Sample records for games urban development

  1. Applying 4-H Judging Strategies to Board, Dice, and Card Games: Developing Skills in Urban and Suburban Youths

    ERIC Educational Resources Information Center

    Brandt, Brian; Stowe, James

    2017-01-01

    Most 4-H judging events involve livestock or other traditional 4-H projects. Consequently, many urban and suburban youths miss out on building life skills developed through judging. In a nontraditional approach to 4-H judging, such youths play board, dice, and card games and then judge the games using the practice of giving oral reasons. The…

  2. Urban simulation and gaming: Preliminary experience and perspectives, appendix F

    NASA Technical Reports Server (NTRS)

    Shostak, A. B.

    1973-01-01

    A three-month summer study of gaming, as applied to urban problems, was conducted. The results of the study are presented along with a series of recommendations aimed at guiding the warranted efforts of others to further explore the application of scientific gaming to the solution of some of America's urban problems. Three main topics are considered and are discussed in depth. These include: (1) gaming and urbanology, (2) methodology and lessons, and (3) reforms in the Cities Game.

  3. Diabetes City: How Urban Game Design Strategies Can Help Diabetics

    NASA Astrophysics Data System (ADS)

    Knöll, Martin

    Computer Games are about to leave their “electronic shells” and enter the city. So-called Serious Pervasive Games (SPGs) [1] allow for hybrid - simultaneously physical and virtual - experiences, applying technologies of ubiquitous computing, communication and “intelligent” interfaces. They begin to focus on non-entertaining purposes. The following article a) presents game design strategies as a missing link between pervasive computing, Ambient Intelligence and user’s everyday life. Therefore it spurs a discussion how Pervasive Healthcare focusing on the therapy and prevention of chronic diseases can benefit from urban game design strategies. b) Moreover the article presents the development and work in progress of “DiabetesCity“ - an educational game prototype for young diabetics.

  4. Gods of the City? Reflecting on City Building Games as an Early Introduction to Urban Systems

    ERIC Educational Resources Information Center

    Bereitschaft, Bradley

    2016-01-01

    For millions of gamers and students alike, city building games (CBGs) like SimCity and the more recent Cities: Skylines present a compelling initial introduction to the world of urban planning and development. As such, these games have great potential to shape players' understanding and expectations of real urban patterns and processes. In this…

  5. Selected Urban Simulations and Games. IFF Working Paper WP-4.

    ERIC Educational Resources Information Center

    Nagelberg, Mark; Little, Dennis L.

    Summary descriptions of selected urban simulations and games that have been developed outside the Institute For The Future are presented. The operating characteristics and potential applications of each model are described. These include (1) the history of development, (2) model and player requirements, (3) a description of the environment being…

  6. BUILD: A community development simulation game, appendix A

    NASA Technical Reports Server (NTRS)

    Orlando, J. A.; Pennington, A. J.

    1973-01-01

    The computer based urban decision-making game BUILD is described. BUILD is aimed at: (1) allowing maximum expression of value positions by participants through resolution of intense, task-oriented conflicts: (2) heuristically gathering information on both the technical and social functioning of the city through feedback from participants: (3) providing community participants with access to technical expertise in urban decision making, and to expose professionals to the value positions of the community: and (4) laying the groundwork for eventual development of an actual policy making tool. A brief description of the roles, sample input/output formats, an initial scenario, and information on accessing the game through a time-sharing system are included.

  7. A Selected List of Urban, Environmental and Social Problem Gaming/Simulations. Revised Edition.

    ERIC Educational Resources Information Center

    Steinwachs, Barbara

    This revised list includes games/simulations for all age levels, though often most applicable at the secondary through adult levels. In her reviews of available products, the author limited her listings to those games/simulations which are useful for educational purposes and which focus directly on social concerns relative to urban and…

  8. The Oil Game: Generating Enthusiasm for Geosciences in Urban Youth in Newark, NJ

    ERIC Educational Resources Information Center

    Gates, Alexander E.; Kalczynski, Michael J.

    2016-01-01

    A hands-on game based upon principles of oil accumulation and drilling was highly effective at generating enthusiasm toward the geosciences in urban youth from underrepresented minority groups in Newark, NJ. Participating 9th-grade high school students showed little interest in the geosciences prior to participating in the oil game, even if they…

  9. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.

    PubMed

    Olszewski, Aleksandra E; Wolbrink, Traci A

    2017-08-01

    Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.

  10. Austin Community College Video Game Development Certificate

    ERIC Educational Resources Information Center

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  11. Video Game Development Strategies for Creating Successful Cognitively Challenging Games

    ERIC Educational Resources Information Center

    Williams, Walter K.

    2018-01-01

    The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…

  12. Building Capacity in Urban Sustainability Assessment through Use of a Scenarios Game

    ERIC Educational Resources Information Center

    Taylor, Rhys E.; Rutledge, Daniel T.; van Roon, Henri

    2011-01-01

    Urban form, the patterns of cities, in New Zealand is explored 50 years into the future through a scenarios game, published on the Internet. Four diverse scenarios provide a means to explore the present situation and envision how it may change over time with different trend drivers. Wild card events introduce uncertainty in a way that resonates…

  13. [New Developments in Video Games for Psychotherapy].

    PubMed

    Brezinka, Veronika

    2016-01-01

    A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run.

  14. Game Design & Development: Using Computer Games as Creative and Challenging Assignments

    ERIC Educational Resources Information Center

    Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange

    2008-01-01

    This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…

  15. An Olympic Legacy? Did the Urban Regeneration Associated With the London 2012 Olympic Games Influence Adolescent Mental Health?

    PubMed

    Clark, Charlotte; Smuk, Melanie; Cummins, Steven; Eldridge, Sandra; Fahy, Amanda; Lewis, Daniel; Moore, Derek G; Smith, Neil; Taylor, Stephanie J C; Stansfeld, Stephen A

    2018-03-01

    Public expenditure on large events such as the London 2012 Olympic Games is often justified by the potential legacy of urban regeneration and its associated health and well-being benefits for local communities. In the Olympic Regeneration in East London Study, we examined whether there was an association between urban regeneration related to the 2012 Games and improved mental health in young people. Adolescents aged 11-12 years attending schools in the Olympic host borough of Newham in London or in 3 adjacent comparison London boroughs completed a survey before the 2012 Games and 6 and 18 months after the Games (in 2013 and 2014, respectively). Changes in depressive symptoms and well-being between baseline and each follow-up were examined. A total of 2,254 adolescents from 25 randomly selected schools participated. Adolescents from Newham were more likely to have remained depressed between baseline and the 6- and 18-month follow-up surveys (for 6-month follow-up, relative risk = 1.78, 95% confidence interval: 1.12, 2.83; for 18-month follow-up, relative risk = 1.93, 95% confidence interval: 1.01, 3.70) than adolescents from the comparison boroughs. No differences in well-being were observed. There was little evidence that urban regeneration had any positive influence on adolescent mental health and some suggestion that regeneration may have been associated with maintenance of depressive symptoms. Such programs may have limited short-term impact on the mental health of adolescents.

  16. Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills

    ERIC Educational Resources Information Center

    Witschonke, Christopher; Herrera, Jose Maria

    2013-01-01

    The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…

  17. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    PubMed

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  18. Serious simulation game development for energy transition education using integrated framework game design

    NASA Astrophysics Data System (ADS)

    Destyanto, A. R.; Putri, O. A.; Hidayatno, A.

    2017-11-01

    Due to the advantages that serious simulation game offered, many areas of studies, including energy, have used serious simulation games as their instruments. However, serious simulation games in the field of energy transition still have few attentions. In this study, serious simulation game is developed and tested as the activity of public education about energy transition which is a conversion from oil to natural gas program. The aim of the game development is to create understanding and awareness about the importance of energy transition for society in accelerating the process of energy transition in Indonesia since 1987 the energy transition program has not achieved the conversion target yet due to the lack of education about energy transition for society. Developed as a digital serious simulation game following the framework of integrated game design, the Transergy game has been tested to 15 users and then analysed. The result of verification and validation of the game shows that Transergy gives significance to the users for understanding and triggering the needs of oil to natural gas conversion.

  19. Games Children Play: How Games and Sport Help Children Develop.

    ERIC Educational Resources Information Center

    Brooking-Payne, Kim

    This book presents games for children, teenagers, and adults, explaining how each game can help children develop in a holistic way. It begins by discussing tips for teaching games, how to deal with children who break the rules, and what type of equipment to use. The book provides help on how to approach play within each of the different age…

  20. Developing e-Bug web games to teach microbiology.

    PubMed

    Farrell, David; Kostkova, Patty; Lazareck, Lisa; Weerasinghe, Dasun; Weinberg, Julius; Lecky, Donna M; Adriaenssens, Niels; Koprivová Herotová, Tereza; Holt, Jette; Touboul, Pia; Merakou, Kyriakoula; Koncan, Raffaella; Olczak-Pienkowska, Anna; Avô, António Brito; Campos, José; McNulty, Cliodna A M

    2011-06-01

    As a complement to the e-Bug teaching pack, two e-Bug games were developed to provide content that aimed to entertain as well as to educate. A set of agreed learning outcomes (LOs) were provided by the scientific partners of the e-Bug Project and the games were developed using user-centred design techniques (the needs, wants and limitations of the potential game players were assessed at each stage of the design process). The e-Bug games were designed for two age groups: Junior (9-12 year olds); and Senior (13-15 year olds). A study using focus groups was done to gain an understanding as to the types of games enjoyed by the target users. According to the preliminary study, the Junior Game was developed as a platform game and the Senior Game was developed as a story-based detective game. The Junior Game consists of five levels, each associated with a set of LOs. Similarly, the Senior Game consists of four missions, each comprising five stages using problem-based learning techniques and LOs. In this paper, the process of development for each game is described in detail and an illustration is provided of how each game level or mission addresses the target LOs. Development of the games used feedback acquired from children in four schools across the UK (Glasgow, London and two in Gloucester). The children were selected according to their willingness to participate. European Partners of the e-Bug Project also provided further support, translation and requests for modifications. The knowledge gained of LOs and further evaluation of the games is continuing, and preliminary results are in press. The final versions of the games, translated into 11 European languages, are available online via www.e-bug.eu.

  1. Modelling the costs of natural hazards in games

    NASA Astrophysics Data System (ADS)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for Sim

  2. Urban forests for sustainable urban development

    NASA Astrophysics Data System (ADS)

    Sundara, Denny M.; Hartono, Djoko M.; Suganda, Emirhadi; Haeruman, S. Herman J.

    2017-11-01

    This paper explores the development of the urban forest in East Jakarta. By 2030 Jakarta area has a target of 30% green area covering 19,845 hectares, including urban forest covering an area of 4,631 hectares. In 2015, the city forest is only 646 hectares, while the city requires 3,985 hectares of new land Urban forest growth from year to year showed a marked decrease with increasing land area awoke to commercial functions, environmental conditions encourage the development of the city to become unsustainable. This research aims to support sustainable urban development and ecological balance through the revitalization of green areas and urban development. Analytical methods for urban forest area is calculated based on the amount of CO2 that comes from people, vehicles, and industrial. Urban spatial analysis based on satellite image data, using a GIS program is an analysis tool to determine the distribution and growth patterns of green areas. This paper uses a dynamic system model to simulate the conditions of the region against intervention to be performed on potential areas for development of urban forests. The result is a model urban forest area is integrated with a social and economic function to encourage the development of sustainable cities.

  3. Developing Pupils' Performance in Team Invasion Games

    ERIC Educational Resources Information Center

    Gray, Shirley; Sproule, John

    2011-01-01

    Background: To develop pupils' team invasion games (TIG) performance within physical education (PE), practitioners have traditionally adopted teacher-centred, skill-focused approaches. Teaching Games for Understanding and the Tactical approach are alternative approaches to TIG teaching that aim to develop overall game performance, including…

  4. The development of video game enjoyment in a role playing game.

    PubMed

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  5. Evaluation of Game Engines for Cross-Platform Development of Mobile Serious Games for Health.

    PubMed

    Kleinschmidt, Carina; Haag, Martin

    2016-01-01

    Studies have shown that serious games for health can improve patient compliance and help to increase the quality of medical education. Due to a growing availability of mobile devices, especially the development of cross-platform mobile apps is helpful for improving healthcare. As the development can be highly time-consuming and expensive, an alternative development process is needed. Game engines are expected to simplify this process. Therefore, this article examines the question whether using game engines for cross-platform serious games for health can simplify the development compared to the development of a plain HTML5 app. At first, a systematic review of the literature was conducted in different databases (MEDLINE, ACM and IEEE). Afterwards three different game engines were chosen, evaluated in different categories and compared to the development of a HTML5 app. This was realized by implementing a prototypical application in the different engines and conducting a utility analysis. The evaluation shows that the Marmalade engine is the best choice for development in this scenario. Furthermore, it is obvious that the game engines have great benefits against plain HTML5 development as they provide components for graphics, physics, sounds, etc. The authors recommend to use the Marmalade Engine for a cross-platform mobile Serious Game for Health.

  6. Development of Active Learning with Simulations and Games

    ERIC Educational Resources Information Center

    Zapalska, Alina; Brozik, Dallas; Rudd, Denis

    2012-01-01

    Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…

  7. Work for Play: Careers in Video Game Development

    ERIC Educational Resources Information Center

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  8. Methods Used in Game Development to Foster FLOW

    NASA Technical Reports Server (NTRS)

    Jeppsen, Isaac Ben

    2010-01-01

    Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.

  9. A Serious Game for Anterior Cruciate Ligament Rehabilitation: Software Development Aspects and Game Engagement Assessment.

