756 resultados para casual games


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Computer-based simulation games (CSG) are a form of innovation in learning and teaching. CGS are used more pervasively in various ways such as a class activity (formative exercises) and as part of summative assessments (Leemkuil and De Jong, 2012; Zantow et al., 2005). This study investigates the current and potential use of CGS in Worcester Business School’s (WBS) Business Management undergraduate programmes. The initial survey of off-the-shelf simulation reveals that there are various categories of simulations, with each offering varying levels of complexity and learning opportunities depending on the field of study. The findings suggest that whilst there is marginal adoption of the use CSG in learning and teaching, there is significant opportunity to increase the use of CSG in enhancing learning and learner achievement, especially in Level 5 modules. The use of CSG is situational and its adoption should be undertaken on a case-by-case basis. WBS can play a major role by creating an environment that encourages and supports the use of CSG as well as other forms of innovative learning and teaching methods. Thus the key recommendation involves providing module teams further support in embedding and integrating CSG into their modules.

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Empirical evidence has demonstrated the benefits of using simulation games in enhancing learning especially in terms of cognitive gains. This is to be expected as the dynamism and non-linearity of simulation games are more cognitively demanding. However, the other effects of simulation games, specifically in terms of learners’ emotions, have not been given much attention and are under-investigated. This study aims to demonstrate that simulation games stimulate positive emotions from learners that help to enhance learning. The study finds that the affect-based constructs of interest, engagement and appreciation are positively correlated to learning. A stepwise multiple regression analysis shows that a model involving interest and engagement are significantly associated with learning. The emotions of learners should be considered in the development of curriculum, and the delivery of learning and teaching as positive emotions enhances learning.

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In a world where students are increasing digitally tethered to powerful, ‘always on’ mobile devices, new models of engagement and approaches to teaching and learning are required from educators. Serious Games (SG) have proved to have instructional potential but there is still a lack of methodologies and tools not only for their design but also to support game analysis and assessment. This paper explores the use of SG to increase student engagement and retention. The development phase of the Circuit Warz game is presented to demonstrate how electronic engineering education can be radically reimagined to create immersive, highly engaging learning experiences that are problem-centered and pedagogically sound. The Learning Mechanics–Game Mechanics (LM-GM) framework for SG game analysis is introduced and its practical use in an educational game design scenario is shown as a case study.

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Groundwater is a common-pool resource that is subject to depletion in many places around the world as a result of increased use of irrigation and water-demanding cash crops. Where state capacity to control groundwater use is limited, collective action is important to increase recharge and restrict highly water-consumptive crops. We present results of field experiments in hard rock areas of Andhra Pradesh, India, to examine factors affecting groundwater use. Two nongovernmental organizations (NGOs) ran the games in communities where they were working to improve watershed and water management. Results indicate that, when the links between crop choice and groundwater depletion is made explicit, farmers can act cooperatively to address this problem. Longer NGO involvement in the villages was associated with more cooperative outcomes in the games. Individuals with more education and higher perceived community social capital played more cooperatively, but neither gender nor method of payment had a significantly effect on individual behavior. When participants could repeat the game with communication, similar crop choice patterns were observed. The games provided an entry point for discussion on the understanding of communities of the interconnectedness of groundwater use and crop choice.

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Urheilutapahtumat tavoittavat miljoonia ihmisiä päivittäin ympäri maailmaa. Yritykset ovat jo pitkään olleet kiinnostuneita yhteistyöstä urheilutapahtumien kanssa. Sponsoroinnin rahavirta on jatkanut kasvua, vaikka muun mainonnan kasvu on ollut hidasta. Tapahtumasponsorointiin käytetyn rahan määrä on viime vuosina kasvanut noin viisi prosenttia vuositasolla. Tutkielman tarkoituksena oli tarkastella urheilutapahtuman verkostoa ja suhteita tapahtuman pääyhteistyökumppanien näkökulmasta. Tutkimuksen tavoite oli jaettu kahteen osa-ongelmaan: 1. Miten urheilutapahtuman pääyhteistyökumppanit kokevat oman suhteensa sponsoroitavaan kohteeseen 2. Miten urheilutapahtuman pääyhteistyökumppanit kokevat oman asemansa verkostossa Ensimmäisenä teemana tutkielmassa tarkasteltiin tapahtumasponsoroinnin tavoitteita ja kahden välisen sponsorointisuhteen toimintaa. Toisena tarkasteltiin urheilutapahtuman verkoston muodostumista, toimintaa ja suhteita. Näiden kahden teeman pohjalta rakennettiin teoreettinen viitekehys tukemaan empiirisen tutkimuksen toteuttamista. Tutkimus on luonteeltaan laadullinen tapaustutkimus, jossa aineisto kerättiin kymmeneltä Paavo Nurmi Games –urheilutapahtuman pääyhteistyökumppanitason yritykseltä. Tutkimuksessa haastateltujen yritysten edustajien haastattelun lisäksi he myös piirsivät oman hahmotelmansa PNG-verkostosta. Näiden verkostokuvien keskinäinen vertailu tuki haastatteluissa kerättyä ja litteroitua aineistoa. Empiirisen tutkimuksen tuloksissa aineistoa käsiteltiin teoreettiseen viitekehykseen perustuviin teemoihin tukeutuen. Teemojen avulla esiteltiin pääyhteistyökumppanien kokemuksia PNG-verkoston eri toimijoista, suhteista sekä tavoitteista sponsorointisuhteelle. Aineistosta havaittiin selkeitä yhtäläisyyksiä pääyhteistyökumppanien yhteistyön tavoitteissa sekä koetusta suhteesta sponsoroitavaan kohteeseen. Haastateltujen yritysten kokemukset omasta asemastaan verkostossa poikkesivat suuremmin toisistaan. Yhteistyön tavoitteet ja tausta vaikuttivat yrityksen kokemukseen verkostosta. Verkostosta tunnistettiin kuitenkin kaksi keskeisintä toimijaa erilaisista verkostokokemuksista huolimatta.

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This article introduces a theoretical framework for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Player Character Grid and its constituent Pivot Player Character Model, a conceptual framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although video game characters have been scrutinised from many different perspectives, a systematic framework has not been introduced yet. This study aims to fill that void by proposing a model replicable across the cRPG genre. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999) and is demonstrated with reference to The Witcher (CD Projekt RED 2007).