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."
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."
In the next twelve months more schools will be setting homework assignments for their students to play computer games. This will be because schools, expecting more of their students, will be looking for ways to support them to develop a deep level of understanding in, say, science, maths, or in being effective creators and consumers of the digital world (how to code, mash-up websites, design apps and so on).
A forum from HASTAC (Humanities, Arts, Science, and Technology Advanced Collaboratory) inviting commentary on questions including games for digital humanities, video game pedagogy and gamification
from the abstract: "The Meta!Blast project was developed to provide a medium that lends itself to the com-
prehension of cell and metabolic biology by placing the student into a virtual plant cell and
allowing them to experience plant biology rst-hand (Wurtele, 2011). By taking advantage
of existing agile development methodologies, Meta!Blast has been designed to meet many of
the challenges of developing video games in an academic environment. Using a special editor,
educators and researchers can also modify in-game content in an eort to tailor the game to
their specic curriculum needs.
Due to the massive, explorative environment in which the game places players, Meta!Blast
provides an ideal environment for a variety of other STEM-related mini-games. By leveraging
existing methods of current software used to teach computer science, the initial development
stage of a mini-game within Meta!Blast called TALUS (Technology Assisted Learning Using
Sandbox) has been designed to let players experience dierent computer programming con-
ix
cepts. The rst iteration has shown that an environment can be created that allows players to
interact with actual computer code in a fail-safe and non-violent manner; furthermore, it has
the potential to augment a player's existing knowledge of computer programming."
"Wake Forest - Science researchers, inspired by the graphics used to create video games, have used the technology to create advanced imaging systems to examine cancerous cells. The research may pave the way for new "designer drugs" to combat certain forms of cancer."
Abstract: "The philosophy of information is the area of research that
studies conceptual issues arising at the intersection of
computer science, information technology and philosophy.
Universal design is a concept that emphasizes the
importance of non-specialized features in things and
environments. As participation in gaming increases
around the world and across a larger part of the
population, the path towards achieving universal design
and change of attitude in our mind is clear but requires
that we think globally and frame the issues a little
differently. This article aims to see universal design
concept; its principles, uses, design processes, from a
philosophical view point in terms of games design. It
concludes by arguing that universal design of games is not
a style but an attitude of accepting the difference and
responsibility of ours and also proposes what needs to be
done for upholding universal game design concept. "
Abstract: "Location-based mobile gaming
combines gameplay with physical ac
tivity. We have developed a game, O-
Mopsi, based on the concept of orienteering, which can
be played on mobile phones with GPS receiver and
Internet connection. In order to complete a game, a play
er must visit a set of targets that are photos chosen
from a user-generated geotagged database. Game crea
tion, management and live tracking can be done using
a web interface. The game was presented at an annual
international festival whic
h is aimed at introducing
science and technology to school children and the overa
ll feedback received from the players was positive. "
abstract: "This paper shows the design of an
interactive game-based application developed with Blender 2.49b
tool to be implemented in the area of computer networks."
"A Slower Speed of Light is a first-person game prototype in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. Custom-built, open-source relativistic graphics code allows the speed of light in the game to approach the player's own maximum walking speed. Visual effects of special relativity gradually become apparent to the player, increasing the challenge of gameplay. These effects, rendered in realtime to vertex accuracy, include the Doppler effect (red- and blue-shifting of visible light, and the shifting of infrared and ultraviolet light into the visible spectrum); the searchlight effect (increased brightness in the direction of travel); time dilation (differences in the perceived passage of time from the player and the outside world); Lorentz transformation (warping of space at near-light speeds); and the runtime effect (the ability to see objects as they were in the past, due to the travel time of light). Players can choose to share their mastery and experience of the game through Twitter. A Slower Speed of Light combines accessible gameplay and a fantasy setting with theoretical and computational physics research to deliver an engaging and pedagogically rich experience."
"The National STEM Video Game Challenge is a multi-year competition that aims to motivate interest in STEM learning among America's youth by tapping into students' natural passion for playing and making video games. Join the new faces of game design and start designing today! .. Deadline is April 24, 2013.
Abstract: Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW-Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called „Heldenprinzip®". The project's goal is not to teach the stages of the Monomyth as mere facts but to enable participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods - like drawing, performing or role-playing - is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions as well as teaching the Monomyth in a game based learning university course. The first option is providing participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non-digital aesthetic methods can be constructed using digital games or digitally enhanced set-ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game-based learning scenarios: self-study, blended game-based learning and face-to-face sessions"
Abstract: "In
this study, we device a digital game, which possessed scientific and fun, base on the conception of insects
(DGBI), then can use it to test elementary school student's conception about insect. The DGBI materials
creating pattern use as the ADDIE model. First step is to analyze the DGBI materials. We analyze student's
alternative conceptions of insect and what the teaching staff needs to teach in the section of insect,
and then we develop three teaching units, namely the ―Bugs Adventure‖, ―Legs and Wings "and"
Mouthparts and feeding habits‖. Second, design the DGBI. Making DGBI has a clear teaching aim,
multi-learning strategy like conception puzzle, computer simulation and conception mapping etc, an artistic
and convenient operating media interface and a learning content that is easy to understand by the
words and video in the DGBI materials. Third, develop the DGBI. Developing DGBI includes making
animation component and composing animation component, these animation components makes 94.4% of
students prefer to use DGBI materials to learn the conceptions of insect, especially the constructional detail
magnify function and interactive game design in the teaching materials increase the student's learning
interest. Forth, implement DGBI. We invite Two national college professors and four senior science
teachers to use DGBI, and then we interview them to collect the testing amendments, and corrected
it.Fifth, evaluate DGBI. We use quasi-experiment design and questionnaire survey to evaluate DGBI. In
the quasi-experiment design, we select 111 students for four classes in an elementary school in New
Taipei City and ask them to use DGBI, and then we tested them by the ―Insects Conceptions test‖. We
found that after using the DGBI materials, the student's post-test scores (13.64) is higher than the pre-test
scores (7.55), and there are significant differences (t = 16.47,p = .00)and helps the student to establish the
correct concept of insect
Abstract: "This paper is a reflection on a design teaching project that endeavours to establish a culture of critical design thinking in a tertiary game design course. In the first instance, the 'performing design' project arose as a response to contemporary issues and tensions in the Australian games industry and game design education, in essence, the problem of how to scaffold undergraduate students from their entry point as 'players' (the impressed) into becoming designers. The performing design project therefore started as a small-scale intervention to inspire reflection in a wider debate that includes: the potential evolution of the contemporary games industry; the purpose of game design education; and the positioning of game design as a design discipline.
Our position is that designing interactive playful works or games is victim of a tendency to simplify the discipline and view it from either the perspective of science or art. In this paper we look at some of the historical discussions on the distinct identity of games. Then we present an overview of the typical state of play in contemporary game design education which inspires the performing design project as an intervention or teaching technique. This leads us to question understandings of education and training and creativity and innovation. Finally we reflect on insights arising from the performing design project which lead us to support Archer's call for a 'third area' that balances the monolithic practices of the two major academic disciplines."
"The key contribution of this paper is a simple protocol language
which is at the heart of defining constructive claims through games.
Our protocol language generalizes the class of claims that can be
expressed in predicate logic. We build on the long tradition in logic
and games of imperfect information: our protocol language can
also express indeterminate claims, such as "I am better than you at
solving this problem."
The purpose of SCG is to provide a helpful framework to develop
and disseminate the world's constructive claims in formal scientific
domains. The development of claims is both collaborative and selfevaluating
using the global brain."