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Rethinking Gamification

Authors: --- --- ---
ISBN: 9783957960009 9783957960016 9783957960023 Year: Pages: 344 DOI: 10.14619/001 Language: English
Publisher: meson press
Subject: Media and communication
Added to DOAB on : 2016-06-07 18:27:26
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Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification!

Diversity of Play

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ISBN: 9783957960757 9783957960764 Year: DOI: 10.14619/012 Language: English
Publisher: meson press
Subject: Media and communication
Added to DOAB on : 2017-04-23 15:18:20
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The early days when digital games were new, harmless, and a niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the leading medium of our contemporary society. Based on the keynote lectures held at DiGRA2015, “Diversity of Play” provides a critical view on the current stage of digital games from a theoretic, artistic, and practical perspective by pointing towards the uncanny, the power of “unnatural” narratives, and the exceptions and uncertainties of digital ludic environments. With an interview with Karen Palmer and essays by Astrid Ensslin, Mathias Fuchs, Tanya Krzywinska, and Markus Rautzenberg.

Chapter: 'Social Facilitation Due to Online Inter-classrooms Tournaments' from book: Adaptive and Adaptable Learning: 11th European Conference on Technology Enhanced Learning, EC-TEL 2016, Lyon, France, September 13-16, 2016, Proceedings (Book chapter)

Authors: --- --- --- --- et al.
Book Series: Lecture Notes in Computer Science ISSN: 0302-9743 / 1611-3349 ISBN: 9783319451527 9783319451534 Year: Pages: 13 DOI: 10.1007/978-3-319-45153-4_2 Language: English
Publisher: Springer
Subject: Education
Added to DOAB on : 2017-11-27 17:09:12
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In this paper we explore the impact of an inter-classrooms math tournament implemented through internet. The strategy is to increase learning through intra-classroom collaboration generated by inter-classroom competition. Ten fourth grade classes with all their students from eight schools participated. During previous weeks students practiced on-line and played a cloud based board game designed to learn word problems. Afterwards, all students participated on an inter-classroom tournament. They played on-line synchronously during 60 min. The game was played in dyads formed from different schools. The list of each classroom average score was published every 5 min on each student computer. We found an important social facilitation effect: a significant improvement on the performance of male students weak on math, and therefore a reduction on the performance gap between mathematically weak and strong male students. The improvement of female students weak on math was also significant but lower.

37 A Systematic Literature Review of Game-based Learning and Gamification Research in Asia (Book chapter)

Book title: Routledge International Handbook of Schools and Schooling in Asia

Authors: ---
ISBN: 9781138908499 9781315694382 Year: Pages: 25 Language: English
Publisher: Taylor & Francis
Subject: Education
Added to DOAB on : 2018-04-25 11:01:55
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The main purpose of this research is to conduct a systematic literature review of research studies on game-based
learning and gamification conducted in Asian K–12
schools. Through this review, we intend to present a comprehensive analysis of what the body
of accumulated research informs us of the impact of games in Asian educational settings and to
draw implications for future research directions.

The Emergence of the Digital Humanities

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ISBN: 9780415635516 9780203093085 Year: Language: English
Publisher: Taylor & Francis Grant: Knowledge Unlatched - 102652
Subject: Media and communication
Added to DOAB on : 2019-02-26 11:21:03
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In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium.

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