AQA Project
PAPATHANASSIS D., PANTAZIS P., TRAKAS I., PANTAZIS L. (Junior High Doukas School)
Supervisor: Yannis Kotsanis
The Glogster EDU version...
http://game4.edu.glogster.com/game-history
This powerpoint contains slides that are explaining :
-What video games are.
-Can video games lead to violence.
-The media's influence on video games.
-The graphic violence inside the video games.
AQA Project
PAPATHANASSIS D., PANTAZIS P., TRAKAS I., PANTAZIS L. (Junior High Doukas School)
Supervisor: Yannis Kotsanis
The Glogster EDU version...
http://game4.edu.glogster.com/game-history
This powerpoint contains slides that are explaining :
-What video games are.
-Can video games lead to violence.
-The media's influence on video games.
-The graphic violence inside the video games.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Surface level observations of video game addiction and people .docxmabelf3
Surface level observations of video game addiction and people who identify as “gamers”
may lead to the assumption being made that this activity could lead to self imposed anti-social
behaviour being exhibited. As a group we unanimously shared this opinion that increased video
game consumption time would have a direct correlation to increased anti social behaviors being
exhibited in the individual. We initially formed this idea around personal experience from
observations of self identifying gamer friends of group members as well as from material and
media presented during the 401 lecture including a documentary style film on video game
addiction amongst adolescents in China and the extreme measures parents will take to “cure”
their afflicted child.
Video game access over a fairly recent and short amount of time has drastically changed,
going from only being able to play video games on consoles at home or arcades to now being
able to play high quality multiplayer games virtually anywhere on phones, tablets, and laptop
computers at a moments notice. A byproduct of this change in video game accessibility has
naturally lead to a huge increase in the number of people playing video games, along with
changing the definition of what traditionally might be thought of as a video gamer. By having
constant access to games on cell phones or other portable electronic devices the physical barriers
that might have seperated someone from a game addiction or the ability to play video games in
the past no longer exist. In addition to the ever increasing access to video games there has been
an increase in quantity of games made specifically to addict or entice the player to continue to
come back to the game to spend more and more time playing. This shift in game type and
development has been and is increasingly pushed by subscription models and in game currencies
to generate increased revenues for developers. These are just a few of the contributing factors we
took into account when formulating our hypothesis on researching if there was any connection
between video game consumption and antisocial behaviors.
With these factors in mind we began to pursue options to best go about researching this
link we had identified. Initially we had suspected there would have been a wealth of data and
prior research done regarding anti social behavior and video game addiction but with further
research we began to realize that while a number of recent studies all covered topics in this realm
they only circled the central aspect of our topic and didn't explicitly go into depth on this
suspected link. We did not get discouraged by this but instead became more empowered to use
the resources we had available to conduct our own research and use the prior research that had
been done to compare our methods and results against and act as a guide to find and remain on
the correct heading in pursuit of uncovering some trut.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
2. • Call your work; 1. Case Study
• You must choose a game that was released within the last 5 years and
critically discuss:
1. List terminology from the lecture and reference how each has been used
2. Discuss the game’s use of audio
• Music, Sound effects, Dialogue, Tone/Mood created etc
3. How the game is representative of the wider genre of that style of games
(does it share characteristics of the genre? Does it develop the gameplay
of the genre?)
4. Graphics comparison to similar games/ games from the same franchise/
games released at a similar time
5. Game engines used/console capabilities/ graphics cards needed for the
game
6. Annotate screenshots and box art
• You must include a paragraph on video game addiction and quote and reference an
article discussing this subject.
4. VIDEO GAME ADDICTION
• Video game addiction (VGA) is a hypothetical behavioral characterized by excessive or
compulsive use of computer games or video games, which interferes with a person's everyday life.
Video game addiction may present itself as compulsive gaming, social isolation, mood swings,
diminished imagination, and hyper-focus on in-game achievements, to the exclusion of other
events in life.
