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Garrett Eastman

From the Archives: All About Games - 0 views

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    A compilation of articles previously published on Chronicle of Higher Ed website on teaching with games, education and play, gamification, game software
Garrett Eastman

Finding a Place for Video Games on your Campus - 0 views

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    University of Minnesota librarians deliver an engaging slide presentation with creative ideas for initiating a video game culture in libraries, noting the many educational applications.
Garrett Eastman

Can Playing Video Games Help With Dyslexia? - 0 views

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    "Most parents prefer that their children pick up a book rather than a game controller. But for kids with dyslexia, action video games may be just what the doctor ordered."
Garrett Eastman

Glitch and Public Domain Game Resources - 5 views

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    A defunct game releases its code into the public domain. What opportunities does this present for developers and students?
Garrett Eastman

THE CUBE - A145 megapixel interactive AV experience at QUT - 2 views

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    An interactive sci tech oriented video project at Queensland University of Technology
Garrett Eastman

Valve helps teens prepare for the game industry with new Pipeline experiment - 1 views

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    "Valve wants to help. The 17-year-old Bellevue company just launched Pipeline, an experimental project aimed to educate high schoolers about the ins and outs of the video game industry."
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

Acclimating Students To College Campus Utilizing G ame s - 0 views

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    Using a video game to orient incoming students to college offices and services and improve the game as a result of participant feedback.
Garrett Eastman

Mapping 3D Character Location for Tracking Players' Behaviour - 0 views

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    Abstract: "Serious Games are increasingly used as a tool for
    various applications contrary to the traditional enterta
    inment
    purpose. Many game engines are available, and Unity3D is
    another example that presents some features such as rapid
    prototyping and an easy learning curve. The 3D space where
    action takes place is sometimes hard to map into a logical
    memory structure
    providing flexible access to that information.
    The problem of tracking players
    '
    path
    as well as their
    decision
    s
    in 3D environments arises when there is no previous knowledge
    of the scenario representation and the creation of a memory data
    structure poses
    an extra effort for the modeller.
    The proposed
    solution in this paper, albeit simple, is a straightforward way to
    track the location of the video game character and map it when
    he
    /
    she passes certain limits. Th
    is mechanism
    proved to represent
    a key step
    for
    ward,
    addressing the important issue of tracking
    the decision
    -
    making process of players for future analysis and
    behaviour elicitation."
Garrett Eastman

Can Digital Games Boost Students' Test Scores? - 0 views

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    On educational games and learning outcomes and consideration of games as complements to teacher instruction and collaboration
Garrett Eastman

Games for the Classroom Get a Serious Makeover - 0 views

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    "Recap from the 10th Games for Change Festival, Part One"
Garrett Eastman

A Video Game Description Language for Model-based or Interactive Learning - 0 views

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    Abstract: "We propose a powerful new tool for conducting
    research on computational intelligence and games. 'PyVGDL' is
    a simple, high-level description language for 2D video games, and
    the accompanying software library permits parsing and instantly
    playing those games. The streamlined design of the language is
    based on defining locations and dynamics for simple building
    blocks, and the interaction effects when such objects collide, all
    of which are provided in a rich ontology. It can be used to quickly
    design games, without needing to deal with control structures, and
    the concise language is also accessible to generative approaches.
    We show how the dynamics of many classical games can be
    generated from a few lines of PyVGDL."
Garrett Eastman

A Conceptual Design of Multi-Agent based Personal Quiz Game - 0 views

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    Abstract: "In recent years, there has been a dramatic
    proliferation of research concerned with game based learning
    and intelligent system
    s
    . Although the intelligent agent bas
    ed
    system
    has existed for many years, only recently its surge of
    mainstream popularity
    motivated
    researchers to acknowledge
    its educational value. With
    the increasing
    usage of game based
    learning, reliability requirements for intelligent system
    s
    or
    multi
    -
    a
    gent system
    s
    have become more critical. Quiz game is
    one of the game
    types
    which is easy to develop and not
    restrict
    ed
    by
    any specific subject
    and any people
    . And the
    m
    ulti
    -
    agent based system is flexible and saving resource
    . Hence
    we integrate the quiz gam
    e into multi
    -
    agent system
    s
    , we called
    it m
    ulti
    -
    agent based quiz game
    and also d
    evelop a framework
    to
    build personalized
    assessment game
    . For the instructor, they
    can
    understand
    student's playing situation and experience
    . For
    the students, they have p
    ersona
    lized
    assessment game
    .
    In this
    paper, we
    proposed
    a framewor
    k
    of multi
    -
    agent based Quiz
    -
    MASter
    , and describe each service from each agent briefly."
Garrett Eastman

Promoting Game Accessibility : Experienc ing an Induction on Inclusive Design Practice ... - 0 views

