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Seen by:ConsoleGBL-Pedagogy_GROFF-HOWELLS-CRANMER
Co-authored with Cathrin Howells and Sue Cranmer
The main focus of this research project was to identify the educational benefits of console game-based learn- ing in... more The main focus of this research project was to identify the educational benefits of console game-based learn- ing in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning with games played on games consoles, such as PlayStation, Xbox, and Wii. Interviews were carried out with school leaders, classroom teachers, and students in 19 schools and followed up by a series of lesson observations in four of these schools. Findings include significant impact on students’ performance and engagement, as well as strong support from participating teachers and school leaders.
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Seen by:Video Games in the English as a Foreign Language Classroom
Anderson, T. A. F., Reynolds, B. L., Yeh, X.-P., & Huang, G.-Z. (2008). Video Games in the English as a Foreign Language Classroom. Proc. of Digital Games and Intelligent Toys Based Education, 2008 Second IEEE International Conference on Digital Games and Intelligent Toys Based Education (pp. 188-192). Banff: IEEE Conference Proceedings.
The purpose of this study was to investigate potentials of and to identify factors relevant to computer games at the... more The purpose of this study was to investigate potentials of and to identify factors relevant to computer games at the center of a course curriculum. In order to improve the English listening ability of foreign language learners in Taiwan, two types of lessons were developed for America’s Army, a free-for-download FPS military game. The current study compared different factors that contribute to the possible success of lessons that use video games as their core material. A deeper impression of the feasibility of using in-game dialogue for language learning was explored. Assessment of listening comprehension was conducted in pre- and post-tests. The study shows students feel they can learn English through a course that uses computer games and gives directions for further research.
Positive Aspects of Video Games
SPEECH: A powerpoint presentation discussing the positives of the video game experience. Specifically written to provide a response to the negative associations made by many parents, physicians, and scholars.
‘In the Game’? Embodied Subjectivity in Gaming Environments
Farrow, Robert and Iacovides, Ioanna (2012). ‘In the Game’? Embodied Subjectivity in Gaming Environments. In: 6th International Conference on the Philosophy of Computer Games, 29th-31st January , Madrid.
Human-computer interactions are increasingly using more (or all) of the body as a control device. We identify a... more Human-computer interactions are increasingly using more (or all) of the body as a control device. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural or mimetic form of movement into gaming devices. We go on to reflect on the nature of player ‘embodiment’ in digital gaming environments by applying insights from the phenomenology of Maurice Merleau-Ponty. Three conditions for digital embodiment are proposed, with implications for Calleja’s (2011) Player Involvement Model (PIM) of gaming discussed.
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Seen by: and 3 more[Appel à communications] de la 2ème édition de la journée d'études "Game Studies ? à la française !" intitulée "Les jeuX vidéo au pluriel. Quelles diversités ? Industries, métiers, interfaces, règles, publics, pratiques, circonstances, expériences, mémoires."
Bonjour,
La deuxième édition de la journée d'études "Game Studies ? à la française !" aura... more
Bonjour,
La deuxième édition de la journée d'études "Game Studies ? à la française !" aura lieu les 16 et 17 juin prochains à Paris. Cet événement est organisé par l'association OMNSH (Observatoire des Mondes Numériques en Sciences Humaines - www.omnsh.org).
Cette 2ème édition sera intitulée : "Les jeuX vidéo au pluriel. Quelles diversités ? Industries, métiers, interfaces, règles, publics, pratiques, circonstances, expériences, mémoires."
L'appel à contribution est joint. Les propositions de communications - sous forme de résumé - sont attendues pour le 10 mai.
En mai 2011 la 1ère édition de cette rencontre pluridisciplinaire a vu intervenir 22 chercheurs français de tous les horizons des sciences sociales et des sciences humaines. La 2ème édition des "Game Studies ? à la française !" en juin 2012 sera centrée sur un point de convergence qui est alors apparu : la nécessité de passer de la question DU jeu vidéo à la question DES jeuX vidéo.
N'hésitez pas à faire circuler cet appel.
Cordialement,
Manuel Boutet, pour l'OMNSH (www.omnsh.org)
Post-doctorant à l'IDHE Nanterre
Université de Paris Ouest - Nanterre La Défense
manuel@boutet.com
http://manuel.boutet.com
Learning can’t be fun, can it
published in K. Siebenhandl, M. Wagner, & S. Zauchner (Eds.), Gender in E-learning and Educational Games (pp. 239-260). Innsbruck/Wien/Bosen: Studienverlag.
Inspired by research by Carrie Heeter et al. and the MIT Games-to-Teach project we set up a small scale empirical... more Inspired by research by Carrie Heeter et al. and the MIT Games-to-Teach project we set up a small scale empirical study on two educational games on Art aimed at primary school children. We found that both boys and girls liked to play these games; that one game scored better on our ‘fun-index’ and that girls had less mouse skills and lacked certain game skills. This did not, however, affect their test-score, on the contrary, the girls improved more than the boys. To our amazement, we also found that the girls especially anticipated to have learned less from the more entertaining game, which might suggest that even at this early age they think that learning can not be fun.
Relations Between Videogame Play and 8th-Graders’ Mathematics Achievement
by Scott Tobias
Co-authored with Duane Rudy and Jean Ispa
Published in the International Journal of Gaming and Computer-Mediated Simulations, 3(4), 33-53, October-December 2011
This study explores whether any relationships exist between math performance scores on the Missouri Assessment Plan... more This study explores whether any relationships exist between math performance scores on the Missouri Assessment Plan (MAP), its subscales and time spent playing the child’s favorite videogame given the game’s spatial content and cognitive complexity. Relationships between gender and math scores were also examined. Findings indicate no main effect of time spent playing, spatial content, or level of complexity of games on math performance. However, several math scores interacted with time spent playing one’s favorite video game, such that higher levels of math performance occurred when participants played games high in spatial content at low amounts of time. A similar interaction occurred when examining complexity of the game and time spent playing. The study provides preliminary evidence that it may be important to consider the spatial or complexity content of videogames in addition to time spent playing when addressing the relationship between videogame play and adolescent math performance.
Examining video game immersion as a flow state
Based on a suggestion by, and completed under the guidance of, Professor John Mitterer.
Submitted as a fourth year honours Psychology thesis in 2000.
Conclusion:
The best video games are microworlds, which present the learner with the simplest case... more
Conclusion:
The best video games are microworlds, which present the learner with the simplest case scenarios, yet offer increasingly complex situations based on these rules. Regardless of the
comparative perceptual caveats of other media, the video game provides many opportunities simply via it’s interactive nature for future growth in the depth of experiences we can explore (with fault tolerance). Ideally, a self-aware game, which counters the players actions through a flow type mechanism, could facilitate a game world with more valuable experiences than Faster Pussycat, Kill, Kill. The video game has the capability to take our present one way television absorption, and replace it with a conversation with whomever (or whatever) we choose. On the hypothetical grounds that there is a correlation between absorption (enjoyment) of a story and personal involvement, the video game stands to break new ground in human fictional experience.
From Meaning to Experience: Teaching Fiction Writing With Digital RPGs
Published in Dungeons, Dragons, & Digital Denizens: The Digital Role Playing Game
Simulating Colonial Encounter in the 21st Century: Indigenous Agency and Representation
by Rebecca Mir
Written for the course Objects of Colonial Encounter with professors Aaron Glass and David Jaffee on 15 December 2011.
Design of web-based mini-games for language learning: an evidence-based and user-centred approach
by Bieke Zaman
Serious games: The Challenge conference

