Gives an overview of how games have been studied collaboratively by media studies and computer science and suggests topics and methodological approaches for intensifying that collaboration.
Interface Evaluation and Design Report Example
Class : Interface Design Course 2014
Junior Grade Course
School of Art & Design
Korea University
Jan. 2015.
http://coux.korea.ac.kr
Different Games 2015. ACT. Silver Gaming. Engaging elders and secondary level...Margarida Romero
Different Games 2015. ACT. Silver Gaming. Engaging elders and secondary level students in intergenerational learning about immigration through participative game design.
Interface Evaluation and Design Report Example
Class : Interface Design Course 2014
Junior Grade Course
School of Art & Design
Korea University
Jan. 2015.
http://coux.korea.ac.kr
Different Games 2015. ACT. Silver Gaming. Engaging elders and secondary level...Margarida Romero
Different Games 2015. ACT. Silver Gaming. Engaging elders and secondary level students in intergenerational learning about immigration through participative game design.
Digital game design as a complex learning activity for developing the 4Cs ski...Margarida Romero
Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning Alliance conference (GALA 2015), Rome.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
My presentation with Carlos Martinho at Lisbon Game Conference (http://lisbongameconf.iscte-iul.pt/) about the importance of Videogames and the work on Videogames that we have been developing at IST and INESC-ID.
Paper "Gaming for Multiliteracies: Video games into a case study with primary school students to enhance Information, Visual and Media Literacies" presentado en European Conference on Information Literacy (ECIL 2018), organizado por University of Oulu, que tuvo lugar los días 24, 25, 26 y 27 de septiembre de 2018, por Eduardo Cruz Palacios y Miguel Ángel Marzal García-Quismondo.
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
From Software through Art to Social EntrepreneurshipLetizia Jaccheri
The main goal of my research through 30 years is to understand software by empirical studies. While researchers traditionally use students as subjects to pilot studies before they are carried out in industrial environments, the supporting pillar of my working method is to set up studies with students that go beyond the contribution to scientific literature and identify benefits for other stakeholders. The four primary actors are: students, instructors, industry, and researchers Later, in our studies we have identified issues that appear at the intersection between art and software. Artistic software projects have often a social goal and are highly innovative. Our studies in art and software have given the ground for two research directions. The first is maker movement and its role in educational practices.Typical topics of interest vary from engineering -oriented pursuits such as electronics, robotics, 3D printing to the use of art and craft. Leveraging the beneficial outcomes from the Maker Movement approach and programming languages designed for children, together with a group of researchers, and artists we have designed, implemented and evaluated workshop programs. In our studies we have identified the important factors that characterize the design of the activities and the main aspects of children's engagement in such software intensive activities The second research direction is to harness the power of big data, increase collective and individual awareness about societal problems and ultimately create the needed intelligence that will lead entrepreneurs and policy makers to innovative solutions for societal challenges towards a sustainable society.
eTwinning Project Plan Example
Founder
Co-founder
Partners
ROVENA HOXHA, Albania
Ofeliya Gafarova , Azerbaijan
IRINA-AMELIA BARSAN, Romania
Natalja Varkki, Estonia
Title Rights of the Child for the Digital Age
Short Description
The project’s main objectives evolve around the idea of developing and improving student’s language skills. This is thought to be achieved throughout interesting activities amongst which I understandably highlight posters and collages, short movies and documentaries, paintings, drawings and photographs. While the peak is supposed to be reached through motivating students into creating objects using recycled materials and modern ICT resources. Learning to code and to program, observing and analyzing are our main goals. Participating actively on international initiatives like 'European Code Week' and 'Hour of Code' will also be preferred
Languages
English
Age of Pupils From 7 to 16
Subjects
Art, Chemistry, Design and Technology, Environmental Education, Geography, Informatics / ICT, Mathematics / Geometry, Physics
Aims
The project’s main goal is to develop and enrich their language, communicative and digital skills throughout engaging on the project. In addition project-based learning and on interesting international initiatives will be held regarding to the topic.
Presentation on Games for Learning at the Media and Learning conference, Brussels, 21. 11. 2014
Presentation is looking into COTS and applied games for learning in schools. Second area is exploring several games for vocational sector - improving project management skills, sport trainer skills and reduction of waste management and energy consumption. Presentation ends with two examples of interdisciplinary learning and fostering potential of young creative people focusing on creating applied games.