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    Abstract: "The Global Games Jam
    (GGJ)
    attracts
    many people who are
    passionate about games development
    , co
    ming
    from a range of
    educational backgrounds.
    Therefore
    , the event can be experienced
    by novices and student developers as an opportunity for learning.
    This
    provi
    des
    an
    op
    ening
    to
    promote themes and ideas that could
    help
    form future
    thinking about
    games
    design,
    emerging as a form
    of
    induction on key design issues
    for new practitioners
    .
    Such an
    approach aims to raise awareness
    about issues
    which
    learners
    c
    ould help
    develop and take
    with them
    into industry
    .
    However,
    t
    he experience itself
    affords
    a
    deep
    experiential
    rhetoric
    and
    dialogue with experts that
    could be an effective pedagogical tool
    for issues seldom
    addressed deeply
    in formal educational settings
    .
    This pape
    r describes an account
    by
    one such individual, being
    introduced to game accessibility through participation in the GGJ
    .
    As such, it is
    not intended as a
    rigorous
    empirical analysis
    , but
    rather a
    perspective on
    one way a game jam can be experienced
    ,
    invitin
    g further research
    on the topic."
Garrett Eastman

Develop ing and Testing Smartphone Game Applications for Physical Activity Promotion in... - 0 views

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    Abstract: "The purpose of this research was to develop and test smartphone game application for physical
    activity promotion in adolescen
    ts. The first study included various user
    -
    centered approaches (e.g.
    qualitative data, idea sessions)
    to get feedback on what was desired from the adolescents in terms of game
    development and design. The second study examined the degree to which mobile heal
    th studies reported
    on internal and external validity indicators. The last study evaluated the smartphone game applications
    through a mixed
    -
    methods approach.
    The results of this research showed that ph
    ysical activity while playing
    smartphone game
    applica
    tions can yield moderate physical activity intensity. Moreover, adolescents had moderate
    perceptions of the games and recommended specific changes to the games.
    Likewise, t
    he data suggest that
    smartphone physical activity game applications
    can be enjoyable
    if they are aesthetically appealing, easy
    to use,
    and
    foster social peer interactions
    . Overall, t
    his
    research
    demonstrated that smartphone games that
    were developed and designed based on adolescents' preferences and persuasive technology design
    principles
    could increase physical activity in adolescents and provides a
    tool for further exploration."
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

Games as Motivation for Education and Resource Management - 0 views

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    " Persuasive technology with game mechanics can educate and motivate
    people to adopt energy efficient lifestyles. "
Garrett Eastman

Crowdsourcing Interactive Fiction Games - 0 views

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    Abstract: "Procedural generation of games has become an active re-
    search eld. We present a system that automatically gen-
    erates an interactive ction (IF) by learning from crowd-
    sourced corpora of example stories. We ask crowd workers
    from Amazon Mechanical Turk to write short stories about
    a given situation with simple language, from which a plot
    graph is learned, containing plot events, temporal prece-
    dence and mutual exclusion relations between the events.
    The plot graph describes an IF where players and non-player
    characters choose from executable events as determined by
    the plot graph. We demonstrate an IF learned from the
    domain of bank robbery"
Garrett Eastman

Developing a Digital Game to Support Cultural Learning amongst Immigrants - 0 views

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    Abstract :"Immigrants
    entering the European Community face a range of
    challenges in adapting to and understanding the culture of their
    host nation. Failure to address these challenges can lead to
    isolation and difficulties integrating into the society
    of the host
    country,
    leading to
    fragmented communities and
    a range of
    social
    issues
    .
    As part of a comprehensive suit
    e of services for
    immigrants
    , the European
    -
    funded M
    obile Assistance for Social
    Inclusion and Empowerment of Immigrants with Persuasive
    Learning Technologies and Social Network Services
    (MASELTOV)
    project seeks to provide both practical tools and
    le
    arning services via mobile devices, providing a readily usable
    resource for
    immigrants
    .
    In this workshop paper, the
    game
    -
    based
    learning
    aspect of the MASELTOV project is introduced, with the
    rationale behind its design presented. In doing so, the b
    enefits and
    implications of mobile platforms and emergent dat
    a capture
    techniques for game
    -
    based learning
    are discussed, as are methods
    for putting engaging gameplay at the forefront of the experience
    whilst relying on rich data capture and analysis to pro
    vide an
    effective learning solution.
    Through comparison to several other
    projects, a number of recommendations are put forward for games
    deployed in contexts similar to that of MASELTOV: a focus on
    establishing a significant audience with which to conduct
    ethical
    research into efficacy, the need for robust pedagogical frameworks
    suited to the learning context,
    and the evolution of methods for
    data capture and analysis of player activity."
Garrett Eastman

Campus Tech: The Success of Quest-Based Learning at Boise State University - 0 views

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    Profiles Boise State's 3D Game Lab using educational game concepts to reframe learning as a quest
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