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Garrett Eastman

THE CONSTRUCTION OF AN ONLINE COMPETITIVE GAME-BASED LEARNING SYSTEM FOR JUNIOR HIGH SC... - 0 views

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    Abstract: "The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and feedback mechanism are taken into consideration while constructing the system. The system contains screens of Log-in, Game lobby, Waiting room, Player's room, Question & Answer, and Scoring. After the system was established, it was implemented in a 10 week teaching experiment. A total of 35 junior high school students participated in this teaching experiment. Both pre-test and post-test were administered and analyzed. A 5-point Likert scale questionnaire, containing domains of system operation, learning effectiveness, competition and incentive, and training room learning was also included to assess user's satisfaction. Descriptive analysis and independent t test were used to analyze the collected data. The findings of the study show that most students are satisfied with the four domains of the freeware constructed online competitive game-based learning system. Meanwhile, the online competitive game-based learning system is effective for junior high school students' learning."
Garrett Eastman

"Game Challenge: A Factorial Analysis Approach" by Ian J. Fraser - 0 views

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    Abstract: "Video games that customize to a player's experience level and abilities have the potential to allow a broader range of players to become engaged and maintain interest as they progress in experience level. A game that uniquely customizes the player's experience could attract additional demographics to gaming, which will result in a distinct edge in marketability and potential revenue. This thesis examines a subsection of adaptive gaming systems from the perspective of identifying game factors that alter the level of difficulty. Our focus is to provide a solution useful to both research and commercial gaming communities by developing a system that simulates results offline yet can be integrated into online play. While online performance is the main goal of an adaptive system, the offline simulation provides several benefits. Offline simulation allows the elimination of insignificant factors from inclusion in the training and evolution phase of machine learning algorithms. In addition it provides commercial games with a useful tool or method for performing game balancing and level tuning. To test our approach we designed a test-bed version of the game Pac-Man. The experimental testbed alters environment variables to evaluate their effect on a set of selected response variables. Observing the results of several response variables provides the potential to represent multiple player states, though our focus is on controlling the difficulty for a player. The testbed will simulate the actions of both Pac-Man and the ghosts over a variety of different settings and strategies. The evaluation of a factor's significance and its effect size are calculated using a factorial analysis approach. This method allows the identification of factors relevant to both individual strategies, and the set of all player strategies. Finally, as a proof of concept for both the online and adaptation prospects of this method, we developed a prototype adaptive system. Utilizing the releva
Garrett Eastman

Math game development: Communities and networks Online Class by Dr. Maria Droujkova - 0 views

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    A forthcoming online class led by Maria Droujkova, creator of NaturalMath, exploring the role of online communities facilitating math game creation and development by students and teachers. (2/3/12, 1PM EST)
Garrett Eastman

Bridging Game-Programming into theK-12 Curriculum - 1 views

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    From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
Garrett Eastman

On Problem Based Learning and Application to Computer Games Design Teaching - 0 views

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    "Problem-based learning is a pedagogical approach which started in early 1970s. It is well developed and established until now. Aalborg University in Denmark is one of pioneering world universities in PBL and has accumulated a huge experience in PBL for many different study lines. One of them is Medialogy education, which was established in 2002. This paper presents transfer of experiences from Medialogy education in Denmark to Game development education in Serbia - a new (2 years old) study line successfully developed in the country where game development companies hardly exist, but a need for newly educated programmers is evident."
Garrett Eastman

MMO-topia: Are massively multiplayer online games cultivating communities that are bett... - 0 views

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    "By demonstrating that communities formed in massively multiplayer online games are true communities, examining communication and behaviour within MMOG communities, and discussing the benefits and negative aspects of MMOG communities this paper will show that the communities of massively multiplayer online games are better than offline communities."
Garrett Eastman

Creating an Online Game for Farm Safety - 0 views

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    From the abstract: "New York Center for Agricultural Medicine and Healt h (NYCAMH) has a need for a web-based educational game to educate families on farm saf ety. This project demonstrates a proposed game design that combines the elements of gaming th at enhance learning with the feedback received from NYCAMH. Feedback was solicited th rough a series of prototypes delivered to NYCAMH through an agile software development process. The proposed design follows a constructivist approach to place the learner in a context based on reality. The aspects of the game design that engage and motivate students by blend ing entertainment with learning are discussed."
Garrett Eastman

Developing Infrastructures for Online Games and Distance Learning using RTF - 0 views

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    RTF (Real Time Framework) with one of the cases implementation of multiplayer online games on multiple servers
Garrett Eastman

Teaching Games Development: Games Are More Important Than You Think They Are - 0 views

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    Reflections from a university games development instructor on both analog and online courses
Garrett Eastman

Investigating something wicked in The Secret World | VentureBeat - 0 views

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    Forthcoming game from Funcom: "Massively multiplayer online MMO veterans know how questing traditionally works. You stumble upon a hub of non-playable characters with golden exclamation points over their heads. You scoop up every task they offer, then you spend the next few hours grinding them out as efficiently as possible, sometimes while simultaneously watching TV. The Secret World changes all of that by restricting the number of active missions you can have at one time. While some players will find this too limiting, I think it's a good thing. The Secret World is a story-driven game, complete with cutscenes and voiced dialogue. Many of its missions require attention, thought, and the occasional Google search."
Garrett Eastman

Serious Beats: Transdisciplinary research methodologies for designing and evaluating a ... - 0 views