From Software through Art to Social EntrepreneurshipLetizia Jaccheri
The main goal of my research through 30 years is to understand software by empirical studies. While researchers traditionally use students as subjects to pilot studies before they are carried out in industrial environments, the supporting pillar of my working method is to set up studies with students that go beyond the contribution to scientific literature and identify benefits for other stakeholders. The four primary actors are: students, instructors, industry, and researchers Later, in our studies we have identified issues that appear at the intersection between art and software. Artistic software projects have often a social goal and are highly innovative. Our studies in art and software have given the ground for two research directions. The first is maker movement and its role in educational practices. Typical topics of interest vary from engineering -oriented pursuits such as electronics, robotics, 3D printing to the use of art and craft. Leveraging the beneficial outcomes from the Maker Movement approach and programming languages designed for children, together with a group of researchers, and artists we have designed, implemented and evaluated workshop programs. In our studies we have identified the important factors that characterize the design of the activities and the main aspects of children's engagement in such software intensive activities The second research direction is to harness the power of big data, increase collective and individual awareness about societal problems and ultimately create the needed intelligence that will lead entrepreneurs and policy makers to innovative solutions for societal challenges towards a sustainable society.
The lecture can be run at different level of interaction with the audience by using interactive tools
Serious Games, Education and Economic Development (SGEED-2011)
25-26-27 May 2011, Milan, Italy
A European conference organized in the context of the LUDUS project www.ludus-project.eu
EDUCATIONAL DIGITAL GAMES AS LEARNING TOOLS: MICROSOFT KODU'S CASEijejournal
The virtual environments of electronic games and, in general, digital media engagement undoubtedly attract the interest of young people in your days. On the other hand, students in schools seem to enjoy the traditional educational process. Students, therefore, need to be motivated to participate in school lessons, and a way to achieve this, is to use new digital media that are considered particularly popular with young people. The main objective of the project is to propose a didactic approach to achieving some of the objectives of the courses in the Primary School. In particular, an educational game is presented and developed as an example, with the help of Microsoft Kodu digital software, and it is recorded how it works as a learning tool.
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
Ecomodding as Cultural Public Sphere and Creative Research PracticeStefan Werning
The slides present our work on developing ecomodding, i.e. the creation of game modifications to explore ecological issues, as a playful, critical teaching and research technique.
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Digital game design as a complex learning activity for developing the 4Cs ski...Margarida Romero
Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning Alliance conference (GALA 2015), Rome.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
My presentation with Carlos Martinho at Lisbon Game Conference (http://lisbongameconf.iscte-iul.pt/) about the importance of Videogames and the work on Videogames that we have been developing at IST and INESC-ID.
Paper "Gaming for Multiliteracies: Video games into a case study with primary school students to enhance Information, Visual and Media Literacies" presentado en European Conference on Information Literacy (ECIL 2018), organizado por University of Oulu, que tuvo lugar los días 24, 25, 26 y 27 de septiembre de 2018, por Eduardo Cruz Palacios y Miguel Ángel Marzal García-Quismondo.
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
From Software through Art to Social EntrepreneurshipLetizia Jaccheri
The main goal of my research through 30 years is to understand software by empirical studies. While researchers traditionally use students as subjects to pilot studies before they are carried out in industrial environments, the supporting pillar of my working method is to set up studies with students that go beyond the contribution to scientific literature and identify benefits for other stakeholders. The four primary actors are: students, instructors, industry, and researchers Later, in our studies we have identified issues that appear at the intersection between art and software. Artistic software projects have often a social goal and are highly innovative. Our studies in art and software have given the ground for two research directions. The first is maker movement and its role in educational practices.Typical topics of interest vary from engineering -oriented pursuits such as electronics, robotics, 3D printing to the use of art and craft. Leveraging the beneficial outcomes from the Maker Movement approach and programming languages designed for children, together with a group of researchers, and artists we have designed, implemented and evaluated workshop programs. In our studies we have identified the important factors that characterize the design of the activities and the main aspects of children's engagement in such software intensive activities The second research direction is to harness the power of big data, increase collective and individual awareness about societal problems and ultimately create the needed intelligence that will lead entrepreneurs and policy makers to innovative solutions for societal challenges towards a sustainable society.
