Implementasi Algoritma Greedy Best First Search pada Aplikasi Permainan Congklak untuk Optimasi Pemilihan Lubang dengan Pola Berfikir Dinamis

by Galih Hermawan

Prosiding Seminar Nasional Teknologi Informasi dan Multimedia 2012 (SNASTIA 2012), 3. C1-C6. ISSN 1979-3960.

URL: http://repository.ubaya.ac.id/439/

Congklak or Dakon is one of traditional games in Indonesia that is generally played by two players with the goal of... more

Learning and Teaching with Computer Games in Higher Education

by Nicola Whitton

In T. Connolly, M. Stansfield and L. Boyle (Eds) Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces. Hershey, PA: IGI Global.

This chapter examines the rationale for the use of computer games in learning, teaching, and assessment in Higher... more

From the games industry: ten lessons for game-based learning

by Nicola Whitton

Co-authored with Paul Hollins

This paper draws on lessons learned from the development process of the entertainment games industry and discusses how... more

Designing Learning Games For Multiple Stakeholders

by Nicola Whitton

Co-authored with Lucia Pannese and Nancy Barratt

The design of computer games for learning is a difficult process when a single learner group, with similar ages,... more

Download (.pdf) (49kb) Quick view

Cellular Fight. Two Player Game

by Martiros Khurshudyan

In this article we proposed a new Game called as 'Cellular Fights'. It takes a long time for giving such title to this... more

Mobile Gaming: An Engineer Puts an Arcade Cabinet on Wheels (Popular Science)

by Garnet Hertz

Popular Science (February 2012). Story by Gregory Mone. Photographs by Jeff Newton. Edited by Doug Cantor.

In the late 1980s, millions of arcade-addicted kids sat in the faux racing seats of Sega's OutRun videogame, grabbed... more

From Participatory to Contributory Simulations: Changing the Game in the Classroom

by Stefan Kreitmayer

Kreitmayer, S., Rogers, Y., Laney, R., Peake, S. From Participatory to Contributory Simulations: Changing the Game in the Classroom. Proceedings of the 30th International Conference on Human Factors in Computing Systems. ACM CHI 2012, ACM Press, to appear.

There is much potential for supporting collaborative learning with interactive computer simulations in formal... more

Immersion As Concept, Experience, & Design

by Patrick Brown

This thesis was submitted in partial fulfilment of the requirements for the degree of Bachelor of Arts (Creative Media) (Honours) by Patrick Markham Brown

Understanding the Art Practice of Critical Gameplay Design

by Lindsay Grace

published in the ISEA proceedings - 17th International Symposium on Electronic Art - 2011

The paper explores the recent growth in critical gameplay, an application of critical design to the production of... more

The Poetics of Game Design, Rhetoric and the Independent Game

by Lindsay Grace

Published in the 5th DIGRA proceedings

This paper approaches the question about games as art from a fundamentally different perspective. Instead of asking... more

Gamifying Archives, a Study of Docugames as a Preservation Medium

by Lindsay Grace

This paper introduces a novel concept in the use of game technology and education. Instead of employing gaming... more

Critical Gameplay Gone Critically Wrong

by Lindsay Grace

This paper serves as a postmortem for the game Third World Shooter. The game was completed as part of the Critical... more

"Procedurally and Fictively Relevant": Exploring the Potential for Queer Content in Video Games

by Evan W. Lauteria

Published in Berfrois Online Literary Magazine, December 20, 2011
http://www.berfrois.com/2011/12/queer-gaming-evan-lauteria/

In 2011, Singapore-MIT GAMBIT Gamelab developed _A Closed World_, a game is premised on rooting its fictive world and... more

The Aesthetics of Early Adventure Games: A Reflection of Film History

by Veli-Matti Karhulahti

This paper examines the artistic potential of videogames by concerning the early aesthetics of a genre generally referred to as adventure games. The main argument is that the development of adventure game aesthetics correlates with the aesthetic development of film. The argument will rest on two technical turning points that took place within the initial stages of videogame and film industries: the use of voice as a sonic and the use of color as a visual component. Whereas in the history of cinema those technical improvements represent the shift from silent film to film with sound and color, for adventure games they meant text-based interactive fiction stepping aside for graphic adventures with voice-acted characters. The paper will focus on examining the corresponding impacts that this technical development had on their methods of artistic expression.

The International Journal of the Arts in Society Volume 6, Issue 2, 2011, pp. 31-38, more

Game-based Learning and Intrinsic Motivation

by Kristi Mead

Unpublished paper for California State University Fullerton, M.S. Instructional Design and Technology

Game-based learning is inherently engaging. The instructional designer is charged with the task of developing games... more

x

Log In

or reset password

Need an account? Click here to sign up

Reset Password

Enter the email address you signed up with, and we'll send a reset password email to that address

Academia © 2012