    PubMed

    Cordeiro d'Ornellas, Marcos; Santos Machado, Alison; de Moraes, Jefferson Potiguara; Cervi Prado, Ana Lúcia

    2017-01-01

    This work presents the steps for developing a serious game that allows the interaction through natural gestures, whose main purpose is to contribute to the treatment of individuals who have suffered an injury to the anterior cruciate ligament (ACL). In addition to the serious game development process, the users' gaming experience were performed. Through the evaluation assessment, positive results were obtained in relation to various aspects of the game engagement, proving the playful factor of this activity.

  10. Game Development Toolkit for Business People in Japan

    ERIC Educational Resources Information Center

    Shirai, Hiroaki; Tanabu, Motonari; Terano, Takao; Kuno, Yasushi; Suzuki, Hisatoshi; Tsuda, Kazuhiko

    2003-01-01

    This article describes the authors' experience of developing a business gaming course for business people in Japan. The course that was developed consists of (a) simple gaming experiments among multiple students using ALEXANDER ISLANDS, a tiny business game on the World Wide Web; (b) lectures to make the students understand the core concepts of…

  11. Executive Functions Development and Playing Games

    ERIC Educational Resources Information Center

    Petty, Ana Lucia; de Souza, Maria Thereza C. Coelho

    2012-01-01

    The aim of this paper is to discuss executive functions and playing games, considering Piaget's work (1967) and the neuropsychological framework (Barkley, 1997, 2000; Cypel, 2007). Two questions guide the discussion: What are the intersections between playing games and the development of executive functions? Can we stimulate children with learning…

  12. Game Development as a Pathway to Information Technology Literacy

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2016-01-01

    Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…

  13. Using Game Development to Engage Students in Science and Technology

    NASA Technical Reports Server (NTRS)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  14. 125 Brain Games for Babies: Simple Games To Promote Early Brain Development.

    ERIC Educational Resources Information Center

    Silberg, Jackie

    Scientists believe that the stimulation that infants and young children receive determines which synapses form in the brain. This book presents 125 games for infants from birth to 12 months and is designed to nurture brain development. The book is organized chronologically in 3-month increments. Each game description includes information from…

  15. The design and development of a computer game on insulin injection.

    PubMed

    Ebrahimpour, Fatemeh; Najafi, Mostafa; Sadeghi, Narges

    2014-01-01

    Insulin therapy is of high importance in glycemic control and prevention of complications in type 1 diabetes in children. However, this treatment is unpleasant and stressful for many children, and it is difficult for them to accept. The purpose of the study was to design and develop an educational computer game for diabetic children to familiarize them with insulin injections. After a review of the literature and the collection of basic information, we discussed the purpose of this research with some diabetic children, their parents, and nurses. The findings that we acquired from the discussion were considered in designing and developing the game. Then, following the principles associated with the development of computer games, we developed seven different games that related to insulin injections, and the games were evaluated in a pilot study. The games developed through the design and programming environment of Adobe Flash Player and stored on a computer disk (CD). The seven games were a pairs game, a puzzle game, a question and answer game, an insulin kit game, a drawing room game, a story game, and an insulin injection-room game). The idea was that diabetic children could become acquainted with insulin injections and the injection toolkit by playing a variety of entertaining and fun games. They also learned about some of the issues associated with insulin and experienced insulin injection in a simulated environment. It seems that the use of new technologies, such as computer games, can influence diabetic children's acquaintance with the correct method of insulin injection, psychological readiness to initiate insulin therapy, reduction in stress, anxiety, and fear of insulin injection.

  16. The Design and Development of a Computer Game on Insulin Injection

    PubMed Central

    Ebrahimpour, Fatemeh; Najafi, Mostafa; Sadeghi, Narges

    2014-01-01

    Background: Insulin therapy is of high importance in glycemic control and prevention of complications in type 1 diabetes in children. However, this treatment is unpleasant and stressful for many children, and it is difficult for them to accept. The purpose of the study was to design and develop an educational computer game for diabetic children to familiarize them with insulin injections. Methods: After a review of the literature and the collection of basic information, we discussed the purpose of this research with some diabetic children, their parents, and nurses. The findings that we acquired from the discussion were considered in designing and developing the game. Then, following the principles associated with the development of computer games, we developed seven different games that related to insulin injections, and the games were evaluated in a pilot study. Results: The games developed through the design and programming environment of Adobe Flash Player and stored on a computer disk (CD). The seven games were a pairs game, a puzzle game, a question and answer game, an insulin kit game, a drawing room game, a story game, and an insulin injection-room game). The idea was that diabetic children could become acquainted with insulin injections and the injection toolkit by playing a variety of entertaining and fun games. They also learned about some of the issues associated with insulin and experienced insulin injection in a simulated environment. Conclusions: It seems that the use of new technologies, such as computer games, can influence diabetic children’s acquaintance with the correct method of insulin injection, psychological readiness to initiate insulin therapy, reduction in stress, anxiety, and fear of insulin injection. PMID:25763157

  17. Conflict resolution in the zoning of eco-protected areas in fast-growing regions based on game theory.

    PubMed

    Lin, Jinyao; Li, Xia

    2016-04-01

    Zoning eco-protected areas is important for ecological conservation and environmental management. Rapid and continuous urban expansion, however, may exert negative effects on the performance of practical zoning designs. Various methods have been developed for protected area zoning, but most of them failed to consider the conflicts between urban development (for the benefit of land developers) and ecological protection (local government). Some real-world zoning schemes even have to be modified occasionally after the lengthy negotiations between the government and land developers. Therefore, our study has presented a game theory-based method to deal with this problem. Future urban expansion in the study area will be predicted by a logistic regression cellular automaton, while eco-protected areas will be delimitated using multi-objective optimization algorithm. Then, two types of conflicts between them can be resolved based on game theory, a theory of decision-making. We established a two-person dynamic game for each conflict zone. The ecological compensation mechanism was taken into account by simulating the negotiation processes between the government and land developers. A final zoning scheme can be obtained when the two sides reach agreements. The proposed method is applied to the eco-protected area zoning in Guangzhou, a fast-growing city in China. The experiments indicate that the conflicts between eco-protection and urban development will inevitably arise when using only traditional zoning methods. Based on game theory, our method can effectively resolve those conflicts, and can provide a relatively reasonable zoning scheme. This method is expected to support policy-making in environmental management and urban planning. Copyright © 2015 Elsevier Ltd. All rights reserved.

  18. Developments in Business Gaming: A Review of the Past 40 Years

    ERIC Educational Resources Information Center

    Faria, A. J.; Hutchinson, David; Wellington, William J.; Gold, Steven

    2009-01-01

    This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current…

  19. A Development Architecture for Serious Games Using BCI (Brain Computer Interface) Sensors

    PubMed Central

    Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun

    2012-01-01

    Games that use brainwaves via brain–computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories. PMID:23202227

  20. A development architecture for serious games using BCI (brain computer interface) sensors.

    PubMed

    Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun

    2012-11-12

    Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.

  1. Assessment of Evaluation Frameworks for Design of a Sexual Risk Prevention Game for Black Adolescent Girls.

    PubMed

    Sockolow, Paulina; Joppa, Meredith; Zhu, Jichen

    2018-01-01

    Adolescent sexual risk behavior (SRB), a major public health problem affects urban Black adolescent girls increasing their health disparities and risks for sexually transmitted infections. Collaborating with these adolescents, we designed a game for smartphones that incorporates elements of trauma-informed care and social cognitive theory to reduce SRB. Game researchers promote use of a comprehensive, multipurpose framework for development and evaluation of games for health applications. Our first game development step was framework selection and measurable health outcomes identification. Literature search identified two health game frameworks, both incorporating pedagogical theory, learning theory, and gaming requirements. Arnab used the IM + LM-GM framework to develop and implement a game in a school intervention program. Yusoff's framework was developed for use during game design. We investigated concordance and discordance between our SRB game design characteristics and each framework's components. Findings indicated Arnab's framework was sufficiently comprehensive to guide development of our game and outcome measure selection.

  2. Games Learners Will Play

    ERIC Educational Resources Information Center

    Boyce, Byrl N.; And Others

    1971-01-01

    Clark Abt's book Serious Games" describes how games can enable children (and adults) to learn the abstract concepts that are required to deal with a world that is becoming increasingly complex. His book is here reviewed by three members of the University of Connecticut's Center for Real Estate and Urban Economics Studies. (Author)

  3. Virtual gaming to develop students' pediatric nursing skills: A usability test.

    PubMed

    Verkuyl, Margaret; Atack, Lynda; Mastrilli, Paula; Romaniuk, Daria

    2016-11-01

    As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. A usability study was conducted using the Technology Acceptance Model as a research framework. The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development. Copyright © 2016 Elsevier Ltd. All rights reserved.

  4. Virtual Games and Real-World Communities: Environments That Constrain and Enable Physical Activity in Games for Health

    ERIC Educational Resources Information Center

    Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter

    2017-01-01

    This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…

  5. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders.

    PubMed

    Idriss, Mohamad; Tannous, Halim; Istrate, Dan; Perrochon, Anaick; Salle, Jean-Yves; Ho Ba Tho, Marie-Christine; Dao, Tien-Tuan

    2017-07-04

    The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders. ©Mohamad Idriss, Halim Tannous, Dan Istrate, Anaick Perrochon, Jean-Yves Salle, Marie-Christine Ho Ba Tho, Tien-Tuan Dao. Originally published in JMIR Serious

  6. Science games and the development of scientific possible selves.

    PubMed

    Beier, Margaret; Miller, Leslie; Wang, Shu

    2012-12-01

    Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social influences (e.g., peer groups). We first review the theory of possible selves (Markus and Nurius 1986) and discuss the potential of serious scientific games for influencing the development of scientific possible selves. As part of our review, we present a forensic game that inspired our work. Next we present a measure of scientific possible selves and assess its reliability and validity with a sample of middle-school students (N=374). We conclude by discussing the promise of science games and the development of scientific possible selves on both the individual and group levels as a means of inspiring STEM careers among adolescents.

  7. Science games and the development of scientific possible selves

    PubMed Central

    Beier, Margaret; Miller, Leslie; Wang, Shu

    2012-01-01

    Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social influences (e.g., peer groups). We first review the theory of possible selves (Markus and Nurius 1986) and discuss the potential of serious scientific games for influencing the development of scientific possible selves. As part of our review, we present a forensic game that inspired our work. Next we present a measure of scientific possible selves and assess its reliability and validity with a sample of middle-school students (N=374). We conclude by discussing the promise of science games and the development of scientific possible selves on both the individual and group levels as a means of inspiring STEM careers among adolescents. PMID:23483731

  8. Science games and the development of scientific possible selves

    NASA Astrophysics Data System (ADS)

    Beier, Margaret E.; Miller, Leslie M.; Wang, Shu

    2012-12-01

    Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social influences (e.g., peer groups). We first review the theory of possible selves (Markus and Nurius 1986) and discuss the potential of serious scientific games for influencing the development of scientific possible selves. As part of our review, we present a forensic game that inspired our work. Next we present a measure of scientific possible selves and assess its reliability and validity with a sample of middle-school students ( N = 374). We conclude by discussing the promise of science games and the development of scientific possible selves on both the individual and group levels as a means of inspiring STEM careers among adolescents.

  9. Educational Game Development Approach to a particular case: the donor's evaluation.

    PubMed

    Borro Escribano, B; del Blanco, A; Torrente, J; Borro Mate, J M; Fernandez Manjon, B

    2015-01-01

    Serious games are a current trend nowadays. Almost every sector has used serious games in recent years for different educational purposes. The eLearning research team of the Complutense University of Madrid main focus of research is the development of low-cost serious games. During the past 10 years, we have been working with and developing serious games, paying special attention to those related to healthcare. From all these studies, a methodology was defined-the Educational Game Development Approach (EGDA)-to design, develop, and evaluate game-like simulations or serious games in healthcare. We present the application of the EGDA to a particular case, the development of a serious game representing the donor's evaluation in an intensive care unit from the point of view of a hospital coordinator following the EGDA methodology. In this simulation, we changed the strategy of selection of teaching cases by exponentially increasing the number of teaching cases. This kind of educational content provides several benefits to students as they learn while playing; they receive immediate feedback of mistakes and correct moves and an objective assessment. These simulations allow the students to practice in a risk-free environment. Moreover, the addition of game elements increases engagement and promotes the retention of important information. A game-like simulation has been developed through the use of this methodology. This simulation represents a complex medical procedure. Copyright © 2015 Elsevier Inc. All rights reserved.

  10. Digital-Gaming Trajectories and Second Language Development

    ERIC Educational Resources Information Center

    Scholz, Kyle W.; Schulze, Mathias

    2017-01-01

    Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…

  11. The Guide to Simulation Games for Education and Training. Appendix: A Basic Reference Shelf on Simulation and Gaming by Paul A. Twelker.

    ERIC Educational Resources Information Center

    Zuckerman, David W.; Horn, Robert E.

    Simulation games are classed in this guide by subject area: business, domestic politics, economics, ecology, education, geography, history, international relations, psychology, skill development, sociology, social studies, and urban affairs. A summary description (of roles, objectives, decisions, and purposes), cost producer, playing data (age…

  12. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders

    PubMed Central

    Istrate, Dan; Perrochon, Anaick; Salle, Jean-Yves; Ho Ba Tho, Marie-Christine

    2017-01-01

    Background The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called “serious game for functional rehabilitation.” Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. Objective The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. Methods A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. Results The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. Conclusions It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders. PMID:28676468

  13. Emotional Engagement, Social Interactions, and the Development of an Afterschool Game Design Curriculum

    ERIC Educational Resources Information Center

    Kwah, Helen; Milne, Catherine; Tsai, Tzuchi; Goldman, Ricki; Plass, Jan L.

