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Garrett Eastman

Getting Serious About Games: Using Video Game-based Learning to Enhance Nuclear Terrori... - 0 views

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    "This thesis proposes the development of a video game platform to increase the publics knowledge of required protective actions in the event of a nuclear terrorism attack. Current scientific analyses have identified elementary steps the public should take to increase the likelihood of survival in the event of a nuclear terrorism incident; however, a knowledge gap currently exists with regard to the publics understanding of these required actions. Unfortunately, todays preparedness initiatives do not have the efficacy required to impact significant improvements in this area. Video games, more specifically a sub-genre of games known as serious games, are uniquely postured to address this knowledge gap. Not only do video games provide a motivating, enriching and engaging educational medium, but also they are unique in that they address the emerging educational needs of todays games generation, which desires more interactive educational environments since they have been immersed in technology for the majority of their lives. As such, leveraging this technology can help close the current knowledge gap and increase the nations resilience to nuclear terrorism."
Garrett Eastman

Method for Transferring Knowledge and Building Content in Serious Games - 0 views

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    "Abstract. Sophisticated Technology Enhanced Learning (TEL) instruments as training simulations and Serious Games (SG) do not provide knowledge content in an explicit form, but propose interactive solutions for learners to build their own skills and competences in close to real situations. The present research makes an overview of the processes of knowledge transfer and content development in SG. In the first place, there will be analyzed and proposed methods how to elicit and embed expert knowledge into design of SG and training simulations. Therefore in the first place we will discuss the problem of expert knowledge elicitation for building SG. In the second place we will review how learning content can be integrated in SG design, and will identify various SG elements and components that can transfer knowledge to the players. Finally, some practical implications will be discussed, derived from the experience in TARGET FP7 EU funded project."
Garrett Eastman

Disciplinary integration of digital games for science learning - 0 views

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    From the introduction: "In this paper, we focus on theorizing the design of digital games to support the learning of core scientific concepts and representational practices. Theoretically, we consider two frameworks: Knowledge in Pieces (or KiP) (diSessa 1993; Hammer 1996; Sherin 2001; Clark et al. 2009) and Science as Practice (or SaP) (Pickering 1995; Lehrer and Schauble 2006a; Duschl et al. 2007). While KiP is a theory about the structure of human knowledge, SaP is a theoretical perspective about the development of scientific expertise. Grounded in the history of science, SaP argues that the development of scientific concepts is deeply intertwined with the development of epistemic and representational practices (e.g., modeling). We report how these theoretical frameworks have shaped the design of our digital games for learning Newtonian dynamics across an extended design experiment. We show how shifting from KiP to SaP as the underlying theoretical anchor has ena bled a shift from designing games that focus on conceptual integration (Clark and Martinez-Garza 2012) to games that focus on disciplinary integration. Whereas conceptually integrated games integrate the targeted conceptual relationships directly into the mechanics of the core game environment, disciplinary integration extends conceptual integration by incorporating disciplinary practices as well as conceptual relationships into the mechanics of interacting with, manipulating, or navigating the core game environment. "
Garrett Eastman

The Development and Effect of Serious Games - 0 views

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    From the abstract: "In this thesis we present the development of this mobile multi-platform serious game intended to teach the basic information about asthma to teenagers and young adults. We review the design of the game and the mobile technologies used to create the game. We present conclusions based on observations made while interviewees played the game, and detail the changes made to the game based on these observations. Each interviewee also provided feedback on the game, and completed several assessments to measure their knowledge of asthma before and after playing the game. We review the knowledge each interviewee gained from the interaction with the game, and draw and present conclusions based on the background each subject comes from"
Garrett Eastman

Serious Games in the Context of Organizational Knowledge Management Practices - 0 views

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    from Proceedings of the 12th European Conference of Knowledge Management Academic Conferences Limited
Garrett Eastman

InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design ... - 0 views

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    From the abstract: "Objective: We report the design of a trial to assess the educational efficacy of InsuOnline, a game for education of primary care physicians (PCPs). The goal of InsuOnline was to improve appropriate initiation and adjustment of insulin for the treatment of DM. InsuOnline was designed to be educationally adequate, self-motivating, and attractive. Methods: A multidisciplinary team of endocrinologists, experts in medical education, and programmers, was assembled for the design and development of InsuOnline. Currently, we are conducting usability and playability tests, with PCPs and medical students playing the game on a desktop computer. Adjustments will be made based on these results. An unblinded randomized controlled trial with PCPs who work in the city of Londrina, Brazil, will be conducted to assess the educational validity of InsuOnline on the Web. In this trial, 64 PCPs will play InsuOnline, and 64 PCPs will undergo traditional instructional activities (lecture and group discussion). Knowledge on how to initiate and adjust insulin will be assessed by a Web-based multiple choice questionnaire, and attitudes regarding diabetes/insulin will be assessed by Diabetes Attitude Scale 3 at 3 time points-before, immediately after, and 6 months after the intervention. Subjects´ general impressions on the interventions will be assessed by a questionnaire. Software logs will be reviewed. Results: To our knowledge, this is the first research with the aim of assessing the educational efficacy of a computer game for teaching PCPs about insulin therapy in DM. We describe the development criteria used for creating InsuOnline. Evaluation of the game using a randomized controlled trial design will be done in future studies. Conclusions: We demonstrated that the design and development of a game for PCPs education on insulin is possible with a multidisciplinary team. InsuOnline can be an attractive option for large-scale continuous medical education to help imp
Garrett Eastman