• In May 2013, the APA proposed criteria for video game addiction in the 5th edition of the
diagnostic and statistical manual and mental disorders, concluding that there was insufficient
evidence to include it as an official mental disorder. However, proposed criteria for "Internet
Gaming Disorder" were included in a section called "Conditions for Further Study".
• While Internet gaming disorder is proposed as a disorder, it is still discussed how much this
disorder is caused by the gaming activity itself, or whether it is to some extent an effect of other
disorders. Contradictions in research examining video game addictiveness may reflect more
general inconsistencies in video game research. For example, while some research has linked
violent video games with increased aggressive behaviour other research has failed to find
evidence for such links.
• Some theorists focus on presumed built-in reward systems of the games to explain their
potentially addictive nature. Many video games, particularly Massively multiplayer Online role-
playing game and social network and Mobile games rely on a ”compulsion loop" or "core loop", a
cycle of activities that involve rewarding the player and driving them to continue through another
cycle, retaining them in the game. The anticipation of such rewards can create a neurological
reaction that releases dopamine into the body, so that once the reward is obtained, the person
will remember it as a pleasurable feeling. This has been found similar to the same neurological
reaction believed to be associated with gambling addiction.
• In reference to gamers such as one suicide in China, the head of one software association was
quoted, "In the hypothetical world created by such games, they become confident and gain
satisfaction, which they cannot get in the real world."
5. • The first video game to attract politically controversial was the 1978 arcade game Space invaders. In 1981,
a political bill called the "Control of Space Invaders (and other Electronic Games) Bill" was drafted by
British Labour Party MP George Foulks in an attempt to ban the game for its "addictive properties" and
for causing "deviancy". The bill was debated and only narrowly defeated in parliament by 114 votes to 94
votes. In August 2005, the government of the People's Republic of China, where more than 20 million
people play online games, introduced an online gaming restriction limiting playing time to three hours,
after which the player would be expelled from whichever game they were playing. In 2006, it relaxed the
rule so only citizens under the age of 18 would face the limitations. Reports indicate underage gamers
found ways to circumvent the measure. In July, 2007, the rule was relaxed yet again. Internet games
operating in China must require that users identify themselves by resident identity numbers. After three
hours, players under 18 are prompted to stop and "do suitable physical exercise". If they continue, their
in-game points are "slashed in half". After five hours, all their points are automatically erased. In 2008,
one of the five FCC Commissioners, stated that online gaming addiction was "one of the top reasons for
college drop-outs". However, she did not mention a source for the statement nor identify its position in
relation to other top reasons. In 2011, the South Korean government implemented a law, known as
the shutdown law or the Cinderella Law, which prohibits children under the age of 16 from playing online
video games between the hours of 12 am to 6 am. However, as of 2014, the law was amended and now
children under the age of 16 can play after midnight if they have permission from their parents.
6. • “gaming disorder.” The new disorder, however, doesn't mean playing
video games is terrible for you or qualifies as a mental illness on its
own. Some research indicates positive benefits of playing video games.
• The gaming disorder is included in a section on “disorders due to
addictive behaviors.” To warrant a diagnosis of the new disorder,
excessive behavior should be evident for a period of at least a year. But
playing lots of video games doesn't necessarily mean a person has the
disorder—the behavior has to significantly impair personal, family, social,
educational, occupational or other aspects of your life.
• But, Another study published in 2013 in the Journal of Adolescent
Research found that playing video games can enhance motivation,
cognitive effort, and increased efforts over long periods of time, as many
games require players to reach multiple levels for an ultimate long-term
goal. These benefits are similar to what children gain from sports, arts,
clubs and hobbies, reported Forbes. University of California, Irvine,
researchers found in 2015 that playing 3-D video games can boost
memory formation—adding to the literature that shows those types of
games can improve hand-eye coordination and reaction time.
7. This video says that gaming can be addictive but it is ok if you are making sure to keep up with
responsibilities instead of ignoring them. You can game as much as you want as long as you pick
up your phone if your friend calls or if you have to go do something else and it suggests you
should take a minimum of a 10min break from screens just to give your eyes a rest. If you play
constantly and don’t sleep or eat much then it is a problem but it is not a mental disorder or
anything it is just the way your brain works.