    2016-01-01

    This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins' (Interaction ritual…

  14. Teaching Design Patterns through Computer Game Development

    ERIC Educational Resources Information Center

    Gestwicki, Paul; Sun, Fu-Shing

    2008-01-01

    We present an approach for teaching design patterns that emphasizes object-orientation and patterns integration. The context of computer game development is used to engage and motivate students, and it is additionally rich with design patterns. A case study is presented based on "EEClone," an arcade-style computer game implemented in Java. Our…

  15. Games and Simulations in Online Learning: Research and Development Frameworks

    ERIC Educational Resources Information Center

    Gibson, David; Aldrich, Clark; Prensky, Marc

    2007-01-01

    Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…

  16. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS).

    PubMed

    Phan, Mikki H; Keebler, Joseph R; Chaparro, Barbara S

    2016-12-01

    The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players' attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis (N = 629), and confirmatory factor analysis (N = 729) was implemented. A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users. © 2016, Human Factors and Ergonomics Society.

  17. The "Learning Games Design Model": Immersion, Collaboration, and Outcomes-Driven Development

    ERIC Educational Resources Information Center

    Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel

    2012-01-01

    Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…

  18. Teaching introductory game development with unreal engine: Challenges, strategies, and experiences

    NASA Astrophysics Data System (ADS)

    Head, Nicholas A.

    From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects

  19. Parasitic diseases and urban development.

    PubMed Central

    Mott, K. E.; Desjeux, P.; Moncayo, A.; Ranque, P.; de Raadt, P.

    1990-01-01

    The distribution and epidemiology of parasitic diseases in both urban and periurban areas of endemic countries have been changing as development progresses. The following different scenarios involving Chagas disease, lymphatic filariasis, leishmaniasis and schistosomiasis are discussed: (1) infected persons entering nonendemic urban areas without vectors; (2) infected persons entering nonendemic urban areas with vectors; (3) infected persons entering endemic urban areas; (4) non-infected persons entering endemic urban areas; (5) urbanization or domestication of natural zoonotic foci; and (6) vectors entering nonendemic urban areas. Cultural and social habits from the rural areas, such as type of house construction and domestic water usage, are adopted by migrants to urban areas and increase the risk of disease transmission which adversely affects employment in urban populations. As the urban health services must deal with the rise in parasitic diseases, appropriate control strategies for the urban setting must be developed and implemented. PMID:2127380

  20. Developing and Assessing Teachers' Knowledge of Game-Based Learning

    ERIC Educational Resources Information Center

    Shah, Mamta; Foster, Aroutis

    2015-01-01

    Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…

  1. Development of Mathematical Skills Developing Game Software.

    PubMed

    Hajdics, Gyula; Guzsvinecz, Tibor; Szucs, Veronika; Sik Lanyi, Cecilia

    2017-01-01

    Using basic mathematical operations is not easy for everyone. The AndMaths game for Android devices was developed to help elementary school students to learn these basic mathematical skills in the number ranges of twenties, fifties, hundreds and thousands. The user can freely select the number ranges.

  2. The development of indonesian online game addiction questionnaire.

    PubMed

    Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari

    2013-01-01

    Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01), average days per week in playing online games (ρ = 0.43; p<0.01), average hours per days in playing online games (ρ = 0.41; p<0.01), and monthly expenditure for online games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  3. The Development of Indonesian Online Game Addiction Questionnaire

    PubMed Central

    Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari

    2013-01-01

    Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01), average days per week in playing online games (ρ = 0.43; p<0.01), average hours per days in playing online games (ρ = 0.41; p<0.01), and monthly expenditure for online games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application. PMID:23560113

  4. Treatment of an Anonymous Recipient: Solid-Waste Management Simulation Game

    ERIC Educational Resources Information Center

    Wu, Ko-Chiu; Huang, Po-Yuan

    2015-01-01

    This study developed a game simulation based on problem solving in the management of urban waste. We then investigated the factors affecting the decisions made by players. During gameplay, the players sought to guide the development of a city via management strategies involving a balance of economic growth and environmental protection. Nature…

  5. Senior-driven design and development of tablet-based cognitive games.

    PubMed

    Marques, João; Vasconcelos, Ana; Teixeira, Luís F

    2013-01-01

    This paper describes the design and development of a tablet-based gaming platform targeting the senior population, aiming at improving their overall wellbeing by stimulating their cognitive capabilities and promoting social interaction between players. To achieve these goals, we started by performing a study of the specific characteristics of the senior user as well as what makes a game appealing to the player. Furthermore we investigated why the tablet proves to be an advantageous device to our target audience. Based on the results of our research, we developed a solution that incorporates cognitive and social mechanisms into its games, while performing iterative evaluations together with the final user by adopting a user-centered design methodology. In each design phase, a pre-selected group of senior participants experimented with the game platform and provided feedback to improve its features and usability. Through a series of short-term and a long-term evaluation, the game platform proved to be appealing to its intended users, providing an enjoyable gaming experience.

  6. Fostering 21st Century Skills through Game Design and Development

    ERIC Educational Resources Information Center

    Garvey, Gregory P.

    2015-01-01

    This reflection paper argues that the design and development of digital games teach essential 21st century skills. Intrinsic to application and game development is design thinking. Design thinking requires iterative development, which demands creativity, critical thinking and problem solving. Students are engaged through learning by doing in both…

  7. How Computer Games Help Children Learn

    ERIC Educational Resources Information Center

    Shaffer, David Williamson

    2008-01-01

    This book looks at how particular video and computer games--such as "Digital Zoo", "The Pandora Project", "SodaConstructor", and more--can help teach children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they…

  8. Computer-Game-Based Tutoring of Mathematics

    ERIC Educational Resources Information Center

    Ke, Fengfeng

    2013-01-01

    This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…

  9. Design-Based Research and Video Game Based Learning: Developing the Educational Video Game "Citizen Science"

    ERIC Educational Resources Information Center

    Gaydos, Matthew J.

    2013-01-01

    This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…

  10. Critical Games: Four Games To Help Develop Critical Perspectives on Economic and Social Development.

    ERIC Educational Resources Information Center

    Cumming, James A., Ed.

    The four games in this booklet are designed to stimulate critical thinking about the effects of structural and cultural issues on society and on the process of social change. The first and original game, "The Growth Game," gives participants a hands-on experience with the basic theoretical constructs of a Marxian critique of the mainstream tenets…

  11. Achieving Digital Literacy through Game Development: An Authentic Learning Experience

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2015-01-01

    Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…

  12. Playing Computer Games Versus Better Learning.

    ERIC Educational Resources Information Center

    Din, Feng S.; Caleo, Josephine

    This study investigated whether kindergarten students who played Sony Play Station (Lightspan) computer games learned better than peers who did not play such games. Participants were 47 African-American kindergartners from two classes of an urban school in the Northeast. A pretest and posttest with control group design was used in the study. The…

  13. Unreal Interactive Puppet Game Development Using Leap Motion

    NASA Astrophysics Data System (ADS)

    Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang

    2018-04-01

    This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.

  14. "InFection Four": Development of a Youth-Informed Sexual Health Card Game

    ERIC Educational Resources Information Center

    Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Sutherland, Ainsley

    2014-01-01

    Games may be useful tools for learning and communicating about sexual and reproductive health. This article discusses the collaborative design and subsequent evaluation of a narrative-based card game. This game was created in a workshop based on positive youth development, which allowed youth to be involved as game designers and game players.…

  15. Developing a computer game to prepare children for surgery.

    PubMed

    Rassin, Michal; Gutman, Yaira; Silner, Dina

    2004-12-01

    Computer games are a major part of the culture of children and teenagers in many developed countries. Research shows that children of the computer age prefer computer-assisted learning to any other teaching strategy. Health care workers traditionally have used dolls, games, drawings, creative arts, and even videotapes to prepare children for surgery. No studies have been conducted in Israel on using computers to help ailing children in general or to help children preparing for surgery in particular. This article discusses the potential for using computers to educate patients based on a review of the literature and interviews with children and describes the process of computer game development.

  16. New Digital Energy Game, the Use of Games to Influence Attitudes, Interests, and Student Achievement in Science

    ERIC Educational Resources Information Center

    Holmes, Venita

    2012-01-01

    Purpose: To assess how the use of games contributes to students' science learning, interests, and attitudes about science. Methodology: The study sample was middle and high-school students in a large urban school district in 2012. A total of 1191 students participated in the game. The majority of students were Hispanic females of low…

  17. Improving Video Game Development: Facilitating Heterogeneous Team Collaboration through Flexible Software Processes

    NASA Astrophysics Data System (ADS)

    Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan

    Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.

  18. The Metacognitions about Online Gaming Scale: Development and psychometric properties.

    PubMed

    Spada, Marcantonio M; Caselli, Gabriele

    2017-01-01

    Recent research has suggested that metacognitions may play a role across the spectrum of addictive behaviours. The goal of our studies was to develop the first self-report scale of metacognitions about online gaming. We conducted two studies with samples of online gamers (n=225, n=348) to test the structure and psychometric properties of the Metacognitions about Online Gaming Scale and examined its capacity to predict weekly online gaming hours and Internet addiction. Exploratory and confirmatory factor analyses supported a three-factor solution: positive metacognitions about online gaming, negative metacognitions about the uncontrollability of online gaming, and negative metacognitions about the dangers of online gaming. Internal consistency, predictive and divergent validity were acceptable. All the factors of the Metacognitions about Online Gaming Scale correlated positively with weekly online gaming hours and Internet addiction. Regression analyses showed that negative metacognitions about the uncontrollability of online gaming and levels of Internet addiction were the only significant predictors of weekly online gaming hours, and that positive metacognitions about online gaming and negative metacognitions about the uncontrollability of online gaming were the only significant predictors of Internet addiction. The Metacognitions about Online Gaming Scale was shown to possess good psychometric properties, as well as predictive and divergent validity within the populations that were tested. Copyright © 2015 Elsevier Ltd. All rights reserved.

  19. Giant Steps: A Game to Enhance Semantic Development of Verbs.

    ERIC Educational Resources Information Center

    Entwisle, Doris R.; And Others

    The game "Giant Steps" was described. It was designed to aid children in the semantic development of verbs. The purpose of the experimental evaluation was to determine whether playing the game actually did influence the associative structure of those verbs and adverbs that are "guessed" words in the game. Third graders from two classrooms in an…

  20. Development and assessment of a chemistry-based computer video game as a learning tool

    NASA Astrophysics Data System (ADS)

    Martinez-Hernandez, Kermin Joel

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning experience through gameplay. The project consists of three areas: development, assessment, and implementation. However, the foci of this study were the development and assessment of the computer video game including possible learning outcomes and game design elements. A chemistry-based game using a mixed genre of a single player first-person game embedded with action-adventure and puzzle components was developed to determine if students' level of understanding of chemistry concepts change after gameplay intervention. Three phases have been completed to assess students' understanding of chemistry concepts prior and after gameplay intervention. Two main assessment instruments (pre/post open-ended content survey and individual semi-structured interviews) were used to assess student understanding of concepts. In addition, game design elements were evaluated for future development phases. Preliminary analyses of the interview data suggest that students were able to understand most of the chemistry challenges presented in the game and the game served as a review for previously learned concepts as well as a way to apply such previous knowledge. To guarantee a better understanding of the chemistry concepts, additions such as debriefing and feedback about the content presented in the game seem to be needed. The use of visuals in the game to represent chemical processes, game genre, and game idea appear to be the game design elements that students like the most about the current computer video game.

  1. The Effects of Modified Games on the Development of Gross Motor Skill in Preschoolers

    ERIC Educational Resources Information Center

    Lestari, Indah; Ratnaningsih, Tri

    2016-01-01

    Gross motor skills on children must be optimized much earlier since it plays important role not only on their interaction process but also in supporting other multiple developments. One of the means in developing child's motor skill is by providing innovative games i.e. modified games including game format, game timing, and game sequence. The…

  2. Computer Game Development: An Instructional Strategy to Promote Higher Order Thinking Skills

    ERIC Educational Resources Information Center

    Prayaga, Lakshmi; Coffey, John W.

    2008-01-01

    Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…

  3. PROGame: A process framework for serious game development for motor rehabilitation therapy

    PubMed Central

    Jaume-i-Capó, Antoni; Moyà-Alcover, Biel

    2018-01-01

    Serious game development for rehabilitation therapy is becoming increasingly popular because of the motivational advantages that these types of applications provide. Consequently, the need for a common process framework for this category of software development has become increasingly evident. The goal is to guarantee that products are developed and validated by following a coherent and systematic method that leads to high-quality serious games. This paper introduces a new process framework for the development of serious games for motor rehabilitation therapy. We introduce the new model and demonstrate its application for the development of a serious game for the improvement of the balance and postural control of adults with cerebral palsy. The development of this application has been facilitated by two technological transfer contracts and is being exploited by two different organizations. According to clinical measurements, patients using the application improved from high fall risk to moderate fall risk. We believe that our development strategy can be useful not only for motor rehabilitation therapy, but also for the development of serious games in many other rehabilitation areas. PMID:29768472

  4. PROGame: A process framework for serious game development for motor rehabilitation therapy.

    PubMed

    Amengual Alcover, Esperança; Jaume-I-Capó, Antoni; Moyà-Alcover, Biel

    2018-01-01

    Serious game development for rehabilitation therapy is becoming increasingly popular because of the motivational advantages that these types of applications provide. Consequently, the need for a common process framework for this category of software development has become increasingly evident. The goal is to guarantee that products are developed and validated by following a coherent and systematic method that leads to high-quality serious games. This paper introduces a new process framework for the development of serious games for motor rehabilitation therapy. We introduce the new model and demonstrate its application for the development of a serious game for the improvement of the balance and postural control of adults with cerebral palsy. The development of this application has been facilitated by two technological transfer contracts and is being exploited by two different organizations. According to clinical measurements, patients using the application improved from high fall risk to moderate fall risk. We believe that our development strategy can be useful not only for motor rehabilitation therapy, but also for the development of serious games in many other rehabilitation areas.

