224 resultados para alternate reality games


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Videogames, and young people's engagement with them, are of growing interest to education. This paper reports on initial find ings from the study: Literacy in the Digital World of the Twenty First Century: Leaming from computer games, focussing on the opportunities offered by studying young people's immersion in game play for understanding more about contemporary forms of  engagement and textuality, new forms of literacy,community and identity multimodality, and the implications of such forms and changes for contemporary literacy and English education. Taking videogames as examples of global, ICT-based popular culture, where meaning is built from muhimodal elements, and where young players have to he actively teaming and involved in order to play, the project asks how English and literacy education might benefit from examining videogames, as rich exemplars of contemporary digital culture, and the ways in which young people make use of them, to improve the teaching of print and multi modal forms of literacy.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The need to expand traditional, print-based versions of literacy to also incorporate attention to multimodal forms of text and literacy in the English curriculum is now well established. Much can be learnt about students and their literacy practices from the exploration of their engagement with digital culture – particularly videogames – from their out-of-school lifeworlds. However, the emerging set of skills and competencies or, the ‘new’ literacies and literacy practices associated with multiple and ever-emerging genres generated through information and communications technologies, present challenges in terms of how they might be conceptualised as literacy (or not) and how the multiple dimensions entailed in gameplay are increasingly a part of what it means to be literate in the 21st century. Drawing on two case studies of classroom work, the paper describes approaches to conceptualising the complexity of digital texts and their access, production and distribution and the opportunity to create spaces where students could interact, socialise and learn in both the real and virtual world. Dimensions such as play, interactivity, action, movement and time raise challenging questions about the limits and possibilities of constructing games and gameplay as texts and literacy practices that push the boundaries of literacy.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Literacy remains one of the central goals of schooling, but the ways in which it is understood are changing. The growth of the networked society, and the spread of Information and Communications Technologies (ICT), has brought about significant changes to traditional forms of literacy. Older, print based forms now take their place alongside a mix of newer multi-modal forms, where a wide range of elements such as image, sound, movement, light, colour and interactivity often supplant the printed word and contribute to the ways in which meaning is made. For young people to be fully literate in the twenty-first century, they need to have clear understandings about the ways in which these forms of literacy combine to persuade, present a point of view, argue a case or win the viewers’ sympathies. They need to know how to use them themselves, and to be aware of the ways in which others use them. They need to understand how digital texts organise and prioritise knowledge and information, and to recognise and be critically informed about the global context in which this occurs. That is, to be effective members of society, students need to become critical and capable users of both print and multimodal literacy, and be able to bring informed and analytic perspectives to bear on all texts, both print and digital, that they encounter in everyday life.

This is part of schools’ larger challenge to build robust connections between school and the world beyond, to meet the needs of all students, and to counter problems of alienation and marginalisation, particularly amongst students in the middle years. This means finding ways to be relevant and useful for all students, and to provide them with the skills and knowledge they will need in the ICT-based world of the Twentyfirst century. With respect to literacy education, engagement and technology, we urgently need more information as to how this might be best achieved.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper investigates the effect of both the mixing technique and heating rate during cure on the dispersion of montmorillonite (MMT) clay in an epoxy resin. The combination of sonication and using a 10. °C/min heating rate during cure was found to facilitate the dispersion of nanoclay in epoxy resin. These processing conditions provided a synergistic effect, making it possible for polymer chains to penetrate in-between clay galleries and detach platelets from their agglomerates. As the degree of dispersion was enhanced, the flexural modulus and strength properties were found to decrease by 15% and 40%, respectively. This is thought to be due to individual platelets fracturing in the nanocomposite. Complementary techniques including X-ray diffraction (XRD), small angle X-ray scattering (SAXS), scanning electron microscopy-energy dispersive X-ray spectroscopy (SEM-EDX), transmission electron microscopy (TEM) and optical microscopy were essential to fully characterise localised and spatial regions of the clay morphologies.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The self organising map is a well established unsupervised
learning technique which is able to form sophisticated representations of an input data set. However, conventional Self Organising Map (SOM) algorithms are limited to the production of topological maps — that is, maps where distance between points on the map have a direct relationship to the Euclidean distance between the training vectors corresponding to those points.

It would be desirable to be able to create maps which form clusters on primitive attributes other than Euclidean distance; for example, clusters based upon orientation or shape. Such maps could provide a novel approach to pattern recognition tasks by providing a new method to associate groups of data.