In conclusion, there are many good things about gaming
-Social: You can make friends with people all over the world and be on a skype or discord call with
with them and perhaps you can learn about their cultures whilst playing games.
-Healthy: Gaming can actually have some health benefits, if played in a short amount can help
develop self confidence which can help with everyday life. It can be a relief from stress of the day
and help you distract your brain from whatever issue you have.
-Earn a living: You can make money off games such as streaming and subscribers
Gaming is not an addiction if you are planning on a future with it or perhaps as a relief from the
stress of life you can go into a world of your own and perhaps even be a different person. You
must make sure to take breaks and to make sure you fit it around everyday life.
https://www.youtube.com/watch?v=2cNKAQDFZ0g
8.
9. Terrain-
Made of unbreakable
blocks as this is a lobby.
Objects/NPC’s-
If you right click these NPC’s it
sends you to the lobby of the
game you want to play
Architecture- This is a
lobby spawn built by
the Hypixel build
team, the blocks are
unbreakable to
protect the designs
GAME WORLD
10. CHARACTERS
• Minecraft has 2 default characters Alex and Steve. In the early stages of
Minecraft that was all you could play on but then they added a feature
which let you upload a “skin” which is a design you make or find online
and it turns into your character but it needs a special layout and you have
to be very careful which part you do as which. Sadly this limited the
amount of people who could design skins but as technology progressed it
was easier to access and to copy, upload and download to fit your
character. The use of the “skin” lets you have your own individual
character. It adds a definite diversity which allows you to be more of
yourself or If you prefer, to be someone else or a different personality.
Most people create “qwerky” and fun skins as they just look funny and its
very fun to see all the skins of the avatars.
11. FEEDBACK INTERFACE
• The interface on Minecraft is best received from a player being in 1st person mode so as
they see their avatars “hands” and can use the hot bar which can include items that you
can select and pick up. From the first person view when the “mobs”
spawn(zombies/skeletons/creepers/wither/blaze/magmacube/slime/ shulkers/Ender
Dragon/zombie pigmen/ghasts/spiders/zombie
horse/Enderman/Endermite/Silverfish/Wither skeletons/witches/
• Zombie villagers/Blaze/Iron Golems/Snow golems) you lose your health and your screen
‘shakes’ you do not feel it but you do see it/sense it due to the movements on screen.
• To bring the “realistic” side they installed a food bar so, like humans the more activity
you do your health goes down and you can starve and die. To add to the reality if you
eat things that are rotten or raw you can get poisoned (food poisoning).
12. PERSPECTIVES
• Using your F5 key switches your view point.
• The perspective you can get are:
• -1st person view (best and most used perspective)
• -from the back
• -from the front
• Using these changes your keys so say on the 1st person you use
up/w to walk forward if you were in from the back it would be
same key but if you were to be from the front your back key
would be your forward etc.
1st person Back
Front
13. GAME TYPES
• Multiplayer-Online with many players from all over the world on
servers.
• Single player- Your own designs and builds and you can invite
friends to join you using the VPN or a code.
• Single player offline-Access to all mode, creative/survival/hardcore
but cannot have other players or anything requiring a connection.
• Story mode- You are given a story line to follow in which you do
quests/tasks.
• Pocket edition- For IPad/tablet use its normal Minecraft but with a
few less features, can be played online and offline.
• Realms- Minecraft Realms is a paid multiplayer server hosting service,
provided by Mojang, designed to be easily set up and used by you
and up to ten of your friends. Minecraft Realms is available for PC/Java
Edition and Pocket/Windows 10 Edition.
14. SETTING
• In a fictional world where everything is made of blocks/cubes
providing a unrealistic effect but with real life aspects.
• Players can use ”resource packs” that change the setting and
style and design of the blocks.
• Players may also use something called “shaders” which
darken or lighten the world they’re in to their liking.
• Players also use mod packs which take something out the
ordinary Minecraft but are still in Minecraft style.