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Garrett Eastman

The Perceptions of Game Developers Compared to Research on Employment Readiness Regardi... - 0 views

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    Abstract: "Twenty three interviews and four surveys were conducted as case studies investigating the perceptions of expertise, expertise acquisition, and gaps in employment readiness for novice game developers. Participants were primarily game development production staff and educators involved in game related programs. Research results were compared to employability skills research. The findings indicated that there is a great deal of alignment between them, but employability skills may be insufficient on their own to be a reliable standalone source for curriculum development in the game development field because of the industry's unique characteristics. Implications from the research results, and insights from the in-depth interviews, that may be relevant to curriculum developers include evidence for a mismatch of the values, needs, and expectations of stakeholders; and a delineation of key characteristics of expertise and long-term success that may be valuable for inclusion in curriculum outcomes and measures. Two of the key characteristics identified were goal-focused passion, and holistic perspectives. Holistic perspectives included an awareness of heuristic use of tacit knowledge. The model of an expert learner was supported as a potential curriculum outcome focus that encapsulated the main characteristics of expertise that novices or advanced beginners could acquire. Another implication is that there may be a relation between expert characteristics and characteristics of functional behaviours that are related to positive psychology and cognitive behavioural therapy."
Garrett Eastman

3D GAME-BASED LEARNING SYSTEM FOR IMPROVING LEARNING ACHIEVEMENT IN SOFTWARE ENGINEERIN... - 0 views

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    Abstract: "The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A quasi-experimental design is based on the ARCS Theory (Attention, Relevance, Confidence, and Satisfaction) to investigate the effectiveness of game-based learning strategy in 3-dimension virtual reality scenario. The students are randomly assigned into two groups for quasi-experimental design. In game-based learning, the curriculum content is mapped into the game to provide a scenario learning environment. After implementation of quasi-experimental design, the pre-test and post-test results shown that 3D game-based learning system with software engineering curriculum could achieve a better learning achievement and motivation than using traditional instruction. The statistical test displayed that learning motivations of students have significant impact on learning achievement, and learning achievements of students with game-based learning are better than those who use traditional face-to-face teaching. After re-checked the questionnaire, this paper finds that game-based learning challenging and attractiveness can lead to learners' curiosity and immersion in learning activity. And the results show that 80% students are satisfaction, and 83% students are confidence for the course learning after use the game-based learning system. Lastly, the research results could provide to related educators as references"
Garrett Eastman

The Use of Game Dynamics to Enhance Curriculum and Instruction: What Teachers C an Lear... - 0 views

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    Abstract: "This article examines the need for public school educators to adapt a game design mentality when designing secondary level curriculum and instruction . Game design is presented as a tool for improving student learning and suggestions are offered for how educators can incorporate game dynamics such as narrative context, explicit interconnectedness, well - ordered problems, control, choice, customization, and co - design."
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

A Research Study Using the Delphi Method to Define Essential Competencies for a High Sc... - 0 views

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    "What are the appropriate curriculum competencies for a secondary level Game Art and Design curriculum for technology education in the United States? There was an absence of research related to gaming education in the secondary level classroom, particularly in the field of technology education. This research strove to alleviate any impediments, while establishing curriculum competencies for a secondary Game Art and Design course framework."
Garrett Eastman

A Cross-disciplinary Approach to Degree Programs in Video Games - 0 views

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    Abstract: "Macquarie University, in 2012, introduced two undergraduate coursework programs in the area of video games. These programs are a joint initiative of the Departments of Computing and Media, Music, Communication and Cultural Studies. The programs represent an innovative approach to curriculum structure in this area, combining technical, design and reflective critical practice to produce rounded graduates with a wide knowledge of issues and practices in interactive media. This paper describes the process of designing these programs, the aims and rationales guiding their design and their detailed structure. The central guiding principle behind the programs was that accomplished designers of interactive media, particularly video games, need both a sound technical background and an appreciation of the relationship between users, society and their designs. This is reflected in both the structure of the programs and the pedagogical approaches in the specialist units."
Garrett Eastman

Engaging Girls in Computer Programming Using Video Game Design - 0 views

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    abstract: "This literature review will discuss the efficacy of using video game programming as an attractor and entry point to engage middle- and high-school girls in a computer science curriculum. The review begins by exploring historical trends of female participation in the technology industry and in computer science programs at the high-school and collegiate levels, and the impact these trends have on women's opportunities. For additional background context, the review will then review a number of empirical studies regarding girls' attitudes toward computer science, as well as environmental and social influences that impact their participation in the field. It will then identify the educational and social goals of increased female participation in the computer science curriculum and briefly discuss various potential attractors that have been under investigation. Finally, the review will describe specific research studies that explore both how effective the teaching of computer game design is in attracting female students to a computer science course of study, as well as its efficacy in teaching important computer science concepts."
Garrett Eastman

A Survey of Final Project Courses in Game Programs: Considerations for Teaching Capstone - 0 views

