmark are investigated. The two cases are investigated through interviews, store observations, network meetings, and co-design workshops. Several important findings are discovered: first, in relation to community forms, the article defined three archetypes: business–consumer (BC), consumer–consumer (CC), and a combination of the two (BCCC). Second, in relation to the premises for the creation of communities, the article defined three types: consumer motivation, consumer availability, and consumer homogeneity. Third, in relation to consumer community activities, the article argued that these could be understood as being defined by three elements: the business, the consumers, and the products. Finally, the article defined four overall types of community-initiated activities by distinguishing if they are consumer-initiated or business-initiated and if they have a recreational or goal-oriented purpose.


2018 ◽  
Vol 8 (4) ◽  
pp. 18-31
Author(s):  
Alex Moseley

The use of real contexts in learning has been of central interest to educational developments such as experiential learning, case studies, work placements and simulations. They centre around the benefits of putting students in realistic situations, using real tools to solve real/realistic problems. A growing number of learning games are making use of context in this way: initially focused around serious games (many close in character to simulations) and most recently distilled into immersive and pervasive games, which mix real and imagined contexts for apparently deep learning experiences. This article reviews the existing literature around the use of context in learning, considers the applicability to learning games, and proposes new theoretical developments through the consideration of four models for the integration of context into learning experiences, based on a typology of existing contextual learning experiences and games. To illustrate the models and begin to strengthen the typology, a number of existing case studies are referenced, and further research needs highlighted.


2017 ◽  
Vol 15 (1) ◽  
Author(s):  
Andre Zida ◽  
John N. Lavis ◽  
Nelson K. Sewankambo ◽  
Bocar Kouyate ◽  
Kaelan Moat ◽  
...  

2020 ◽  
pp. 1-13
Author(s):  
Stefano Baschiera

This article will offer an overview of the ever-changing relationship between the crime genre – understood as a global, transnational phenomenon – and European art cinema, with its national specificities. After a historical contextualization, this contribution focuses on the mode of production and circulation of contemporary European crime cinema by looking at two case studies of the contemporary national productions of Spain and Northern Ireland. The goal is to grasp the shifts occurring in this relationship, so understanding both the role played by the ‘auteur’ label in the distribution, commercialization, and appreciation of European crime cinema and how easily-marketable crime storylines promote the creation of new modes of authorship.


Author(s):  
G. Kontogianni ◽  
A. Georgopoulos

Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D<sup>®</sup> game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.


Author(s):  
Jennifer Shutek

This paper argues that images, and specifically agricultural images, play a significant role in the imaginings of the Israeli and Palestinian communities. Agriculture has symbolic and material value among Palestinians and Israelis, and contributes to identities and land claims made by Zionist and Palestinian organizations. Anderson’s discussion of nation building emphasizes the primacy of print in the imagination of a community; this paper highlights non-textual elements of nation building via case studies of the creation and dissemination of propaganda posters by the Jewish National Fund and the Popular Front for the Liberation of Palestine. A survey of propagandistic agricultural images reveals the shared symbols used by Palestinians and Israelis in forging identities and exclusive claims to land. Despite being common symbols from a shared past, agricultural images are crucial in creating and perpetuating a divide between Israelis and Palestinians, and in arguing for organic links between each group and the land of Palestine-Israel.


Reputation ◽  
2019 ◽  
pp. 216-240
Author(s):  
Gloria Origgi

This chapter presents case studies of the way reputations are built at the university. If there is an institution that feeds on reputation, it is the academy. Prestige, notoriety, standing, and reputation reign supreme within its halls. Professors and scholars are not only more motivated by symbolic rewards than by economic interest. They also spend a great deal of time designing institutions whose primary purpose is the creation, maintenance, and evaluation of each other's reputation and eminence. Such rankings are sometimes even treated as if they were the most dependable hallmarks of the truth itself. The chapter shows how the very idea of an academic reputation changed radically after new systems for calibrating reputations came into their own.


Author(s):  
Onofrio Gigliotta ◽  
Orazio Miglino ◽  
Massimiliano Schembri ◽  
Andrea Di Ferdinando

Author(s):  
Chun-Kit Ngan

The authors describe and explain a family development of the parameter-learning models and algorithms: Expert Query Parametric Estimation (EQPE)-based models and Checkpoint-oriented algorithms. This class of models and algorithms combines the strength of both qualitative and quantitative methodologies to complement each other to learn optimal decision parameters in an efficient manner to make actionable recommendations. More specifically, this family of models and algorithms relies on domain expertise to select attributes and conditions against the data, from which the family of EQPE-based models and Checkpoint-oriented algorithms can learn decision parameters efficiently. To demonstrate the effectiveness and the efficiency of the models and algorithms, the authors have conducted the two experimental case studies, i.e., the stock market and the glycemia, respectively. The authors show that their approaches are more effective and produce the results that are superior to those of the two other approaches mentioned above.


Author(s):  
Lesley S. J. Farmer

This chapter explains how case studies can be used successfully in higher education to provide an authentic, interactive way to teach ethical behavior through critical analysis and decision making while addressing ethical standards and theories. The creation and choice of case studies is key for optimum learning, and can reflect both the instructor's and learners' knowledge base. The process for using this approach is explained, and examples are provided. As a result of such practice, learners support each other as they come to a deeper, co-constructed understanding of ethical behavior, and they make more links between coursework and professional lives. The instructor reviews the students' work to determine the degree of understanding and internalization of ethical concepts/applications, and to identify areas that need further instruction.


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