eTwinning Project Plan Example
Founder
Co-founder
Partners
ROVENA HOXHA, Albania
Ofeliya Gafarova , Azerbaijan
IRINA-AMELIA BARSAN, Romania
Natalja Varkki, Estonia
Title Rights of the Child for the Digital Age
Short Description
The project’s main objectives evolve around the idea of developing and improving student’s language skills. This is thought to be achieved throughout interesting activities amongst which I understandably highlight posters and collages, short movies and documentaries, paintings, drawings and photographs. While the peak is supposed to be reached through motivating students into creating objects using recycled materials and modern ICT resources. Learning to code and to program, observing and analyzing are our main goals. Participating actively on international initiatives like 'European Code Week' and 'Hour of Code' will also be preferred
Languages
English
Age of Pupils From 7 to 16
Subjects
Art, Chemistry, Design and Technology, Environmental Education, Geography, Informatics / ICT, Mathematics / Geometry, Physics
Aims
The project’s main goal is to develop and enrich their language, communicative and digital skills throughout engaging on the project. In addition project-based learning and on interesting international initiatives will be held regarding to the topic.
Presentation on Games for Learning at the Media and Learning conference, Brussels, 21. 11. 2014
Presentation is looking into COTS and applied games for learning in schools. Second area is exploring several games for vocational sector - improving project management skills, sport trainer skills and reduction of waste management and energy consumption. Presentation ends with two examples of interdisciplinary learning and fostering potential of young creative people focusing on creating applied games.
From Software through Art to Social EntrepreneurshipLetizia Jaccheri
The main goal of my research through 30 years is to understand software by empirical studies. While researchers traditionally use students as subjects to pilot studies before they are carried out in industrial environments, the supporting pillar of my working method is to set up studies with students that go beyond the contribution to scientific literature and identify benefits for other stakeholders. The four primary actors are: students, instructors, industry, and researchers Later, in our studies we have identified issues that appear at the intersection between art and software. Artistic software projects have often a social goal and are highly innovative. Our studies in art and software have given the ground for two research directions. The first is maker movement and its role in educational practices. Typical topics of interest vary from engineering -oriented pursuits such as electronics, robotics, 3D printing to the use of art and craft. Leveraging the beneficial outcomes from the Maker Movement approach and programming languages designed for children, together with a group of researchers, and artists we have designed, implemented and evaluated workshop programs. In our studies we have identified the important factors that characterize the design of the activities and the main aspects of children's engagement in such software intensive activities The second research direction is to harness the power of big data, increase collective and individual awareness about societal problems and ultimately create the needed intelligence that will lead entrepreneurs and policy makers to innovative solutions for societal challenges towards a sustainable society.
The lecture can be run at different level of interaction with the audience by using interactive tools
Serious Games, Education and Economic Development (SGEED-2011)
25-26-27 May 2011, Milan, Italy
A European conference organized in the context of the LUDUS project www.ludus-project.eu
EDUCATIONAL DIGITAL GAMES AS LEARNING TOOLS: MICROSOFT KODU'S CASEijejournal
The virtual environments of electronic games and, in general, digital media engagement undoubtedly attract the interest of young people in your days. On the other hand, students in schools seem to enjoy the traditional educational process. Students, therefore, need to be motivated to participate in school lessons, and a way to achieve this, is to use new digital media that are considered particularly popular with young people. The main objective of the project is to propose a didactic approach to achieving some of the objectives of the courses in the Primary School. In particular, an educational game is presented and developed as an example, with the help of Microsoft Kodu digital software, and it is recorded how it works as a learning tool.
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Studying games at the intersection of media studies and computer science
1. Slide #1Graduate Program Games Research. Utrecht University, February 17, 2015
Graduate Program: Games Research
Dr. Stefan Werning (University of Utrecht)
Session 1: Studying games at the intersection of
media studies and computer science
2. Slide #2Graduate Program Games Research. Utrecht University, February 17, 2015
Working at the intersection between computer
science and media-/cultural studies
• Game Ontology Project
(discontinued)
• MIT Game Lab &
The Education Arcade at MIT
Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B. and Lichti, N. (2005)
Towards an Ontological Language for Game Analysis. Proceedings of DiGRA
2005 Conference: Changing views - Worlds in Play, 13.
Zagal, José P., et al. "2. Towards an Ontolqgical Language for Game Analysis."
