18 resultados para game literacy

em University of Southampton, United Kingdom


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This is a Guardian article abut the JISC commissioned report: Information behaviour of the researcher of the future. UCL 2008 http://www.jisc.ac.uk/media/documents/programmes/reppres/gg_final_keynote_11012008.pdf

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This is an exercise to use with groups. It was sent to Debra Morris in 2007, by David Jaques, an educationalist with many years' experience in groupwork.

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For students learning JavaScript programming, this exercise sets out a fairly complete template for a DHTML implementation of Life. Students have to program the missing sections of code and attempt the extra features described. Only I have the password to unlock the solution!

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Web 2.0 is sometimes described as the read/write web, giving everyday users the chance to create and share information as well as to consume information created by others. Social media systems are built on this foundation of participation and sharing, but what is the mindset of these users, and are they quite so everyday as we might suppose? The skills and attitudes held by users can be described as their literacy, and there has been a lot of debate over the last few years about how to describe these literacies, and design for them. One field that has been changed radically by this notion is Technology Enhanced Learning (TEL) where a fierce debate has raged about the potential of a new generation of highly literate digital natives, and Edupunks have argued for open and personal systems that challenge traditional models of institutional control. In this session we look at the arguments surrounding digital literacy and examine TEL as an example of how social media can change an application domain.

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Since mid-1990s, companies have adopted agile methods and incorporated them in their development methodologies. For this reason, future project managers and developers need to have a full understanding of these methods. At present, the university’s approach to agile methods is theoretical and is not reflected during the development of a product and their practical use. The purpose of this project is the creation of a software system in the form of a game, named Agile Game, which simulates their use. The system is designed for use as supplementary material in lectures, to help students understand agile methods, to present their use within a project, and to demonstrate how they differ from traditional project management methodologies. The final system, which is web based, was implemented using PHP, MySQL and JavaScript. It was fully tested against the requirements and evaluated by peer students. The evaluation showed that the majority of users were satisfied with the system but they thought that it should contain more detailed information at every step of the game. For this reason, some parts of the design and the content were reviewed to meet user requirements.

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A brief one lecture introduction to Game Theory and Addiction techniques for building a games.

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Seminar given as part of social networking course, to give a brief overview of some applied examples game theory used in social network simulation

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This document details the legal agreement that conference participants will need to sign so that the University can video, stream and store recordinsg of the sessions.

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The 2013 Version of the Game Theory Presentation, now with an extra game.

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Slides, notes and links summarising presentation, discussions, activities and further reading

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Week 2

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This is the introductory lecture to COMP3218. We introduce ourselves, cover the philosophy of the course, the structure and assessment process, and lead an initial game design exercise.