The 24 Hour Knowledge Factory in Video Game Development - 0 views

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    "Abstract Video game developers have a tough road ahead as they try to out-do their competitors and develop the next blockbuster video game. The problem they face is that the cost of developing a video game is rising. The pressure mounts as economic uncertainty has led many consumers to cut spending on lucrative video game titles that publishers are tossing out up to $100 million (in rare cases) to develop, and the publishers are already beginning to feel the heat. Recent years have seen a number of publishers close up shop and even more publishers cutting jobs to save on spending. Despite the need for producing a product more efficiently and within a time restriction, the video game industry bases most of the production phases in-house instead of adopting a 24-hour business model in co-located sites around the world. Implementation of the 24 hour knowledge factory can help to solve some of the problems developers face in the numerous phases of video game development. However, publishers have yet to take advantage of this efficient business model."
Garrett Eastman

Eliciting and modelling expertise for serious games in project management - 0 views

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    "Without achieving a clear understanding of the learning domain, it is difficult to develop a successful serious game that enables users to achieve the desired learning outcomes. Thus, the first step in serious game design is to establish an understanding of the particular learning domain, usually through consultation with domain experts. Whilst game design is inherently a creative process, we believe the capturing of the knowledge domain can be systematised and we present a structured approach to knowledge elicitation and representation as a basis for serious game design. We have adapted and extended the applied cognitive task analysis (ACTA) method and have combined it with additional knowledge representation frameworks. We explain how the outputs of this approach can inform the game mechanic and the development of non-player characters, and apply it to the design of a serious game aimed at reducing time-tocompetence in soft project management skills for professionals working in corporate environments. A total of 26 domain experts from five different countries were involved in a two-stage interview process. The interviews yielded more than 300 task elements, and information about the cognition underlying the more challenging tasks. This data was incorporated into several representation frameworks and used to indicate features to be implemented in the game and the game mechanics of the supported features."
Garrett Eastman

GALA Blog - 0 views

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    This is the blog of Games and Learning Alliance (GaLA), Network of Excellence for Serious Games, a project " to shape the scientific community and build a European Virtual Research Centre aimed at gathering, integrating, harmonizing and coordinating research on SGs and disseminating knowledge, best practices and tools as a reference point at an international level. The other key focuses of the project are: the support to deployment in the actual educational and training settings; the fostering of innovation and knowledge transfer through research-business dialogue; the development high-quality didactics on SG by promoting and supporting courses at Master and PhD level."
Garrett Eastman

A Serious Game for EVAcuation Training - 0 views

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    Abstract: "Serious Games are increasingly used as a training and educational tool. Fire keeps claiming a high number of victims. Some authors allege failures during the evacuation process as the main cause that contributes for that number. Fire drills are used to train buildings' occupants for emergency situations. However, fire drills' participants often have prior knowledge of their schedule and as result they are not as focused as they should. Moreover, fire drills require the mobilization of some resources, leading to financial costs. Performing a fire drill will always affect the normal functioning of the place where they take place; for this reason, sometimes they are not performed at all. In some special locations, like hospitals, fire drills are unsuitable. Emergency planning is crucial to prevent and minimize damage and victims. Albeit the improvement on safety measures, many occupants and employers in this type of buildings still lack adequate knowledge and training on how to behave in such hazardous situations. EVA is presented as a possible solution, which is based on the concept of Serious Game that can be used as a training tool for healthcare professionals. A preliminary prototype was developed. A sample of 20 subjects was selected to test it giving promising results. Results also showed that users who had training in fire prevention appear to perform better in the course. Moreover, participants who regularly play computer games overcame easily the game challenges. Further research and development are still to be explored, which are discussed in the concluding part of this paper."
Garrett Eastman

Interview Findings on Middle Schoolers' Collaboration in Self - Organizing Game Design ... - 0 views

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    "Abstract: U nderstanding how younger students can learn to collaborate , and affordances of the learning environment that can effectively support this , are critical questions for knowledge sharing, networking and innovation in education. E xploratory research results o n emergent middle schooler collaborative activity in a guided discovery - based learning program are reported . Students in self - organizing game design teams experience certain challenges (e.g., version control), and innovat e solutions. Some indicate meta - knowledge development and socialization gains. We conclude with ongoing questions."
Garrett Eastman

A Game Design Framework for vocational education - 0 views

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    Abstract: "Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner's motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group."
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

