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Aesthetics And Design For Game Based Learning

Aesthetics And Design For Game Based Learning

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Author by : Michele D. Dickey
Languange Used : en
Release Date : 2015-02-20
Publisher by : Routledge

ISBN : 9781317961383

Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning....



Aesthetics And Design For Game Based Learning

Aesthetics And Design For Game Based Learning

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Author by : Michele D. Dickey
Languange Used : en
Release Date : 2015-02-20
Publisher by : Routledge

ISBN : 9781317961376

Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning....



Instructional Strategies For The Visual Aesthetics Of User Interface Design

Instructional Strategies For The Visual Aesthetics Of User Interface Design

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Author by : Safurah Abdul Jalil
Languange Used : en
Release Date : 2015
Publisher by :

ISBN : OCLC:933261168

Adding visual aesthetics to the standard Computer Science (CS) Human-Computer Interaction (HCI) curriculum, while necessary, is not easy. The core skills are best understood by practitioners with a background in Art and Design, and its subjective nature often makes aesthetics difficult for students to learn. An emerging learning paradigm, commonly known as game-based learning (GBL), has the potential to better support student learning and sustain their motivation within limited instructional time. This thesis aims to study the effectiveness of a modular GBL approach in helping CS students learn about visual aesthetics. In particular, it set out to evaluate students' usage of a bespoke GBL prototype designed for this specific educational context. DELMo, a new visual aesthetics learning module, was firstly designed based on the SOLO taxonomy. It allowed for a systematic and modular approach to structuring the learning content, and became a significant component in the instructional strategy. Drawing on the Design-based Research (DBR) in Education framework, the GBL prototype has been informed by engaging with education literature and iteratively tested and refined in a natural educational setting (HCI course delivery). The prototype consists of a web-based learning environment named Design Eye that incorporates two new serious mini-games and a colouring tool named DEColour. In the summative evaluation, students reported enjoying the GBL activities in Design Eye and felt that they learned from them. This is consistent with the majority of the literature supporting the use of games in a learning delivery method. However, the results also showed a significant decrease in their perception of the importance of the topic. This may suggest that mini-games as an instructional tool carries the risk of making the subject seem trivial for some students. Instructors considering the use of mini-games should therefore consider the trade-off between the level of enjoyment provided by mini-games to engage students with a topic, and the potential long term impact of reducing the perceived importance of that topic. At a micro level, the research contributes to HCI education, namely in the construction (module design) and delivery (via GBL) of the visual aesthetics course material. At a macro level, experience with design, development, implementation and evaluation of this project provides valuable insights for other research efforts in the game-based approach to learning design-related subjects. The iterative-incremental DBR model also contributes to the GBL research domain, particularly in the design, implementation and evaluation of bespoke games in formal educational context....



Interdisciplinary Design Of Game Based Learning Platforms

Interdisciplinary Design Of Game Based Learning Platforms

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Author by : Fengfeng Ke
Languange Used : en
Release Date : 2018-12-07
Publisher by : Springer

ISBN : 9783030043391

This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing....



Using Games To Enhance Learning And Teaching

Using Games To Enhance Learning And Teaching

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Author by : Nicola Whitton
Languange Used : en
Release Date : 2012
Publisher by : Routledge

ISBN : 9780415897723

Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity....



Design Motivation And Frameworks In Game Based Learning

Design Motivation And Frameworks In Game Based Learning

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Author by : Tan, Wee Hoe
Languange Used : en
Release Date : 2018-07-13
Publisher by : IGI Global

ISBN : 9781522560272

Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice....



Educational Game Design Fundamentals

Educational Game Design Fundamentals

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Author by : George Kalmpourtzis
Languange Used : en
Release Date : 2018-07-11
Publisher by : CRC Press

ISBN : 9781351804714

Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!...



Works Of Game

Works Of Game

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Author by : John Sharp
Languange Used : en
Release Date : 2015-03-20
Publisher by : MIT Press

ISBN : 9780262328227

An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities....



Gamification Mindset

Gamification Mindset

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Author by : Ole Goethe
Languange Used : en
Release Date : 2019-06-17
Publisher by : Springer

ISBN : 9783030110789

This book explores how gamification techniques are used to leverage users’ natural desires for achievement, competition, collaboration, learning and more. Compared to other books on this topic, it gives more than just an introduction and develops the readers understanding through frameworks and models, based on research to make it easier to develop gamified systems. The concept of gamification achieved increased popularity in 2010 when a number of softwares and services started explaining their products as a ‘gamification’ design. Gamification Mindset explains how game elements and mechanics are important, how video games are learning systems and examines how video game aesthetics are vital in the development of gamification. The book will challenge some common beliefs when it comes to gamifications’ abilities to immerse and change the user’s intrinsic and extrinsic motivations. Gamification Mindset aims to develop new models in gamification to enable easier gamification scenarios. It is a comprehensive analysis and discussion about gamification and serves as a useful tool, since it acquaints readers with gamification and how to use it, through illustrated practical theoretical models. Academic researchers, students, educators and professional game and gamification designers will find this book invaluable....



Video Games And Creativity

Video Games And Creativity

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Author by :
Languange Used : en
Release Date : 2015-08-03
Publisher by : Academic Press

ISBN : 9780128017050

Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: Can video games be used to develop or enhance creativity? Is there a place for video games in the classroom? What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. Summarizes research relating to creativity and video games Incorporates creativity research on both game design and game play Discusses physical design, game mechanics, coding, and more Investigates how video games may encourage creative problem solving Highlights applications of video games for educational purposes...