In this paper, it is shown that the type of map produced by SOM algorithms is a direct consequence of the lateral connection strategy employed. Given this knowledge, a technique is required to establish the feasability of using an alternative lateral connection strategy. Such a technique is presented. Using this technique, it is possible to rule out lateral connection strategies that will not produce output states useful to the organisation process. This technique is demonstrated using conventional Laplacian interconnection as well as a number of novel interconnection strategies.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This study investigated associations between pre-school children's time spent playing electronic games and their fundamental movement skills. In 2009, 53 children had physical activity (Actigraph accelerometer counts per minute), parent proxy-report of child's time in interactive and non-interactive electronic games (min./week), and movement skill (Test of Gross Motor Development–2) assessed. Hierarchical linear regression, adjusting for age (range = 3–6 years), sex (Step 1), and physical activity (cpm; M = 687, SD = 175.42; Step 2), examined the relationship between time in (a) non-interactive and (b) interactive electronic games and locomotor and object control skill. More than half (59%, n = 31) of the children were female. Adjusted time in interactive game use was associated with object control but not locomotor skill. Adjusted time in non-interactive game use had no association with object control or locomotor skill. Greater time spent playing interactive electronic games is associated with higher object control skill proficiency in these young children. Longitudinal and experimental research is required to determine if playing these games improves object control skills or if children with greater object control skill proficiency prefer and play these games.


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Article examining the 'sale' of Olympics drawing on Kant's aesthetics of beauty in the Critique of Judgment.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Videogames give us new bodies able to move through the world with grace and precision. In this conversation session, we explore how the form of dance can follow on from the function of the game's rules.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Student evaluation of teaching is commonplace in many universities and may be the predominant input into the performance evaluation of staff and organisational units. This article used publicly available student evaluation of teaching data to present examples of where institutional responses to evaluation processes appeared to be educationally ineffective and where the pursuit of the ‘right’ student evaluation results appears to have been mistakenly equated with the aim of improved teaching and learning. If the vast resources devoted to student evaluation of teaching are to be effective, then the data produced by student evaluation systems must lead to real and sustainable improvements in teaching quality and student learning, rather than becoming an end in itself.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

A challenge for primary classroom teachers is to maintain students’ engagement with learning tasks while catering for their diverse needs, capabilities and interests. Multiple pedagogical approaches are employed to promote on-task behaviours in the mathematics classroom. There is a general assumption by educators that games ignite children’s on-task behaviours, but there is little systemically researched empirical data to support this claim. This paper compares students’ on-task behaviours during non-digital game-playing lessons compared with non-game-playing lessons. Six randomly selected grade 5 and 6 students (9–12 year olds) were observed during ten mathematics lessons. A total of 2,100 observations were recorded via an observational schedule and analysed by comparing the percentage of exhibited behaviours. The study found the children spent 93 % of the class-time exhibiting on-task engagement during the game-playing lessons compared with 72 % during the non-game-playing lessons. The game-playing lessons also promoted greater incidents of student talk related to the mathematical task (34 %) compared with the non-game playing lessons (11 %). These results support the argument that games serve to increase students’ time-on-task in mathematics lessons. Therefore, it is contended that use of games explicitly addressing the mathematical content being taught in a classroom is one way to increase engagement and, in turn, potential for learning.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This article explores the intersections between drama and digital gaming and the educational possibilities for literacy of both. The article draws on a model for the educational uses of digital gaming and three case studies from the Australian Research Council funded three and a half year project, Literacy in the digital world of the twenty first century: Learning from computer games. This model theorises the scope of the possibilities for literacy outcomes from the usage of computer games. The article describes how the model works, and then applies the model to drama education, specifying some new ways of thinking about the literacy outcomes from drama education. Process drama is theorised as the creation of text-in-action.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In an effort to engage children in mathematics learning, many primary teachers use mathematical games and activities. Games have been employed for drill and practice, warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts. This paper reports research that compared the effectiveness of non-digital games with non-game but engaging activities as pedagogical tools for promoting mathematical learning. In the classrooms that played games, the effects of adding teacher-led whole class discussion was explored. The research was conducted with 10–12-year-old children in eight classrooms in three Australian primary schools, using differing instructional approaches to teach multiplication and division of decimals. A quasi-experimental design with pre-test, post-test and delayed post-test was employed, and the effects of the interventions were measured by the children’s written test performance. Test results indicated lesser gains in learning in game playing situations versus non-game activities and that teacher-led discussions during and following the game playing did not improve children’s learning. The finding that these games did not help children demonstrate a mathematical understanding of concepts under test conditions suggests that educators should carefully consider the application and appropriateness of games before employing them as a vehicle for introducing mathematical concepts.