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    From the abstract: Recent studies show that the second generation of migrants is not adequately integrated into mainstream society but tends to segregate into secluded segments. 'Internet Use and Friendship Structures of young migrants in Vienna: a Question of Diversity within Social Networks and Online Social Games'1 is a transdisciplinary2 research project with the objective to create a serious music-based online social game, which firstly is intended to be a positive impact game with the purpose of furthering integration and encouraging the manifestation of meaningful multiethnic relations. Secondly, the game shall make social interaction observable for evaluation. This paper gives an overview of which methodological approaches can be combined in the phases of the game's design process and shows how the mutual embedding of game design researchers and social scientists works in this context."
Garrett Eastman

Becker College Online Game Design Certificate Program - 0 views

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    Certificate program "aimed at professionals with a degree in computer science, information technology, or art who seek entre into the growing digital games industry."
Garrett Eastman

Dictators Turn Strangely Benevolent in Online Game - 0 views

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    "Players who became anonymous dictators in a simple online game showed unexpected benevolence toward their subjects, giving away more of their own money than previous, real-life experiments predicted. "This was supposed to be a simple replication, where we backed up the results of previous experiments, just in an online setting," said biologist Nichola Raihani of University College London."
Garrett Eastman

An Online Multiplayer Game for Collaborative Problem Solving - 0 views

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    Abstract: "Teaching computer programming to novices has always posed a major challenge to educators, most novices acquire basic programming skills but they are unable to utilize them in a meaningful way to solve many of the non-routine problems which are presented to them. As a result, they do not achieve any level of programming fluency. Collaboration has been identified as a useful tool to help overcome this problem if utilized at the right times during the programming/problem solving process. This paper presents a review of computer supported collaborative learning (CSCL) concepts, collaboration in programming and the problem solving domain. Finally, a design for a gaming application of CSCL (COPS) to help improve the problem solving ability of novice programmers is presented."
Garrett Eastman

Designing a Mobile Game to Teach Conceptual Knowledge of Avoiding "Phishing Attacks" - 0 views

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    Abstract: "Phishing is a form of online identity theft, which attempts to appropriate confidential and sensitive information such as usernames and passwords from its victims. To facilitate cyberspace as a secure environment, phishing education needs to be made accessible to home computer users and mobile games enable embedded learning in a natural environment. Previously, we have introduced a mobile game design that aimed to enhance avoidance motivation and behavior to protect against phishing threats. This paper focuses on a design that develops the conceptual knowledge that is necessary to combat phishing threats, home computer teaching users about phishing emails and web addresses. The prototype game design is presented on Google App Inventor Emulator."
Garrett Eastman

How Evaluation of Massively Multi-Player Online Games Supports Game-Based Learning, Des... - 0 views

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    Evaluation involving three NASA-based multiplayer game partnerships
Garrett Eastman

Adaptivity Challenges in Games and Simulations: A Survey - 0 views

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    Abstract: "Abstract-In computer games and simulations, content is often rather static and rigid. As a result, its prescripted nature can lead to predictable and impersonal gameplay, while alienating unconventional players. Adaptivity in games has therefore been recently proposed to overcome these shortcomings and make games more challenging and appealing. In this paper, we survey present research on game adaptivity, identifying, and discussing the main challenges, and pointing out some of the most promising directions ahead.We first survey the purposes of adaptivity, as the principles that could steer an adaptation and generation engine. From this perspective, we proceed to thoroughly discuss adaptivity's targets and methods. Current advances and successes in this emerging field point to many yet unexplored research opportunities. Among them, we discuss the use of gameplay expectations, learning preferences, and assessment data in the integrated adaptation of game worlds, scenarios, and quests. We conclude that, among other methods, procedural content generation and semantic modeling can powerfully combine to create offline customized content and online adjustments to game worlds, scenarios, and quests. These and other promising methods, deserving ample research efforts, can therefore, be expected to significantly contribute towards making games and simulations even more unpredictable, effective, and fun."
Garrett Eastman

State's video game industry gets boost - 0 views

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    "What we want to make sure, when the next wave builds, that people see that there's an infrastructure already in place in Worcester,'' McGovern said. "We want this to be the video gaming corridor of not only the Northeast, but the country.'' Becker College offers an academic program in digital game development that was ranked among the top 10 in the nation by Princeton Review Inc., a test prep and online learning company.
Garrett Eastman

BrainPOP - Animated Educational Site for Kids - Science, Social Studies, English, Math,... - 0 views

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    Includes GameUp, free online games for curriculum
Garrett Eastman

THE EVOLUTIONARY PSYCHOLOGY OF VIDEO GAMES: THE DIGITAL GAME AS SUPERNORMAL STIMULUS - 0 views

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    Abstract : "This paper explores how supernormal stimuli may have contributed to the remarkable popularity of several types of video games: first-person shooters (FPSs), massively multiplayer online role-playing games (MMORPGs), and Minecraft. Human culture, technology, and environments have advanced so rapidly in the last 10,000 years that the brains of Homo sapiens have not been able to keep up. Humans survive in the modern world, but still retain a mind stuck in the Pleistocene. Supercharged representations of ancient stimuli, which appealed to prehistoric human ancestors in the environment of evolutionary adaptedness (EEA), appear in many video games and may be hyper-stimulating humans' adaptive instincts. These supernormal stimuli appear to correlate with the remarkably engaging, pleasurable, and satisfying experiences human players derive from playing these games. This paper goes on to propose that greater recognition of the potential of supernormal stimuli, and experimentation with the creation of virtual worlds stand to improve not only digital games, but the way in which humans live, work, and play in the real world."
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