  5. SIMULATION GAMING FOR MANAGEMENT DEVELOPMENT.

    ERIC Educational Resources Information Center

    MCKENNEY, JAMES L.

    THE PRESENT HARVARD BUSINESS SCHOOL MANAGEMENT SIMULATION GAME WAS DEVELOPED AS A TEACHING DEVICE FOR CLASSES OF 20 OR MORE STUDENTS GROUPED INTO FOUR- AND FIVE-MAN TEAMS CALLED "FIRMS." EACH FIRM COMPETES WITH OTHERS IN AN "INDUSTRY," AN ECONOMIC ABSTRACTION OF A CONSUMER GOODS MARKET PROGRAMED TO BE SIMULATED ON AN ELECTRONIC…

  6. Science Games and the Development of Scientific Possible Selves

    ERIC Educational Resources Information Center

    Beier, Margaret E.; Miller, Leslie M.; Wang, Shu

    2012-01-01

    Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social…

  7. Global Urban Mapping and Modeling for Sustainable Urban Development

    NASA Astrophysics Data System (ADS)

    Zhou, Y.; Li, X.; Asrar, G.; Yu, S.; Smith, S.; Eom, J.; Imhoff, M. L.

    2016-12-01

    In the past several decades, the world has experienced fast urbanization, and this trend is expected to continue for decades to come. Urbanization, one of the major land cover and land use changes (LCLUC), is becoming increasingly important in global environmental changes, such as urban heat island (UHI) growth and vegetation phenology change. Better scientific insights and effective decision-making unarguably require reliable science-based information on spatiotemporal changes in urban extent and their environmental impacts. In this study, we developed a globally consistent 20-year urban map series to evaluate the time-reactive nature of global urbanization from the nighttime lights remote sensing data, and projected future urban expansion in the 21st century by employing an integrated modeling framework (Zhou et al. 2014, Zhou et al. 2015). We then evaluated the impacts of urbanization on building energy use and vegetation phenology that affect both ecosystem services and human health. We extended the modeling capability of building energy use in the Global Change Assessment Model (GCAM) with consideration of UHI effects by coupling the remote sensing based urbanization modeling and explored the impact of UHI on building energy use. We also investigated the impact of urbanization on vegetation phenology by using an improved phenology detection algorithm. The derived spatiotemporal information on historical and potential future urbanization and its implications in building energy use and vegetation phenology will be of great value in sustainable urban design and development for building energy use and human health (e.g., pollen allergy), especially when considered together with other factors such as climate variability and change. Zhou, Y., S. J. Smith, C. D. Elvidge, K. Zhao, A. Thomson & M. Imhoff (2014) A cluster-based method to map urban area from DMSP/OLS nightlights. Remote Sensing of Environment, 147, 173-185. Zhou, Y., S. J. Smith, K. Zhao, M. Imhoff, A

  8. Exploiting Textured 3D Models for Developing Serious Games

    NASA Astrophysics Data System (ADS)

    Kontogianni, G.; Georgopoulos, A.

    2015-08-01

    Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  9. Problems of urban development and growth

    NASA Technical Reports Server (NTRS)

    Gerlach, A. C.; Wray, J. R.

    1972-01-01

    The increase in the density of human population in urban areas and the effects on various aspects of the environment are discussed. The application of remote sensors to measure, analyze, and predict urban changes and their environmental impact is described. Examples of urban area mapping by aerial photography are included. The methods which have been developed to acquire, analyze, utilize, and preserve remotely sensed data on urban development are presented.

  10. Moneymed: a game to develop management skills in general practice

    PubMed Central

    Essex, B.; Jackson, R. N.

    1981-01-01

    A game has been developed to train people in the financial and administrative skills needed for effective general practice management. These skills cover a wide range of legal, economic, administrative and personnel problems encountered in general practice. Thirty-four trainees and six trainers showed a highly significant improvement in knowledge and problem-solving skills after playing the game. The format and design of the game allow the problem type, complexity and solution to vary and to be readily updated. So far, this seems to be one of the most effective instruments yet developed for learning these skills. Imagesp736-a PMID:7338867

  11. Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.

    PubMed

    Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios

    2015-12-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.

  12. Urbanization and health in developing countries.

    PubMed

    Harpham, T; Stephens, C

    1991-01-01

    In developing countries the level of urbanization is expected to increase to 39.5% by the end of this century and to 56.9% by 2025. The number of people living in slums and shanty towns represent about one-third of the people living in cities in developing countries. This article focuses upon these poor urban populations and comments upon their lifestyle and their exposure to hazardous environmental conditions which are associated with particular patterns of morbidity and mortality. The concept of marginality has been used to describe the lifestyle of the urban poor in developing countries. This concept is critically examined and it is argued that any concept of the urban poor in developing countries being socially, economically or politically marginal is a myth. However, it can certainly be claimed that in health terms the urban poor are marginal as demonstrated by some of the studies reviewed in this article. Most studies of the health of the urban poor in developing countries concentrate on the environmental conditions in which they live. The environmental conditions of the urban poor are one of the main hazards of the lifestyle of poor urban residents. However, other aspects of their way of life, or lifestyle, have implications for their health. Issues such as smoking, diet, alcohol and drug abuse, and exposure to occupational hazards, have received much less attention in the literature and there is an urgent need for more research in these areas.

  13. Financial Management: Development and Management of the Army Game Project

    DTIC Science & Technology

    2005-08-24

    Financial Management Department of Defense Office of Inspector General August 24, 2005 Development and Management of the Army Game Project (D-2005...Management of the Army Game Project 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK...Suggestions) Department of Defense Inspector General 400 Army Navy Drive (Room 801) Arlington, VA 22202-4704 Acronyms AGP Army Game Project FMR

  14. Playing and Learning: An iPad Game Development & Implementation Case Study

    ERIC Educational Resources Information Center

    Jenson, Jennifer; de Castell, Suzanne; Muehrer, Rachel; McLaughlin-Jenkins, Erin

    2016-01-01

    There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused game,…

  15. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    ERIC Educational Resources Information Center

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  16. Developing a health education game for preschoolers: What should we consider?

    PubMed

    Arbianingsih; Rustina, Yeni; Krianto, Tri; Ayubi, Dian

    2018-02-01

    To provide a comprehensive picture of what preschoolers prefer in computer game so that such game may be developed as a medium in health education. This is an important step to attract the children's attention so that the learning objectives from the educational game can be achieved. This study used descriptive qualitative approach and involved seven children aged from three to six years. Purposive sampling was used to choose participants in accordance with the inclusion criteria. Participants were also chosen on the basis of whether they had good communication skills based on evaluation by their teachers. Data were collected through interviews and observation of types and models preferred by preschoolers followed by the analysis process using the Colaizzi method. Research showed there were three characteristic features of games preferred by preschoolers: 1) main character was preferred to be a moving creature, contain elements of fantasy, and have an attractive appearance; 2) game model was favored when it involved activities and rewards, and 3) the use of bright colors, particularly primary and secondary colors. To develop an appealing game for preschoolers, features such as the main character, activities in the games, and bright colors should be considered. Copyright © 2018 Elsevier España, S.L.U. All rights reserved.

  17. Creating a Game Development Course with Limited Resources: An Evaluation Study

    ERIC Educational Resources Information Center

    Ritzhaupt, Albert D.

    2009-01-01

    This article provides an overview of the challenges in implementing a game development course with limited resources in computing curricula. An approach to a holistic game development course is outlined in terms of its organization, software, and instructional methods. The course had 23 students enrolled in its first offering and was…

  18. Using educational games to promote the seeking of a pharmacist and to teach key medication use messages: results from an inner city health party.

    PubMed

    Burghardt, Kyle J; Bowman, Margo R; Hibino, Maho; Opong-Owusu, Barima K; Pokora, Tiffany D; Reeves, Katherine; Vile, Kellie M

    2013-01-01

    Low health literacy affects 80-90 million Americans with low-income, minority populations being more vulnerable to this condition. One method of addressing limited literacy that may be particularly well accepted within vulnerable populations is the use of educational board games in order to emphasize seeking health information from reliable sources such as pharmacists. The research objective was to determine if the use of educational board games could impact community pharmacy patron intentions to seek pharmacist advice in an urban, minority, economically-disadvantaged population. Four medication-related educational games were played at an urban community pharmacy under the leadership of pharmacy students in the setting of a health party. Game messages, design, and evaluation processes were uniquely guided by community members' input. A verbally administered questionnaire measured game impact via knowledge and perception questions with responses compared between a non-randomly allocated intervention group and a control group. Ninety-nine adults were included in the intervention (or game) group and 94 adults were in the control group. Game participants were significantly more likely than the control group to indicate they would seek pharmacist medication advice in the future. Educational board games played in the setting of a health party can be a fun and effective way to convey selected health messages within an urban, minority, economically disadvantaged population. Community input into game development and layering multiple strategies for overcoming health literacy barriers were essential components of this initiative. Published by Elsevier Inc.

  19. Game dynamic model for yeast development.

    PubMed

    Huang, Yuanyuan; Wu, Zhijun

    2012-07-01

    Game theoretic models, along with replicator equations, have been applied successfully to the study of evolution of populations of competing species, including the growth of a population, the reaching of the population to an equilibrium state, and the evolutionary stability of the state. In this paper, we analyze a game model proposed by Gore et al. (Nature 456:253-256, 2009) in their recent study on the co-development of two mixed yeast strains. We examine the mathematical properties of this model with varying experimental parameters. We simulate the growths of the yeast strains and compare them with the experimental results. We also compute and analyze the equilibrium state of the system and prove that it is asymptotically and evolutionarily stable.

  20. Sustainable urban development and geophysics

    NASA Astrophysics Data System (ADS)

    Liu, Lanbo; Chan, L. S.

    2007-09-01

    The new millennium has seen a fresh wave of world economic development especially in the Asian-Pacific region. This has contributed to further rapid urban expansion, creating shortages of energy and resources, degradation of the environment, and changes to climatic patterns. Large-scale, new urbanization is mostly seen in developing countries but urban sprawl is also a major social problem for developed nations. Urbanization has been accelerating at a tremendous rate. According to data collected by the United Nations [1], 50 years ago less than 30% of the world population lived in cities. Now, more than 50% are living in urban settings which occupy only about 1% of the Earth's surface. During the period from 1950 to 1995, the number of cities with a population higher than one million increased from 83 to 325. By 2025 it is estimated that more than 60% of 8.3 billion people (the projected world population [1]) will be city dwellers. Urbanization and urban sprawl can affect our living quality both positively and negatively. In recent years geophysics has found significant and new applications in highly urbanized settings. Such applications are conducive to the understanding of the changes and impacts on the physical environment and play a role in developing sustainable urban infrastructure systems. We would like to refer to this field of study as 'urban geophysics'. Urban geophysics is not simply the application of geophysical exploration in the cities. Urbanization has brought about major changes to the geophysical fields of cities, including those associated with electricity, magnetism, electromagnetism and heat. An example is the increased use of electromagnetic waves in wireless communication, transportation, office automation, and computer equipment. How such an increased intensity of electromagnetic radiation affects the behaviour of charged particles in the atmosphere, the equilibrium of ecological systems, or human health, are new research frontiers to be

  1. The Art of Gamification; Teaching Sustainability and System Thinking by Pervasive Game Development

    ERIC Educational Resources Information Center

    Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald

    2016-01-01

    In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…

  2. The Development of Educational and/or Training Computer Games for Students with Disabilities

    ERIC Educational Resources Information Center

    Kwon, Jungmin

    2012-01-01

    Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…

  3. Computer Game Development as a Literacy Activity

    ERIC Educational Resources Information Center

    Owston, Ron; Wideman, Herb; Ronda, Natalia Sinitskaya; Brown, Christine

    2009-01-01

    This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were…

  4. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

    PubMed

    Duncan, Lindsay R; Hieftje, Kimberly D; Culyba, Sabrina; Fiellin, Lynn E

    2014-03-01

    As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.

  5. The Development of Situational Interest during a Digital Mathematics Game

    ERIC Educational Resources Information Center

    Rodríguez-Aflecht, G.; Jaakkola, T.; Pongsakdi, N.; Hannula-Sormunen, M.; Brezovszky, B.; Lehtinen, E.

    2018-01-01

    The present study focused on 212 fifth graders' situational interest trajectories during an intervention with a digital mathematics game called Number Navigation. Our aims were to explore the development of situational interest whilst playing the game and to investigate the relationship between situational interest and individual math interest.…

  6. Design and development of the mobile game based on the J2ME technology

    NASA Astrophysics Data System (ADS)

    He, Junhua

    2011-12-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  7. Design and development of the mobile game based on the J2ME technology

    NASA Astrophysics Data System (ADS)

    He, JunHua

    2012-01-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  8. EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education

    ERIC Educational Resources Information Center

    Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen

    2008-01-01

    Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…

  9. National nutrition planning in developing countries via gaming-simulation.

    PubMed

    Duke, R D; Cary, R

    1977-01-01

    A nutrition game designed for the Food Policy and Nutrition Division of the Food and Agriculture Organization of the United Nations to aid in planning national nutrition education programs in Third World countries is described. The Simulated Nutrition System Game allows high-level ministerial staff in developing countries to discuss, via a common language created by SNUS I, the issues, problems, and complexities of national nutrition programs.