Defining Gamification - A Service Marketing Perspective - 0 views

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    "During recent years "gamification" has gained significant attention among practitioners and game scholars. However, the current understanding of gamification has been solely based on the act of adding systemic game elements into services. In this paper, we propose a new definition for gamification, which emphases the experiential nature of games and gamification, instead of the systemic understanding. Furthermore, we tie this definition to theory from service marketing because majority of gamification implementations aim towards goals of marketing, which brings to the discussion the notion of how customer / user is always ultimately the creator of value. Since now, the main venue for academic discussion on gamification has mainly been the HCI community. We find it relevant both for industry practitioners as well as for academics to study how gamification can fit in the body of knowledge of existing service literature because the goals and the means of gamification and marketing have a significant overlap."
Garrett Eastman

Mobile games in Museums: from learning through game play to learning through game design - 1 views

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    "This paper investigates aspects of learning in museums through mobile games, i.e games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility of the players. It is argued that playing these games (which usually follow the pattern of scavenger hunt or role playing narratives), results in visitor engagement, motivation and knowledge about museum exhibits. Despite of these positive aspects, it has been observed that learning remains at the level of transfer of factual information about the exhibits. It is argued that in order to enrich the learning experience of game play we need to also involve the visitors in the process of designing mobile games for the museum."
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

An Analysis of the Educational Potential of Augmented Reality Games for Learning - 0 views

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    Abstract: "This paper presents a review of practical research papers on augmented reality games for learning. The study evaluates how these games may impact motivation (affective learning outcomes) and knowledge gain (cognitive learning outcomes). For the analysis, we use game design patterns for mobile games and Bloom's taxonomy of educational objectives. Our study results substantiate the generally assumed motivational potential of augmented reality games. Also, they indicate that augmented reality games may have the potential to bring about cognitive learning outcomes."
Garrett Eastman

Designing a Context-Aware Campus Area Gaming Environment for Mobile Platforms - 0 views

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    From the abstract: "This thesis is dealing with what have been identified as "pervasive games". Investigation and analysis of reasons behind their appearance, popularization is made. Different trends within classical game-development and theory of classical game-design are investigated to establish similarities and differences, challenges and solutions this newly emerged type of games is introducing. Knowledge presented in theoretical sections is used to design, develop, deploy and test a game-environment for mobile platforms that is adjusted for campus area. This designed game-environment consists of two essential components: Front-End, which is represented by Android mobile application and Back-End server logic. Both of components were designed, tested and implemented. Designed game-environment received a name "DTU GoblinsNGold and has been launched. It is made available publicly worldwide through Google Play market. All of these aspects and milestones are described in details inside practical part of this thesis. During game-environment testing valuable data was received that described all aspects of functionality of implemented system together with behavioral patterns of players. These results of deployment together with conclusions are presented in later sections."
Garrett Eastman

Multi S ensor I nteracti ve S ystems for Embodied Learning Games - 0 views

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    Abstract: "This paper explores the use of modern sensor technologies for physical interaction on educati onal games and interactive spaces. More specifically the thesis studies the potential effect of motion capture and wearable body sensors on educational interactive games, on two aspects: i) on the involvement of human body and motion in the process of lear ning, and recall of knowledge (embodied learning), ii) on assisting the development of basic social emotional competencies, through the enhanced social affordances of embodied games. The paper presents a prototype of an educational game developed using a m otion capture controller and two bio feedback sensors, proposing a generic architecture for multi sensor interactive spaces. Finally the paper provides a review of previously studied modalities for emotion recognition, and examines their application on gam e mechanics and AI game agents."
Garrett Eastman

BINX: An XNA/XBox 360 Educational Game for Electrical and Computer Engineers - 0 views

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    abstract: "This work focuses on the design and implementation of an educational game for deployment on the Xbox 360 commercial game console. Video games can be extremely powerful and effective learning tools when deployed with methodical precision. Currently, no learning tools are available for commercial consoles that focus on teaching core concepts in Engineering. This work presents an overall design for an educational game to address Number Systems in the scope of the Electrical and Computer Engineering curricula. BINX is an educational adventure game designed to address Number Systems and their arithmetic operations in Digital Logic Design, a core course is Electrical and Computer Engineering programs. Object Oriented Design Principles were used in the development of this game. This work presents one sublevel implemented using the XNA framework - a Microsoft Software Development Kit (SDK).The BINX gameplay takes place inside a computer where a malicious virus is threatening the computer's operability. The player has to find the virus and eradicate it by disconnecting the terminals of the graphics processor. The player has the opportunity to practice before taking on the Boss Challenge. In the practice phase, the player practices number conversions without fear of penalties. In the Challenge phase, the player is timed and has to perform the number conversions before the allotted time expires. The combination of practice and challenge provides players with the ability to practice number conversions and, when ready, to take on the challenge task where assessment is conducted to provide the player with the knowledge of how well he/she has performed on the challenge. The number conversion level of BINX was implemented and formally evaluated showing improvement in student scores after using BINX."
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