Worlds in Play: International Perspectives on Digital Games Research 21
(2007): 21.
3. Slide #3Graduate Program Games Research. Utrecht University, February 17, 2015
Working at the intersection between computer
science and media-/cultural studies
• Projects with a regional focus
– University of Tampere, Youth Spaces and
the Alpine Tundra Regions (YOUSAT)
4. Slide #4Graduate Program Games Research. Utrecht University, February 17, 2015
Working at the intersection between computer
science and media-/cultural studies
• Game labs at Georgia Tech
– Topics like
design research,
augmented reality and the
relationship between AI and interactive
storytelling
• Location-based gaming and
related middleware
– S.P.I.E.L.B.A.R
– Colonia Mysteria
• Dialogical relationship between technology and
content
5. Slide #5Graduate Program Games Research. Utrecht University, February 17, 2015
Serious Games and Gamification/‚gameful design‘
• Identifying and exploring
still understudied aspects
– (Asynchronous) Multiplayer
functionality
– Relationship between intrinsic and
extrinsic motivators
– Relationship between gameplay
mechanics and actual learning
results
6. Slide #6Graduate Program Games Research. Utrecht University, February 17, 2015
Identifying niches for topics like serious games
in contemporary gaming culture
• Abundance of existing and
planned serious games
• Adapting casual games for
educational purposes
– Farmville-type game with actual stock
market data
– Cooking game for health education
7. Slide #7Graduate Program Games Research. Utrecht University, February 17, 2015
Strategic development: Audiovisual aesthetics
• Non-photorealistic rendering in
games
History and culture of aesthetic
strategies being remediated
8. Slide #8Graduate Program Games Research. Utrecht University, February 17, 2015
Strategic development: Procedural Content Creation
• Patterns of pseudo-randomly
creating worlds and narrative(s)
Patterns of interpreting worlds,
characters and stories
– Ties in e.g. with research on transmedia
storytelling
– Changing discourses on authorship
9. Slide #9Graduate Program Games Research. Utrecht University, February 17, 2015
EXAMPLE:
A data-analytical approach to games research
• Data mining and data
visualization
• EX: Economic behavior in
MMOGs
– Existing applications
• Understanding player
behaviour through sensible
metrics and theories of
media use
– Most metrics operate on very basic
models of human behavior and
interpretation
Drachen, Anders, et al. "Game data mining." Game Analytics.
Springer London, 2013. 205-253.
10. Slide #10Graduate Program Games Research. Utrecht University, February 17, 2015
Formalizing conceptual models
developed in media-/cultural studies
• Design patterns as a conceptual
connector
– Used both in computer science, design
theory (architecture) and the ‚humanities‘
– Partially formalized (to different degrees)
11. Slide #11Graduate Program Games Research. Utrecht University, February 17, 2015
Studying patterns in the socio-cultural
adoption of new technologies
• E.g. playful appropriation
• Google Glass
• Google Earth
• Photosynth
– Angels and Demons advergame
12. Slide #12Graduate Program Games Research. Utrecht University, February 17, 2015
Software studies analysis
of game technologies
• Independent game tools
like Twine, RPG Maker
• Affordances
• Emergent perceptions and
(collaborative) forms of use
– Tools communities
• ANT
13. Slide #13Graduate Program Games Research. Utrecht University, February 17, 2015
Games as a means of fostering algorithmic literacy
• Algorithmic literacy as an
economic and cultural
requirement
• What should algorithmic
literacy comprise and how can
it be promoted?
• Google qCraft
(Google Quantum A.I. Lab)
14. Slide #14Graduate Program Games Research. Utrecht University, February 17, 2015
Prototyping as a research
heuristic –
Analytical Game Design
• Conceptually related e.g. to the
Experimental Game Lab at
Georgia Tech
• How does practical rationality
affect the semiotic/
hermeneutic study of games?
• Uses accessible tools like
Unity3D and Game Maker:
Studio