  10. A Course on Serious Game Design and Development Using an Online Problem-Based Learning Approach

    ERIC Educational Resources Information Center

    Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland

    2015-01-01

    Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…

  11. Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education

    ERIC Educational Resources Information Center

    Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar

    2014-01-01

    We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…

  12. Web-Based Quiz-Game-Like Formative Assessment: Development and Evaluation

    ERIC Educational Resources Information Center

    Wang, Tzu-Hua

    2008-01-01

    This research aims to develop a multiple-choice Web-based quiz-game-like formative assessment system, named GAM-WATA. The unique design of "Ask-Hint Strategy" turns the Web-based formative assessment into an online quiz game. "Ask-Hint Strategy" is composed of "Prune Strategy" and "Call-in Strategy".…

  13. MACBETH: Development of a Training Game for the Mitigation of Cognitive Bias

    ERIC Educational Resources Information Center

    Dunbar, Norah E.; Wilson, Scott N.; Adame, Bradley J.; Elizondo, Javier; Jensen, Matthew L.; Miller, Claude H.; Kauffman, Abigail Allums; Seltsam, Toby; Bessarabova, Elena; Vincent, Cindy; Straub, Sara K.; Ralston, Ryan; Dulawan, Christopher L.; Ramirez, Dennis; Squire, Kurt; Valacich, Joseph S.; Burgoon, Judee K.

    2013-01-01

    This paper describes the process of rapid iterative prototyping used by a research team developing a training video game for the Sirius program funded by the Intelligence Advanced Research Projects Activity (IARPA). Described are three stages of development, including a paper prototype, and builds for alpha and beta testing. Game development is…

  14. Serious game development as a strategy for health promotion and tackling childhood obesity 1

    PubMed Central

    Dias, Jéssica David; Mekaro, Marcelo Shinyu; Cheng Lu, Jennifer Kaon; Otsuka, Joice Lee; Fonseca, Luciana Mara Monti; Zem-Mascarenhas, Silvia Helena

    2016-01-01

    ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code. PMID:27533268

  15. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  16. Gaming Geography: Educational Games and Literacy Development in the Grade 4 Classroom

    ERIC Educational Resources Information Center

    Lotherington, Heather; Ronda, Natalia Sinitskaya

    2009-01-01

    This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007). Researchers studied children…

  17. Developing Competencies by Playing Digital Sports-Games

    ERIC Educational Resources Information Center

    Kretschmann, Rolf

    2010-01-01

    The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…

  18. Development of Trivia Game for speech understanding in background noise.

    PubMed

    Schwartz, Kathryn; Ringleb, Stacie I; Sandberg, Hilary; Raymer, Anastasia; Watson, Ginger S

    2015-01-01

    Listening in noise is an everyday activity and poses a challenge for many people. To improve the ability to understand speech in noise, a computerized auditory rehabilitation game was developed. In Trivia Game players are challenged to answer trivia questions spoken aloud. As players progress through the game, the level of background noise increases. A study using Trivia Game was conducted as a proof-of-concept investigation in healthy participants. College students with normal hearing were randomly assigned to a control (n = 13) or a treatment (n = 14) group. Treatment participants played Trivia Game 12 times over a 4-week period. All participants completed objective (auditory-only and audiovisual formats) and subjective listening in noise measures at baseline and 4 weeks later. There were no statistical differences between the groups at baseline. At post-test, the treatment group significantly improved their overall speech understanding in noise in the audiovisual condition and reported significant benefits in their functional listening abilities. Playing Trivia Game improved speech understanding in noise in healthy listeners. Significant findings for the audiovisual condition suggest that participants improved face-reading abilities. Trivia Game may be a platform for investigating changes in speech understanding in individuals with sensory, linguistic and cognitive impairments.

  19. Port Sivad: A Locational Decision Game for a Noxious Public Facility

    ERIC Educational Resources Information Center

    Jakubs, John F.; And Others

    1977-01-01

    Described is a simulation game concerned with the expeditious location of a sewage plant in a hypothetical urban area. Over 15 college or high school students can play the game, which involves government bargaining, citizen reaction, and side payments. (Author/AV)

  20. Mobile game development: improving student engagement and motivation in introductory computing courses

    NASA Astrophysics Data System (ADS)

    Kurkovsky, Stan

    2013-06-01

    Computer games have been accepted as an engaging and motivating tool in the computer science (CS) curriculum. However, designing and implementing a playable game is challenging, and is best done in advanced courses. Games for mobile devices, on the other hand, offer the advantage of being simpler and, thus, easier to program for lower level students. Learning context of mobile game development can be used to reinforce many core programming topics, such as loops, classes, and arrays. Furthermore, it can also be used to expose students in introductory computing courses to a wide range of advanced topics in order to illustrate that CS can be much more than coding. This paper describes the author's experience with using mobile game development projects in CS I and II, how these projects were integrated into existing courses at several universities, and the lessons learned from this experience.

  1. Introduction: population migration and urbanization in developing countries.

    PubMed

    Kojima, R

    1996-12-01

    This introductory article discusses the correlation between migration and rapid urbanization and growth in the largest cities of the developing world. The topics include the characteristics of urbanization, government policies toward population migration, the change in absolute size of the rural population, and the problems of maintaining megacities. Other articles in this special issue are devoted to urbanization patterns in China, South Africa, Iran, Korea and Taiwan as newly industrialized economies (NIEs), informal sectors in the Philippines and Thailand, and low-income settlements in Bogota, Colombia, and India. It is argued that increased urbanization is produced by natural population growth, the expansion of the urban administrative area, and the in-migration from rural areas. A comparison of urbanization rates of countries by per capita gross national product (GNP) reveals that countries with per capita GNP of under US$2000 have urbanization rates of 10-60%. Rates are under 30% in Africa, the Middle East, South Asia, China, and Indonesia. Rapid urbanization appears to follow the economic growth curve. The rate of urbanization in Latin America is high enough to be comparable to urbanization in Europe and the US. Taiwan and Korea have high rates of urbanization that surpass the rate of industrialization. Thailand and Malaysia have low rates of urbanization compared to the size of their per capita GNP. Urbanization rates under 20% occur in countries without economic development. Rates between 20% and 50% occur in countries with or without industrialization. East Asian urbanization is progressing along with industrialization. Africa and the Middle East have urbanization without industrialization. In 1990 there were 20 developing countries and 5 developed countries with populations over 5 million. In 10 of 87 developing countries rural population declined in absolute size. The author identifies and discusses four patterns of urban growth.

  2. Introduction: digital games as a context for cognitive development, learning, and developmental research.

    PubMed

    Blumberg, Fran C; Fisch, Shalom M

    2013-01-01

    The authors present reasons why developmental psychologists should care about children's and adolescents' digital game play. These reasons may be identified as: a) digital game play is an integral aspect of children's and adolescents' lives; b) digital game play contributes to learning and cognitive development; and c) developmental research has the potential to contribute to effective educational game design. The authors expand on these reasons with the goal of introducing or reintroducing to developmental psychologists a rich and very relevant context in which to examine children's and adolescents' applied cognitive development. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  3. An educational game for teaching clinical practice guidelines to Internal Medicine residents: development, feasibility and acceptability

    PubMed Central

    Akl, Elie A; Mustafa, Reem; Slomka, Thomas; Alawneh, Alia; Vedavalli, Abhishek; Schünemann, Holger J

    2008-01-01

    Background Adherence to Clinical Practice Guidelines (CPGs) remains suboptimal among internal medicine trainees. Educational games are of growing interest and have the potential to improve adherence to CPGs. The objectives of this study were to develop an educational game to teach CPGs in Internal Medicine residency programs and to evaluate its feasibility and acceptability. Methods We developed the Guide-O-Game© in the format of a TV game show with questions based on recommendations of CPGs. The development of the Guide-O-Game© consisted of the creation of a multimedia interactive tool, the development of recommendation-based questions, and the definition of the game's rules. We evaluated its feasibility through pilot testing and its acceptability through a qualitative process. Results The multimedia interactive tool uses a Macromedia Flash web application and consists of a manager interface and a user interface. The user interface allows the choice of two game styles. We created so far 16 sets of questions relating to 9 CPGs. The pilot testing proved that the game was feasible. The qualitative evaluation showed that residents considered the game to be acceptable. Conclusion We developed an educational game to teach CPGs to Internal Medicine residents that is both feasible and acceptable. Future work should evaluate its impact on educational outcomes. PMID:19017400

  4. Third-world development: urbanizing for the future.

    PubMed

    Mcilwaine, C

    1997-01-01

    This article reviews some issues reflected in the 1996 UN Habitat II agenda and recent research on urbanization. The themes of the 1996 Habitat conference were urban development, urban poverty, and governance, civil society, and social capital. It is expected that over 50% of total world population will live in cities in the year 2000. Cities are viewed both as engines of economic growth and centers of severe economic, environmental, and social problems. There is some disagreement about whether cities are rational economic structures or what the World Bank's urban agenda is and its relationship with macroeconomic policy. Discussions of global urban issues are criticized for their neglect of issues of equity and poverty, cultural diversity, and identity and representation. Habitat II also stressed urban sustainability. There is growing recognition that urban management involves more than the "Brown Agenda" of environmental and physical aspects of urban growth. Recent studies identify how politics and power affect people's access to basic urban services. Urban economic activity can also contribute to environmental problems. Urban growth affects the provision of health services. Although there is not a consensus on the role of cities in expanding economic and social development and the best management practices, there is sufficient evidence to indicate that urban processes are varied throughout the developing world. The links between urban and rural areas differentiate cities and expose the need to understand the role of intermediate urban areas surrounding and between larger cities. Poverty has become increasingly urbanized, but the extent of poverty is unknown. Habitat II was an unprecedented effort to engage nongovernment groups, local government staff, trade unions, and the private sector and to emphasize community participation. Networks of trust and reciprocity are key to solving poverty, inequality, and disempowerment problems.

  5. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    ERIC Educational Resources Information Center

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  6. Development and application of a gradient method for solving differential games

    NASA Technical Reports Server (NTRS)

    Roberts, D. A.; Montgomery, R. C.

    1971-01-01

    A technique for solving n-dimensional games is developed and applied to two pursuit-evasion games. The first is a two-dimensional game similar to the homicidal chauffeur but modified to resemble an airplane-helicopter engagement. The second is a five-dimensional game of two airplanes at constant altitude and with thrust and turning controls. The performance function to be optimized by the pursuer and evader was the distance between the evader and a given target point in front of the pursuer. The analytic solution to the first game reveals that both unique and nonunique solutions exist. A comparison between the gradient results and the analytic solution shows a dependence on the nominal controls in regions where nonunique solutions exist. In the unique solution region, the results from the two methods agree closely. The results for the five-dimensional two-airplane game are also shown to be dependent on the nominal controls selected and indicate that initial conditions are in a region of nonunique solutions.

  7. Games for Developing Mathematical Strategy.

    ERIC Educational Resources Information Center

    Williford, Harold

    1992-01-01

    The three middle school games described in this article focus on problem solving and mathematical reasoning skills. Included are Solomon's game, nine mens' morris, and nim-with-cards which all offer not only high student interest and strong mathematical value but also simple rules, ease of construction, and attractiveness for repeated play.…

  8. Computer Games Development and Appreciative Learning Approach in Enhancing Students' Creative Perception

    ERIC Educational Resources Information Center

    Eow, Yee Leng; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan

    2010-01-01

    Creativity is an important entity in developing human capital while computer games are the current generation's contemporary tool. This study focused on the teaching of computer games development in order to enhance the creative perception of secondary school children. The study applied randomised subjects, with control group experimental design,…

  9. Games in Geography.

    ERIC Educational Resources Information Center

    Walford, Rex

    Six games designed for classroom use are described in this book: 1) Shopping Game; 2) Bus Service Game; 3) North Sea Gas Game; 4) Railway Pioneers Game; 5) Development Game; and 6) Export Drive Game. The description of each game comprises a separate chapter, and includes information about the general aims of the game, how the various game elements…

  10. The influence of game genre on Internet gaming disorder

    PubMed Central

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  11. The influence of game genre on Internet gaming disorder.

    PubMed

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  12. Development of an interactive game-based rehabilitation tool for dynamic balance training.

    PubMed

    Lange, BeLinda; Flynn, Sheryl; Proffitt, Rachel; Chang, Chien-Yen; Rizzo, Albert Skip

    2010-01-01

    Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.

  13. Increasing the Capacity of College Counseling through Video Game Design

    ERIC Educational Resources Information Center

    Mathis, Jonathan D.

    2010-01-01

    This article discusses game design concepts suggested to foster engagement while considering the needs of underserved high school students preparing for the college admission process. The contextual nature of college counseling efforts in urban secondary school settings provides a backdrop for consideration of the manner in which game design and…

  14. Video game use in boys with autism spectrum disorder, ADHD, or typical development.

    PubMed

    Mazurek, Micah O; Engelhardt, Christopher R

    2013-08-01

    The study objectives were to examine video game use in boys with autism spectrum disorder (ASD) compared with those with ADHD or typical development (TD) and to examine how specific symptoms and game features relate to problematic video game use across groups. Participants included parents of boys (aged 8-18) with ASD (n = 56), ADHD (n = 44), or TD (n = 41). Questionnaires assessed daily hours of video game use, in-room video game access, video game genres, problematic video game use, ASD symptoms, and ADHD symptoms. Boys with ASD spent more time than did boys with TD playing video games (2.1 vs 1.2 h/d). Both the ASD and ADHD groups had greater in-room video game access and greater problematic video game use than the TD group. Multivariate models showed that inattentive symptoms predicted problematic game use for both the ASD and ADHD groups; and preferences for role-playing games predicted problematic game use in the ASD group only. Boys with ASD spend much more time playing video games than do boys with TD, and boys with ASD and ADHD are at greater risk for problematic video game use than are boys with TD. Inattentive symptoms, in particular, were strongly associated with problematic video game use for both groups, and role-playing game preferences may be an additional risk factor for problematic video game use among children with ASD. These findings suggest a need for longitudinal research to better understand predictors and outcomes of video game use in children with ASD and ADHD.

  15. Media and human capital development: Can video game playing make you smarter?

    PubMed

    Suziedelyte, Agne

    2015-04-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities.

