Skip to main content

Home/ Becker Video Game Design/ Group items tagged statistics

Rss Feed Group items tagged

Garrett Eastman

Systematic Review of the Literature on Computer Games for Education - 0 views

  •  
    Abstract: "The CHERMUG project aims to develop a digital game to support students in acquiring methodological and statistical expertise. This deliverable describes a literature review which was carried out to identify papers which describe digital games which aim to teach research methods and statistics. Search terms included varied terms for digital games, terms relevant to the twin goals of games for learning and engagement and terms for methodological and statistical knowledge. Search terms identified 38 papers which were considered relevant. The literature review confirmed that there are relatively few papers describing the use of games for teaching research methods and statistics and even fewer which carried out rigorous evaluations of their success, although several e-learning applications and animations to teach research methods and statistics were identified as well as papers looking at how statistics should be taught."
Garrett Eastman

Statistical Analysis of Nuel Tournaments - 0 views

  •  
    Abstract: "Among numerous classical statistics paradoxes, N - uel (for N ā„• \ {1}, because N - uel where N = 1 is clearly not that interesting!) problem shows that the fittest of all competitors does not necessarily win this competition. Truel, Quadruel, and Nuel is simply an extension of a duel tournament, which involves more than two people ( Pirates of Caribbe an three - way sword fight serves as an appropriate visual representation). In addition, each N - uel player actually may possess different winning maximization strategy , since the Nuel tournament is known to illustrate that a fitter/better competitor in a mul ti - entry survival type competition does not necessarily possess significantly higher chance of survival than others. It is my desire to see this process: I want to visualize the N - uel process as a third - person observer, and if a person was playing this as a video game (which I plan on developing via Java Programming), I also want to visualize the winning strategies each video game participant follows."
Garrett Eastman

Continuing/ Higher Education in Research Methods Using Games - 0 views

  •  
    From the abstract: "Research methods and statistics are core competences across various disciplines but pose significant challenges for many students. The CHERMUG project aims to develop a digital game to support students in acquiring methodological and statistical expertise. A key issue that has to be addressed in developing a game is to identify the desired learning outcomes for students. This deliverable describes the user requirements analysis. The aim of the user requirements analysis was to establish the general attitudes to and acceptance of higher education nursing students and staff in the collaborating countries towards the use of digital games as a component of a blended learning approach to teaching methods and statistics to nurses. "
Garrett Eastman

DESIGNING GAMES FOR UNDERSTANDING IN A DATA ANALYSIS ENVIRONMENT - 1 views

  •  
    "This paper describes design issues surrounding "Data Games," small-scale, short web-based games that generate data for analysis in mathematics or statistics classes. The games are embedded in a data analysis environment. We discuss design for the games themselves as well as some curriculum and assessment issues."
Garrett Eastman

ZooU: A Stealth Approach to Social Skills Assessment in Schools - 0 views

  •  
    Abstract: "This paper describes the design and evaluation of Zoo U, a novel computer game to assess children's social skills development. Zoo U is an innovative product that combines theory-driven content and customized game mechanics. The game-like play creates the opportunity for stealth assessment, in which dynamic evidence of social skills is collected in real time and players' choices during gameplay provide the needed data. To ensure the development of an engaging and valid game, we utilized an iterative datadriven validation process in which the game was created, tested, revised based on student performance and feedback, and retested until game play was statistically matched to independent ratings of social skills. We first investigated whether the data collected through extensive logging of student actions provided information that could be used to improve the assessment. We found that detailed game logs of socially relevant player behavior combined with external measures of player social skills provided an efficient vector to incrementally improve the accuracy of the embedded assessments. Next, we investigated whether the game performance correlated with teachers' assessments of students' social skills competencies. An evaluation of the final game showed (a) significant correlations between in-game social skills assessments and independently obtained standard psychological assessments of the same students and (b) high levels of engagement and likeability for students. These findings support the use of the interactive and engaging computer game format for the stealth assessment of children's social skills. The created innovative design methodologies should prove useful in the design and improvement of computer games in education."
Garrett Eastman

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

  •  
    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

A Platformer Game in Flash Self Defined Project - 0 views

  •  
    "This project involves developing an action-platformer game for the Flash platform. The user controls a character who must progress through levels, while avoiding obstacles, collecting items and fighting many types of enemies. Role-playing game elements such as equipment and upgrades support user customization and varied battle strategies. Developing a successful Flash game involves several factors. Flash games must be simple to get into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must offer something unique to stand out from the crowd, in a market where hundreds of free games are published every month. This report covers the research, design and implementation done to achieve these requirements, in terms of game mechanics, interface, level design, visual design, accessibility options, and replay value. Technical challenges include building, testing and optimizing a game engine and interface from scratch, balancing the game mechanics and difficulty, and structuring the whole development process in a way that enables easy creation of new content. In addition to game design and development, this project also deals with the business aspects of developing online games; how games generate revenue, how they are marketed and distributed, and developing trends in the consumer market. Project success in different areas has been evaluated through usability studies, user ratings and reviews, and vast quantities of usage and distribution statistics. Overall, the project has been a success in terms of user reception and generated revenue, and the final section of this report includes plans for a second game, utilizing and building upon the same game engine and mechanics."
Garrett Eastman

Turkish gaming climbs to $450 million in 2012 (infographic) - 0 views

  •  
    "Turkey's gaming presence is on the rise for the year 2012, as a Newzoo survey infographic shows an estimated $450 million gaming market for the country full of dedicated massively multiplayer and social gamers."
Garrett Eastman

MOGAT: Mobile Games with Auditory Training for Children with Cochlear Implants - 0 views

  •  
    Abstract: "To improve musical auditory habilitation for children post cochlear im- plantation, we developed MOGAT: MObile Games with Au- ditory Training. The system includes three musical games built with o -the-shelf mobile devices to train their pitch perception and intonation skills respectively, and a cloud- based web service which allows music therapists to monitor and design individual training for children. The design of the games and web service was informed by a pilot survey (N=60 children). To ensure widespread use with low-cost mobile devices, we minimized the computation load while retaining highly accurate audio analysis. A 6-week user study (N=15 children) showed that the music habilitation with MOGAT was intuitive, enjoyable and motivating. It has improved most children's pitch discrimination and production, and several children's improvement was statistically signi cant (p < 0:05)."
Garrett Eastman

AmbiLearn: Enhancing the Learning Environment for Primary School Education - 0 views

  •  
    From the abstract: "In Northern Ireland a Virtual Learning Environment (VLE) infrastructure is in place. However, statistics and government reports suggest that VLE use amongst the primary school sector is quite limited. In an attempt to redress the limited use of VLEs in the primary school sector this research investigates the potential of serious games and how they may compliment the National Curriculum with the development of AmbiLearn, an enhanced learning environment with a content neutral game-based approach and content creation and reporting modules. This paper presents the design and implementation of AmbiLearn. Preliminary analysis of data from evaluation of AmbiLearn shows promising results and directions for future work are discussed."
Garrett Eastman

Digital game sales are up but still can't touch Call of Duty (infographic) | VentureBeat - 0 views

  •  
    Sales of physical games on decrease compared with digital games
1 - 12 of 12
Showing 20 items per page