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    "Game design and development programs often include a final project or capstone course as a means of assessing the cumulative theory, processes and techniques learned by students through the program or department's curriculum. While these courses are prevalent in programs around the world, there has yet to be a study of how, why, and to what end these courses are designed and run. We review the literature on capstone courses, discuss the findings of a long-form survey administered in early 2011, and propose a set of framing questions for the design and implementation of capstone courses. Survey findings include common goals of capstone courses, make-up of faculty teaching these courses, the support obtained and desired for the courses, the technologies used to create capstone projects, the methods of project management used in the courses and the expectations of faculty teaching the courses. These results can serve as a baseline for faculty and administrators looking to develop or improve their game design and development curricula."
Garrett Eastman

Kamloops This Week - Video-game design taken to next level - 0 views

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    "The Kamloops-Thompson school district is taking its video-game design curriculum to the next level. What started as a summer-camp program in 2007 and grew into a limited course offering last year is set to assume full-course status - meaning area high school students will have the opportunity to spend an entire semester studying nothing but video-game design."
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

Growing a Computer Science Program with a Focus on Game Development - 0 views

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    Abstract: "A comprehensive undergraduate curriculum in computer game development is described. The program was created as a set of elective courses in the context of a traditional computer science (CS) degree. Primary goals of the program were to increase enrollment in CS and prepare students for careers in the entertainment software industry. In addition, the CS department sought to compete for students with larger state institutions. To do so effectively the department needed to offer a unique program. Results show the new program helped the CS department to nearly triple enrollment over four years and achieve both statewide prominence and national recognition."
Garrett Eastman

A Foundation for Growth: An Introductory Course in Computer Game Development - 0 views

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    Abstract:"A one-semester introductory undergraduate course in computer game development is described. The freshman-level course has been taught for four years. The course was designed and implemented in the context of a new curriculum in computer game development. Goals of the course were to retain undergraduate computer science (CS) majors, attract new students to CS, and expose students to the content creation pipeline used in more advanced courses. A significant aspect of the course is the end-of-semester project to create a machinima - a video created using computer game technology. Besides the initial goals for the course, other benefits were discovered including fostering a sense of community by helping students get to know their peers early in the program. Results, both quantitative and anecdotal, show the course has exceeded expectations in meeting the goals originally established. In addition, the course content has been adapted to the format of a three-day summer workshop to recruit high school students to the university. The course has been integral to the growth of the CS program, enabling the program to nearly triple in size over four years and achieve both statewide prominence and national recognition."
Garrett Eastman

Parabola X: Learner Engagement with Serious Games - 0 views

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    From the abstract: "As educators struggle to motivate the learners in their classroom, games provide a great opportunity to enrich the education curriculum. The use of games for this purpose is the primary goal of the growing s erious g ames field. ParabolaX is a s erious g ame designed to teach principles of quadratic functions [1] . ParabolaX was developed with two gameplay versions: full and basic. The basic version eliminated many game features. Leaners played ParabolaX during a single classroom session and took surveys before and after they played. Lea r ner scores on quadratic problems before playing were not significantly different than scores after playing ParabolaX , t (65) = - 0.486, p = 0.629 . Lea r ners that played the full version that included all game like features did not show significantly different engagement indicators than those who played the basic version. Learner engagement did not d iffer based on gender or prior experience playing digital games. 76.1% of learners playing the full version agreed that ParabolaX helped them understand quadratic functions compared to only 50% of those who played the basic version."
Garrett Eastman

Designing and Creating a Game Engine for Use in the Classroom - 0 views

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    Abstract: "This paper describes the creation of a 2D game engine, the ULL Introductory Game Engine (UIGE), for use in an introductory video game programming course as part of an undergraduate computer science curriculum. Having the right tools available can make illustrating the concepts of game development and design substantially easier. In creating the engine, a number of factors such as ease of use and accessibility, were considered. Furthermore, course instructors must determine how much assistance (in the form of tools for the engine) is too much assistance, as students may miss core principles if development with the engine is made too abstract. Successful implementation of tools like UIGE allow students to produce games quickly and the concepts of game development to be taught more effectively."
Garrett Eastman

Proceedings of the 6th European Conference on Games Based Learning - 0 views

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    "Hosted by University College Cork and Waterford Institute of Technology, Ireland, 4-5 October 2012"
Garrett Eastman

An Interactive Qualifying Project Report: - 0 views

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    Description of a Scratch game development curriculum implemented by WPI students at the Worcester Public Library
Garrett Eastman

Introducing Serious Games with Wikis: Empowering the Teacher with simple Technologies - 0 views

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    Abstract: "Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education curriculums. This paper explores to what extent a simple serious game scenario that can be easily adopted and adapted by individual teachers and that only uses a common, relatively simple technology can leverage the adoption of serious games. It discusses the design of such a game, Argument, based on a Wiki and its use in a 6 weeks trial by students of a Master of Learning Sciences Programme. The results indicate that, even though a Wiki has clear limitations, it is a useful instrument to build game alike educational activities, to gain experience with and as a first step to use (more) complex serious games."
Garrett Eastman

virtuallyFine - 0 views

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    Monica M. McGill's blog, assitant professor at Bradely University, one of her areas of study is game design curricula in US, UK and Canada. "Creating proposals in production courses, particularly games courses, is important in order to teach students to think about what they want to do for their project and why they want to do it."
Garrett Eastman

A SUMMER HIGH SCHOOL COMPUTER GAME PROGRAMMING CURRICULUM AND AN ASSESSMENT OF ITS EFFE... - 0 views

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    Evaluation of a six week course
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