  16. Urbanization and health in developing countries: a systematic review.

    PubMed

    Eckert, Sophie; Kohler, Stefan

    2014-01-01

    Future population growth will take place predominantly in cities of the developing world. The impact of urbanization on health is discussed controversially. We review recent research on urban-rural and intra-urban health differences in developing countries and investigate whether a health advantage was found for urban areas. We systematically searched the databases JSTOR, PubMed, ScienceDirect and SSRN for studies that compare health status in urban and rural areas. The studies had to examine selected World Health Organization health indicators. Eleven studies of the association between urbanization and the selected health indicators in developing countries met our selection criteria. Urbanization was associated with a lower risk of undernutrition but a higher risk of overweight in children. A lower total fertility rate and lower odds of giving birth were found for urban areas. The association between urbanization and life expectancy was positive but insignificant. Common risk factors for chronic diseases were more prevalent in urban areas. Urban-rural differences in mortality from communicable diseases depended on the disease studied. Several health outcomes were correlated with urbanization in developing countries. Urbanization may improve some health problems developing countries face and worsen others. Therefore, urbanization itself should not be embraced as a solution to health problems but should be accompanied by an informed and reactive health policy. Copyright © 2013 Longwoods Publishing.

  17. The challenges of developing a contrast-based video game for treatment of amblyopia.

    PubMed

    Hussain, Zahra; Astle, Andrew T; Webb, Ben S; McGraw, Paul V

    2014-01-01

    Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0-3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings.

  18. Using serious gaming to transfer knowledge and develop soft skills in postgraduate education

    NASA Astrophysics Data System (ADS)

    Craven, Joanne; Corzo Perez, Gerald Augusto; Karimi, Poolad; Dastgheib, Ali

    2017-04-01

    "Serious gaming" is gaming designed for a purpose other than entertainment and involves using board games, computer games and role-plays or a combination of all, for serious purposes, such as education, outreach, training, or decision support. It is argued that this approach provides a safe environment which facilitates group learning, allows for "learning by experience" in fields where long timescales or high risks make real experience impossible, motivates learners and stimulates players from different disciplines to share knowledge with each other. UNESCO-IHE offers education to water sector professionals from around the globe. All the courses at UNESCO-IHE involve serious games in one way or another. A varied range of games is developed and/or used: the group sizes for the games range from 5 students to over 100. Sometimes they are used as simulations to illustrate feedbacks, tradeoffs, variability, uncertainty and other phenomena, create an awareness of multidimensional water related issues, and sometimes they are used to train and develop soft skills, such as interdisciplinary collaboration, creative problem identification and problem solving, teamwork and robust decision-making under uncertainty. Often, they are able to do both, which is a key strength of serious games as an education tool. These games are also been used in research and advisory projects as well to communicate research outputs to stakeholders and the public and together with them reach an optimum technical decision which is socially viable. This session will discuss the experience with these games and what lessons can be learned for the future.

  19. Park system concept for environmental sustainabilityin urban spatial development

    NASA Astrophysics Data System (ADS)

    Uniaty, Q.

    2018-01-01

    Urban Park System is an integrated concept between nature system and urban life. The problems caused by urban population activity resulted in the need to increase the balance between two systems. Establishment of urban park system is a response to the need for resilience of urban space structures. As an ideal requirement it needs to be built integration between the ecological, social, economic, aesthetic aspects of urban landscape architecture. The methodology was developed based on an approach to issues affecting the conditions due to urban issues and its relation to the development efforts of urban park system; Observation of Jakarta problem was obtained based on published studies and data, literature, characteristic and potential analyzes, local physical, from limited field observations. Both are simple methods aimed to describe the nature of a condition as well as form characteristics of problems in controlling the development of region, to examine the causes and symptoms. This method try to assess an object study compared between the conditions before and after. The benefits of urban park system development will not only improve the urban environment, but the value of urban pride, identity and control urban growth in line with efforts to improve the balance between conservation and development. Integrated urban park system will enhance the multifunctional role, connectivity, habitability, durability, identity and investment.

  20. Developing games for health behavior change: Getting started

    USDA-ARS?s Scientific Manuscript database

    Many investigators are considering developing video games for health (video-G4Hs) but have questions about how to get started. This report provides guidance for investigators considering a G4H as a behavioral intervention procedure from a team of experienced G4H developers. Thirteen commonly asked q...

  1. Developing a New Computer Game Attitude Scale for Taiwanese Early Adolescents

    ERIC Educational Resources Information Center

    Liu, Eric Zhi-Feng; Lee, Chun-Yi; Chen, Jen-Huang

    2013-01-01

    With ever increasing exposure to computer games, gaining an understanding of the attitudes held by young adolescents toward such activities is crucial; however, few studies have provided scales with which to accomplish this. This study revisited the Computer Game Attitude Scale developed by Chappell and Taylor in 1997, reworking the overall…

  2. Conceptualizing Cognitive Skills Developed during Video Game Play: A Case Study in Teaching Composition

    ERIC Educational Resources Information Center

    Smith, Sandra Wilson

    2008-01-01

    While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…

  3. What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills

    ERIC Educational Resources Information Center

    Siderius, Jennifer A.

    2011-01-01

    Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…

  4. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games.

    PubMed

    Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M

    2015-07-01

    Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.

  5. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games

    PubMed Central

    Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E.; Mercado, Rebeccah

    2015-01-01

    Abstract Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development. PMID:26167842

  6. Developing a Big Game for Financial Education Using Service Design Approach

    ERIC Educational Resources Information Center

    Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung

    2018-01-01

    The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…

  7. Game Coaching System Design and Development: A Retrospective Case Study of FPS Trainer

    ERIC Educational Resources Information Center

    Tan, Wee Hoe

    2013-01-01

    This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for First-Person Shooter (FPS) players. The GBL researcher intended to verify the ecological validity of a model of cooperation; the developers wanted to…

  8. Developing a policy game intervention to enhance collaboration in public health policymaking in three European countries.

    PubMed

    Spitters, H P E M; van Oers, J A M; Sandu, P; Lau, C J; Quanjel, M; Dulf, D; Chereches, R; van de Goor, L A M

    2017-12-19

    One of the key elements to enhance the uptake of evidence in public health policies is stimulating cross-sector collaboration. An intervention stimulating collaboration is a policy game. The aim of this study was to describe the design and methods of the development process of the policy game ‘In2Action’ within a real-life setting of public health policymaking networks in the Netherlands, Denmark and Romania. The development of the policy game intervention consisted of three phases, pre intervention, designing the game intervention and tailoring the intervention. In2Action was developed as a role-play game of one day, with main focus to develop in collaboration a cross-sector implementation plan based on the approved strategic local public health policy. This study introduced an innovative intervention for public health policymaking. It described the design and development of the generic frame of the In2Action game focusing on enhancing collaboration in local public health policymaking networks. By keeping the game generic, it became suitable for each of the three country cases with only minor changes. The generic frame of the game is expected to be generalizable for other European countries to stimulate interaction and collaboration in the policy process.

  9. SKILL DEVELOPMENT THROUGH GAMES AND RHYTHMIC ACTIVITIES.

    ERIC Educational Resources Information Center

    NAGEL, CHARLES; MOORE, FREDRICKA

    A DISCUSSION OF THE OVERALL OBJECTIVES OF PHYSICAL ACTIVITIES IN THE ELEMENTARY SCHOOL, THE PURPOSES OF DEVELOPING MOVEMENT SKILLS IN GAMES AND RHYTHMS, AND THE ROLE OF THE TEACHER IN PHYSICAL EDUCATION COMPRISES THE INTRODUCTORY CHAPTER OF THIS TEXTBOOK FOR BEGINNING PHYSICAL EDUCATION TEACHERS. SUCCEEDING CHAPTERS ARE CONCERNED WITH FIVE…

  10. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    PubMed

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  11. Autogenerator-Based Modelling Framework for Development of Strategic Games Simulations: Rational Pigs Game Extended

    PubMed Central

    Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, “the tramp,” one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players. PMID:25254228

  12. Do Video Games Promote Positive Youth Development?

    ERIC Educational Resources Information Center

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…

  13. Instructor-Facilitated vs. Stand-Alone Tactical Game Training

    DTIC Science & Technology

    2009-01-01

    Mixed Factor Repeated-Measures ANOVA showed that the two groups of leaders did not differ significantly on the time they used to complete either the...game training on tactical decision making. Thirty- two leaders were assigned to complete two urban operations- based missions (patrol and defense...using the SimFX game. These leaders worked under the direction of an instructor and interacted with peers. Thirty-seven more leaders completed the two

  14. The challenges of developing a contrast-based video game for treatment of amblyopia

    PubMed Central

    Hussain, Zahra; Astle, Andrew T.; Webb, Ben S.; McGraw, Paul V.

    2014-01-01

    Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0–3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings. PMID:25404922

  15. MOL: Developing a European-Style Board Game to Teach Organic Chemistry

    ERIC Educational Resources Information Center

    Triboni, Eduardo; Weber, Gabriel

    2018-01-01

    Recently there has been a renewed interest in the development and use of pedagogical games, as they provide an interesting approach to the appropriation of knowledge in the context of active learning. However, most didactic games fail to completely implement a cycle of reflection and action, thereby fostering mostly lower-order thinking skills and…

  16. The development and preliminary evaluation of a training device for wheelchair users: the GAME(Wheels) system.

    PubMed

    Fitzgerald, Shirley G; Cooper, Rory A; Zipfel, Emily; Spaeth, Donald M; Puhlman, Jeremy; Kelleher, Annmarie; Cooper, Rosemarie; Guo, Songfeng

    2006-01-01

    Training of appropriate wheelchair propulsion methods may be beneficial to the individual who uses a wheelchair by reducing the incidence of pain and improving one's quality of life. This paper discusses the development and initial testing of a training device that was developed to aid in wheelchair propulsion techniques: GAME(Wheels) System. Two separate models of GAME(Wheels) have been developed: a GAME(Wheels) Clinical and a GAME(Wheels) Trainer. Details of the development process and the refinement have been included in this manuscript. To verify and compare the practicality and functionality of the two GAME(Wheels) systems, several focus groups were conducted: first to determine whether the systems could be set-up with informational materials and second to determine if the systems could be taught to novice users. Results from the focus group indicate that the overall impressions of the systems were that they were 'fun' to play. Suggestions were raised to improve the design, which have been incorporated into further refinement of the GAME systems. This paper provides an overview of the development of a wheelchair-training device. Valuable information was gained to improve the design of the GAME(Wheels) systems.

  17. Children's Narrative Development through Computer Game Authoring

    ERIC Educational Resources Information Center

    Robertson, Judy; Good, Judith

    2005-01-01

    Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…

  18. Why do you play? The development of the motives for online gaming questionnaire (MOGQ).

    PubMed

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Zilahy, Dalma; Mervó, Barbara; Reindl, Antónia; Ágoston, Csilla; Kertész, Andrea; Harmath, Eszter

    2011-09-01

    Although the majority of research focuses on the risks and disadvantages of online gaming, the present authors suggest that online games also represent new ways of satisfying basic human needs within the conditions of modern society. The aim of our present study was to reveal and operationalize the components of the motivational basis of online gaming. A total 3,818 persons (90.6% males; mean age 20.9 years, SD = 5.81) were recruited through websites providing online games. A combined method of exploratory and confirmatory factor analysis was applied. The results confirmed our preliminary model as we identified seven motivational factors (social, escape, competition, coping, skill development, fantasy, and recreation), which were used to develop the 27-item Motives for Online Gaming Questionnaire (MOGQ). The seven dimensions identified seem to cover the full range of possible motives for gaming, and the MOGQ proved to be an adequate measurement tool to assess these motives.

  19. StreetWise: developing a serious game to support forensic mental health service users' preparation for discharge: a feasibility study.

    PubMed

    Reynolds, L M; Davies, J P; Mann, B; Tulloch, S; Nidsjo, A; Hodge, P; Maiden, N; Simpson, A

    2017-05-01

    WHAT IS KNOWN ON THE SUBJECT?: Serious gaming can support learning and development. The use of serious games for skills development and the rehearsal of the management of events that cannot be replicated in real life is well established. Few serious games have been used in mental health services, and none in forensic mental health care. WHAT THIS PAPER ADDS TO EXISTING KNOWLEDGE?: How a serious game may be coproduced by forensic mental health service users and game developers The acceptability of the therapeutic use of serious gaming by forensic mental health service users and providers. WHAT ARE THE IMPLICATIONS FOR PRACTICE?: Computer games may be used by practitioners in their therapeutic work with forensic mental health service users. Mental health nurses to use serious games to creatively and safely bridge the gap for service users between receiving care in controlled environments and living more independent in the community. Introduction Assessment of users' skills and confidence to safely respond to risky community-based situations underpins discharge planning. Serious games have been used for skills development, and this study trialled their use in forensic mental health services. Aim The aim was to develop and test the acceptability and usability of an innovative serious game to support forensic mental health service users' preparation for discharge. Method A prototype serious game was developed by service users and researchers. Acceptability and usability testing was undertaken and service providers interviewed about the acceptability of serious gaming for forensic mental health services. Result A prototype game was produced and successfully trialled by service users. However, both service users and providers identified that work needed to be done to develop and test a game with greater complexity. Discussion The acceptability and usability of using serious games to support service users to develop skills needed for successful discharge was demonstrated

  20. Development and Testing of a High School Business Game. Final Report.

    ERIC Educational Resources Information Center

    McNair, Douglas D.; West, Alfred P., Jr.

    A computer based business game to be used as a teaching tool in high school business-related courses was designed, developed, and tested. The game is constructed in modules that can be linked together in a variety of ways to achieve a different decision configuration for different class needs and a changing configuration over time to parallel the…

  1. A Review of Brain-Computer Interface Games and an Opinion Survey from Researchers, Developers and Users

    PubMed Central

    Ahn, Minkyu; Lee, Mijin; Choi, Jinyoung; Jun, Sung Chan

    2014-01-01

    In recent years, research on Brain-Computer Interface (BCI) technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state) have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users) agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to “the easiness of playing” and the “development platform” as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration. PMID:25116904

  2. A review of brain-computer interface games and an opinion survey from researchers, developers and users.

    PubMed

    Ahn, Minkyu; Lee, Mijin; Choi, Jinyoung; Jun, Sung Chan

    2014-08-11

    In recent years, research on Brain-Computer Interface (BCI) technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state) have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users) agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to "the easiness of playing" and the "development platform" as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration.

  3. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

    Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. © 2014 John Wiley & Sons, Ltd.

  4. Game on: The Impact of Game Features in Computer-Based Training

    ERIC Educational Resources Information Center

    DeRouin-Jessen, Renee E.

    2008-01-01

    The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…

  5. "The Academic Game" as a Frame Game.

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

    Describes a frame game which focuses on problems of sex, status, and organizational development. "The Academic Game" is a specific model of a generic game that has differential consequences for men and women, and is easily adaptable to other organizational settings, including public administration and industry. Six references are listed.…

  6. Video game addiction, ADHD symptomatology, and video game reinforcement.

    PubMed

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps < 0.001). Type of game played or preferred the most was not associated with addiction severity, ps > .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  7. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  8. Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool

    ERIC Educational Resources Information Center

    Martinez-Hernandez, Kermin Joel

    2010-01-01

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…

  9. Applying Evidence-Centered Design for the Development of Game-Based Assessments in Physics Playground

    ERIC Educational Resources Information Center

    Kim, Yoon Jeon; Almond, Russell G.; Shute, Valerie J.

    2016-01-01

    Game-based assessment (GBA) is a specific use of educational games that employs game activities to elicit evidence for educationally valuable skills and knowledge. While this approach can provide individualized and diagnostic information about students, the design and development of assessment mechanics for a GBA is a nontrivial task. In this…

  10. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  11. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity.

    PubMed

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2017-08-29

    Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 "losing" artwork and game concepts into the winning ideas. Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during

  12. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity

    PubMed Central

    Dibble, Marguerite

    2017-01-01

    Background Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. Objective To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Methods Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 “losing” artwork and game concepts into the winning ideas. Results Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). Conclusions To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high

  13. Oil and gas development influences big-game hunting in Wyoming

    USGS Publications Warehouse

    Dorning, Monica; Garman, Steven L.; Diffendorfer, James E.; Semmens, Darius J.; Hawbaker, Todd J.; Bagstad, Kenneth J.

    2017-01-01

    Development from extracting oil and gas resources can have unintended effects on multiple ecosystem functions, with cascading effects on wildlife, ecosystem services, and local economies. Big-game hunting opportunities may be closely related to these effects, but empirical analyses of impacts of energy development on hunting are limited. We examined the influence of oil and gas development density on harvest efficiency, or harvest per unit of hunter effort, within all hunt areas in Wyoming, USA, from 2008 to 2014 for 3 big-game species: elk (Cervus canadensis), mule deer (Odocoileus hemionus), and pronghorn (Antilocapra americana). Using harvest/hunter day as the response variable, we compared linear mixed-effects models for each species that included total well density (i.e., all wells constructed up to the year of record), active well density (i.e., only those wells currently producing oil or gas in that year), or neither as a predictor variable. We used well densities as indicators of development in the absence of data specifying the locations of other oil and gas infrastructure (e.g., roads, well pads). Models also accounted for the fixed effects of road density, hunter density, proportion of the area that is public land with unrestricted hunter access, proportion of the area that is forested, year of observation, and random effects of variation among hunt areas nested within associated game herd units. Presence of oil and gas wells had a positive influence on harvest efficiency for elk and mule deer. Although there was no overall effect to pronghorn, there was a negative influence of wells on juvenile pronghorn harvest efficiency. Changes in harvest efficiency due to expanding oil and gas development could alter the time spent hunting by hunters and their chances of harvesting an animal. This could have subsequent impacts on hunter satisfaction, game populations, and economic revenue generated from recreational hunters.

  14. Juvenile Offenders: Developing Motivation, Engagement, and Meaning-Making through Video Game Creation

    ERIC Educational Resources Information Center

    Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R.

    2013-01-01

    In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…

  15. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    NASA Astrophysics Data System (ADS)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  16. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    PubMed

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  17. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    PubMed Central

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  18. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  19. Collaborative Quiz Game Developed with Epik

    ERIC Educational Resources Information Center

    Sampaio, Bruno; Morgado, Carmen; Barbosa, Fernanda

    2012-01-01

    Games are currently being used by an increasing number of people, of different ages and in different contexts. Usually, they provide fun ways of interaction, collaboration, and competition among players. These aspects may be very important in an educational context, since many research studies confirm that games have many positive effects on…

  20. Towards a Trans-Disciplinary Methodology for a Game-Based Intervention Development Process

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Clarke, Samantha

    2017-01-01

    The application of game-based learning adds play into educational and instructional contexts. Even though there is a lack of standard methodologies or formulaic frameworks to better inform game-based intervention development, there exist scientific and empirical studies that can serve as benchmarks for establishing scientific validity in terms of…

  1. Investigating Flow Experience and Scientific Practices during a Mobile Serious Educational Game

    ERIC Educational Resources Information Center

    Bressler, Denise M.; Bodzin, Alec M.

    2016-01-01

    Mobile serious educational games (SEGs) show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. This study investigated whether a mobile SEG promotes flow experience and scientific practices with eighth-grade urban students. Students playing the game (n = 59) were…

  2. Urban bioclimatology in developing countries.

    PubMed

    Jauregui, E

    1993-11-15

    A brief review of the literature on urban human bioclimatology in the tropics is undertaken. Attempts to chart human bioclimatic conditions on the regional/local scale have been made in several developing countries. The effective temperature scheme (with all its limitations) is the one that has been most frequently applied. The possibilities of application of bioclimatic models based on human heat balance for the tropical urban environment are discussed.

  3. Serious game design principles: The impact of game design on learning outcomes

    NASA Astrophysics Data System (ADS)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  4. Media and human capital development: Can video game playing make you smarter?1

    PubMed Central

    Suziedelyte, Agne

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. PMID:25705064

  5. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  6. Space Technology Mission Directorate: Game Changing Development

    NASA Technical Reports Server (NTRS)

    Gaddis, Stephen W.

    2015-01-01

    NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.

  7. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  8. Evaluation of urban sprawl and urban landscape pattern in a rapidly developing region.

    PubMed

    Lv, Zhi-Qiang; Dai, Fu-Qiang; Sun, Cheng

    2012-10-01

    Urban sprawl is a worldwide phenomenon happening particularly in rapidly developing regions. A study on the spatiotemporal characteristics of urban sprawl and urban pattern is useful for the sustainable management of land management and urban land planning. The present research explores the spatiotemporal dynamics of urban sprawl in the context of a rapid urbanization process in a booming economic region of southern China from 1979 to 2005. Three urban sprawl types are distinguished by analyzing overlaid urban area maps of two adjacent study years which originated from the interpretation of remote sensed images and vector land use maps. Landscape metrics are used to analyze the spatiotemporal pattern of urban sprawl for each study period. Study results show that urban areas have expanded dramatically, and the spatiotemporal landscape pattern configured by the three sprawl types changed obviously. The different sprawl type patterns in five study periods have transformed significantly, with their proportions altered both in terms of quantity and of location. The present research proves that urban sprawl quantification and pattern analysis can provide a clear perspective of the urbanization process during a long time period. Particularly, the present study on urban sprawl and sprawl patterns can be used by land use and urban planners.

  9. Development and content validity of a screening instrument for gaming addiction in adolescents: the Gaming Addiction Identification Test (GAIT).

    PubMed

    Vadlin, Sofia; Åslund, Cecilia; Nilsson, Kent W

    2015-08-01

    This study describes the development of a screening tool for gaming addiction in adolescents - the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (n = 7), experiential adolescent raters (n = 10), and parent raters (n = 10) estimated the content validity of each item (I-CVI) as well as of the whole scale (S-CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I-CVI and S-CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I-CVI value of 0.78 and the S-CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion-related validity, as well as its reliability in both clinical settings and in community settings with adolescents. © 2015 Scandinavian Psychological Associations and John Wiley & Sons Ltd.

  10. Learning by gaming - evaluation of an online game for children.

    PubMed

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  11. A Model for Ubiquitous Serious Games Development Focused on Problem Based Learning

    ERIC Educational Resources Information Center

    Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José

    2015-01-01

    The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…

  12. [More Health in Urban Districts: The Integration of Health Promotion in Urban Development].

    PubMed

    Reimann, B; Böhme, C

    2015-09-01

    Poverty represents a considerable health risk. As social- and health-related disadvantages are spatially concentrated, municipalities must take up the task of forging a stronger link between urban district development and health promotion than has thus far been the case. Moreover, they must put health promotion as part of urban district development as an item on the agenda. The present contribution illustrates in which ways health promotion in disadvantaged urban districts and its scientific monitoring and evaluation can be successful. © Georg Thieme Verlag KG Stuttgart · New York.

  13. Contribution of urban farms to urban ecology of a developing city

    NASA Astrophysics Data System (ADS)

    Iswoyo, H.; Dariati, T.; Vale, B.; Bryant, M.

    2018-05-01

    Urban ecology has become a more popular concern as the awareness for mutual sharing between humans and other ecosystem members is increasing. This study aimed at assessing the value of urban farms in the city of Makassar, a fast-developing Indonesian city which according to its city council classification covered significant area of the city. The research employed Rapid Biodiversity Assessment (RBA) to assess quality of urban farms. The method assessed two important aspects of spaces in terms of ecology i.e. vegetation structures and vascular plants. Results showed the biodiversity of urban farms in Makassar compared to other typologies was high. Urban farms in Makassar in general have potential for ecological spots because despite they are more cultural than natural, their high plant biodiversity score, dominance of trees and less built areas make them always available for improvement to become more ecological spots.

  14. Reservation wage of female volunteer community health workers in Dhaka urban slums: a bidding game approach.

    PubMed

    Alam, Khurshid; Tasneem, Sakiba; Huq, Molla

    2014-12-01

    BRAC, a large Bangladeshi NGO, recently has been using female volunteer community health workers (CHWs) in Dhaka urban slums to provide maternal and child health services. Due to erratic performance-based income and higher opportunity cost the urban CHWs lose motivation which contributes to high dropout and poor performance. This results challenges for the cost effectiveness and sustainability of the urban health program. CHWs also consider their performance-based income very low compare to their work load. So, CHWs raise their voice for a fixed income. In order to understand this problem we explored fixed income for CHWs and the correlates that influence it. We surveyed a sample of 542 current CHWs. We used bidding game approach to derive the equilibrium reservation wage for CHWs for providing full-time services. Then, we performed ordered logit models with bootstrap simulation to identify the determinants of reservation wage. The average reservation wage of CHWs to continue their work as full-time CHWs rather than volunteer CHWs was US$24.11 which was three times higher than their current performance-based average income of US$ 8.03. Those CHWs received additional health training outside BRAC were 72% and those who joined with an expectation of income were 62% more likely to ask for higher reservation wage. On the contrary, CHWs who were burdened with household loan were 65% and CHWs who had alternative income generating scope were 47% less likely to ask for higher reservation wage. Other important factors we identified were BRAC village organization membership, competition with other health services providers, performance as a CHW, and current and past monthly CHW income. The findings of this study are relevant to certain developing countries such as Bangladesh and Tanzania which commonly use volunteer CHWs, and where poor retention and performance is a common issue due to erratic and performance-based income. So, the study has implications in improving

  15. From the Games Industry: Ten Lessons for Game-Based Learning

    ERIC Educational Resources Information Center

    Hollins, Paul; Whitton, Nicola

    2011-01-01

    This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…

  16. Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management

    PubMed Central

    Kahol, Kanav

    2011-01-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096

  17. Leading Game-Simulation Development Teams: Enabling Collaboration with Faculty Experts

    ERIC Educational Resources Information Center

    Aleckson, Jon D.

    2010-01-01

    This study explored how educational technology development leaders can facilitate increased collaboration between the instructional design and development team and faculty member experts when developing games and simulations. A qualitative, case study method was used to analyze interviews and documents, and Web postings related specifically to…

  18. Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game play.

    PubMed

    Rosa, Rita L; Ridgers, Nicola D; Barnett, Lisa M

    2013-12-01

    This article presents a direct observational tool for assessing children's body movements and movement skills during active video games. The Observation Tool of Active Gaming and Movement (OTGAM) was informed by the Test of Gross Motor Development-2. 18 elementary school children (12 boys, 6 girls; M age = 6.1 yr., SD = 0.9) were observed during Nintendo Wii game play. Using the OTAGM, researchers were able to capture and quantify the children's body movements and movement skills during active play of video games. Furthermore, the OTAGM captured specific components of object control skills: strike, throw, and roll. Game designers, health promotion practitioners, and researchers could use this information to enhance children's physical activity and movement skills.

  19. Development and Evaluation of Cognitive Games to Promote Health and Wellbeing in Elderly People with Mild Cognitive Impairment.

    PubMed

    Scase, Mark; Kreiner, Karl; Ascolese, Antonio

    2018-01-01

    In Europe the number of elderly people is increasing. This population growth has resulted in higher healthcare costs. The purpose of this project was to try to promote active ageing in people aged 65-80 with mild cognitive impairment through cognitive games delivered via a tablet computer. Age-appropriate cognitive games were developed targeting different aspects of cognition and then experiences of elderly people using these games were evaluated. The design of games was developed through iterative user-centered design focus groups with elderly people as participants. The experiences of participants playing the games over a 47 day period were explored through semi-structured interviews. Four games were developed that addressed a range of cognitive functions such as perception, attention, memory, language, comprehension and executive function. The participants were able to play these games without external intervention over an extended period and reported positively on their experiences. Cognitive games can be used successfully by people with mild cognitive impairment to promote active ageing.

  20. Urban development and employment in Abidjan.

    PubMed

    Joshi, H; Lubell, H; Mouly, J

    1975-04-01

    The city of Abidjan in the Ivory Coast has grown physically, economically, and demographically at rates exceeding all reasonable expectation. Yet, as in many other development nations, the employment generated by Abidjan's rapid economic expansion has failed to keep pace with the increase in working population it has attracted. Consequently, economic success has been accompanied by a variety of social strains. Some of these have been discussed in earlier issues of the "International Labour Review" by Louis Roussel. This discussion expands on Roussel's earlier treatment by focusing more specifically on several facets of the urban employment problem created by the rapid growth of Abidjan. Attention is directed to labor supply and employment, factors affecting migration, foreign Africans in the Ivory Coast labor force; the urban informal sector; urban infrastructure and development; social problems of population pressure; employment policy options (current government policies and other policy options); and general issues and policy alternatives (motivations for rural urban migration, smaller urban centers as alternative growth poles, and distributing the gains from development). Several essential features of the employment problem stem from the rural urban distribution of the workforce. The rural labor force, including temporary seasonal workers from the savannah countries to the north, remains more or less in balance with increasing rural employment opportunities, since the migration of Ivory Coast nationals to the cities is balanced by the inflow of foreign workers. In contrast, the influx of migrants into urban areas has led to a more rapid increase in the urban labor force than in urban employment, with a consequent rise in unemployment. In 1970 the Abidjan rate of open unemployment was probably around 20%. At this time, most people's idea of a desirable job is one in the formal sector of the urban economy. If there is to be any hope of an eventual balance between

  1. Correlates, comorbidities, and suicidal tendencies of problematic game use in a national wide sample of Korean adults.

    PubMed

    Park, Subin; Jeon, Hong Jin; Son, Jung Woo; Kim, Haesoo; Hong, Jin Pyo

    2017-01-01

    This study aimed to investigate the prevalence, correlates, comorbidities, and suicidal tendencies of problematic game use in a nationally representative sample of Korean adults. Of the 6022 subjects who participated in the 2011 Korean Epidemiologic Catchment Area study and completed the Composite International Diagnostic Interview 2.1, 1397 game users were evaluated for problematic game use using 9-item DSM-5 proposed criteria for Internet gaming disorder. Respondents who responded "yes" to five or more of the nine DSM-5 criteria were considered as problematic game users and the reminders were considered as normal game users. 4.0% (56/1397) of game users were classified as a problematic game user. Problematic game users were more likely to be in younger age group and live in urban area compared with normal game user. Problematic game use was positively associated with several psychiatric disorders including nicotine use disorder, depressive disorder, and anxiety disorder, but not associated with alcohol use disorder and obsessive-compulsive disorder, after adjusting for age, sex, and residential area. Problematic game use was significantly and positively associated with suicide plans, after controlling for psychiatric disorders as well as socio-demographic factors. Problematic game use is relatively prevalent in Korean adult population and highly comorbid with other psychiatric disorders and suicidality. Therefore, preventive strategy for problematic game use is needed for game users who were more likely to be addicted such as young adults in urban area, and mental health screening and appropriate treatment are needed for individuals with problematic game use.

  2. Urban base flow with low impact development

    USGS Publications Warehouse

    Bhaskar, Aditi; Hogan, Dianna M.; Archfield, Stacey A.

    2016-01-01

    A novel form of urbanization, low impact development (LID), aims to engineer systems that replicate natural hydrologic functioning, in part by infiltrating stormwater close to the impervious surfaces that generate it. We sought to statistically evaluate changes in a base flow regime because of urbanization with LID, specifically changes in base flow magnitude, seasonality, and rate of change. We used a case study watershed in Clarksburg, Maryland, in which streamflow was monitored during whole-watershed urbanization from forest and agricultural to suburban residential development using LID. The 1.11-km2 watershed contains 73 infiltration-focused stormwater facilities, including bioretention facilities, dry wells, and dry swales. We examined annual and monthly flow during and after urbanization (2004–2014) and compared alterations to nearby forested and urban control watersheds. We show that total streamflow and base flow increased in the LID watershed during urbanization as compared with control watersheds. The LID watershed had more gradual storm recessions after urbanization and attenuated seasonality in base flow. These flow regime changes may be because of a reduction in evapotranspiration because of the overall decrease in vegetative cover with urbanization and the increase in point sources of recharge. Precipitation that may once have infiltrated soil, been stored in soil moisture to be eventually transpired in a forested landscape, may now be recharged and become base flow. The transfer of evapotranspiration to base flow is an unintended consequence to the water balance of LID.

  3. Early childhood development in deprived urban settlements.

    PubMed

    Nair, M K C; Radhakrishnan, S Rekha

    2004-03-01

    Poverty, the root cause of the existence of slums or settlement colonies in urban areas has a great impact on almost all aspects of life of the urban poor, especially the all-round development of children. Examples from countries, across the globe provide evidence of improved early child development, made possible through integrated slum improvement programs, are few in numbers. The observed 2.5% prevalence of developmental delay in the less than 2 year olds of deprived urban settlements, the presence of risk factors for developmental delay like low birth weight, birth asphyxia, coupled with poor environment of home and alternate child care services, highlights the need for simple cost effective community model for promoting early child development. This review on early child development focuses on the developmental status of children in the deprived urban settlements, who are yet to be on the priority list of Governments and international agencies working for the welfare of children, the contributory nature-nurture factors and replicable working models like infant stimulation, early detection of developmental delay in infancy itself, developmental screening of toddlers, skill assessment for preschool children, school readiness programs, identification of mental sub-normality and primary education enhancement program for primary school children. Further, the review probes feasible intervention strategies through community owned early child care and development facilities, utilizing existing programs like ICDS, Urban Basic Services and by initiating services like Development Friendly Well Baby Clinics, Community Extension services, Child Development Referral Units at district hospitals and involving trained manpower like anganwadi/creche workers, public health nurses and developmental therapists. With the decentralization process the local self-government at municipalities and city corporations are financially equipped to be the prime movers to initiate, monitor and

  4. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  5. Development of a Tool for Siting Low Impact Development in Urban Watersheds

    NASA Astrophysics Data System (ADS)

    Martin-Mikle, C.; de Beurs, K.; Julian, J.

    2013-12-01

    Low impact development (LID) -- a comprehensive land use planning and design approach with the goal of mitigating development impacts on hydrologic/nutrient cycles and ecosystems -- is increasingly being touted as an effective approach to lessen overland runoff and pollutant loadings. Examples of LIDs include riparian buffers, grassed swales, detention/retention ponds, rain gardens, green roofs and rain barrels. Broad-scale decision support tools for siting LIDs have been developed for agricultural watersheds, but are rare for urban watersheds, largely due to greater land use complexity and lack of necessary high-resolution geospatial data. Here, we develop a framework to assist city planners and water quality managers in siting LIDs in urban watersheds. One key component of this research is a framework accessible to those interested in using it. Hence, development of the framework has centered around 1) determining optimal data requirements for siting LID in an urban watershed and 2) developing a tool compatible with both open-source and commercial GIS software. We employ a wide variety of landscape metrics to evaluate the tool. A case study of the Lake Thunderbird Watershed, an urbanized watershed southeast of Oklahoma City, illustrates the effectiveness of a tool that is capable of siting LID in an urban watershed.

  6. Simulated Sustainable Societies: Students' Reflections on Creating Future Cities in Computer Games

    ERIC Educational Resources Information Center

    Nilsson, Elisabet M.; Jakobsson, Anders

    2011-01-01

    The empirical study, in this article, involved 42 students (ages 14-15), who used the urban simulation computer game SimCity 4 to create models of sustainable future cities. The aim was to explore in what ways the simulated "real" worlds provided by this game could be a potential facilitator for science learning contexts. The topic investigated is…

  7. Perspective of Game Theory in Education for Sustainable Development

    ERIC Educational Resources Information Center

    Ahrens, A.; Zascerinska, J.

    2012-01-01

    The sustainable development of society has attracted a lot of research efforts. A strategic aspect to the society's evolution is introduced by the game theory (Fernandez, 2011, p. 1). The research question is as follows: how to organize the process of teaching and learning in education for sustainable development? The aim of the research is to…

  8. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach.

    PubMed

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  9. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach

    PubMed Central

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  10. Urban Environment Development based on Universal Design Principles

    NASA Astrophysics Data System (ADS)

    Harsritanto, Bangun Ir

    2018-02-01

    Universal Design is a design which facilitated full range of human diversity. By applying Universal design principles, urban environment can be more functional and more user-friendly for everyone. This study examined five urban streets of South Korea as a country experienced on developing various urban street designs based on universal design. This study aimed to examine and compare the South Korea cases using seven principles of universal design. The research methods of this study are literature study, case study, and site observation. The results of this study are: South Korea cases are good practices, urgency of implementing the direction into local regulations; and change of urban development paradigm.

  11. Identifying urban infrastructure multi-hazard risk in developing country contexts

    NASA Astrophysics Data System (ADS)

    Taylor, Faith; Malamud, Bruce; Millington, James

    2017-04-01

    This work presents a method to coarsely zone urban areas into different infrastructure typologies, from which physical vulnerability to a range of natural hazards and multi-hazard interactions can be estimated, particularly for developing country contexts where access to data can be a challenge. This work builds upon techniques developed for urban micrometeorology for classifying 12 urban typologies (Stewart and Oke, 2011) using Landsat 8 30 m × 30 m remote sensing imagery (Betchel et al., 2015). For each of these 12 urban typologies, we develop general rules about the presence, type and level of service of 10 broad categories of infrastructure (including buildings, roads, electricity and water), which we refer to as 'urban textures'. We have developed and applied this technique to five urban areas varying in size and structure across Africa: Nairobi (Kenya); Karonga (Malawi); Mzuzu (Malawi); Ibadan (Nigeria) and Cape Town (South Africa). For each urban area, a training dataset of 10 samples of each of the 12 urban texture classes is digitised using Google Earth imagery. A random forest classification is performed using SAGA GIS, resulting in a map of different urban typologies for each city. Based on >1200 georeferenced field photographs and expert interviews for Karonga (Malawi) and Nairobi (Kenya), generally applicable rules about the presence, type and level of service of 12 infrastructure types (the 'urban texture') are developed for each urban typology. For each urban texture, we are broadly reviewing how each infrastructure might be physically impacted by 21 different natural hazards and hazard interactions. This can aid local stakeholders such as emergency responders and urban planners to systematically identify how the infrastructure in different parts of an urban area might be affected differently during a natural disaster event.

  12. Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games

    ERIC Educational Resources Information Center

    Christopher, Timothy Van

    2011-01-01

    This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…

  13. Characteristics of peri-urbanization of a secondary city: a challenge in recent urban development

    NASA Astrophysics Data System (ADS)

    Rahayu, P.; Mardiansjah, F. H.

    2018-03-01

    Urbanization process creates a tremendous spatial phenomenon since the last century. Especially for the country of the South, the phenomenon is still relevant to the situation today and the processes will still going until the foreseeable future. The metropolitan-based of urbanization process involves the development of peri-urban areas, which could be defined as transitional zones between city and rural areas characterized by integrated mixed-structures of agricultural and non-agricultural activities. This article reveals the characteristics of periurbanization process of an emerging secondary city in Java, which uses Surakarta, the second largest city in Central Java Province based on the population size, as the case. During the last ten years, there have been significant changes in peri-urban areas regarding urban population, land use, and urban activities that strengthening the contribution of the urban component into peri-urban system.

  14. Urban development results in stressors that degrade stream ecosystems

    USGS Publications Warehouse

    Bell, Amanda H.; Coles, James F.; McMahon, Gerard; Woodside, Michael D.

    2012-01-01

    In 2003, eighty-three percent of Americans lived in metropolitan areas, and considerable population increases are predicted within the next 50 years. Nowhere are the environmental changes associated with urban development more evident than in urban streams. Contaminants, habitat destruction, and increasing streamflow flashiness resulting from urban development have been associated with the disruption of biological communities, particularly the loss of sensitive aquatic biota. Every stream is connected downstream to other water bodies, and inputs of contaminants and (or) sediments to streams can cause degradation downstream with adverse effects on biological communities and on economically valuable resources, such as fisheries and tourism. Understanding how algal, invertebrate, and fish communities respond to physical and chemical stressors associated with urban development can provide important clues on how multiple stressors may be managed to protect stream health as a watershed becomes increasingly urbanized. This fact sheet highlights selected findings of a comprehensive assessment by the National Water-Quality Assessment Program of the U.S. Geological Survey (USGS) of the effects of urban development on stream ecosystems in nine metropolitan study areas.

  15. Developing the Serious Games potential in nursing education.

    PubMed

    Petit dit Dariel, Odessa J; Raby, Thibaud; Ravaut, Frédéric; Rothan-Tondeur, Monique

    2013-12-01

    Shortened hospital stays, high patient acuity and technological advances demand that nurses increasingly make decisions under conditions of uncertainty and risk (Ebright et al., 2003). With rising trends towards out-patient care, nurses will need to perform complex problem-solving within a dynamic and changing environment for which there is not one clear solution (Schofield et al., 2010; Wolff et al., 2009). The development of sharp clinical reasoning skills, as well as skills in detection, monitoring, investigation and evaluation are therefore essential (Aitken et al., 2002). Yet few nursing students have long-term exposure to home-care and community situations. This is primarily due to scarce human resources and the time-consuming requirements of student supervision (Duque et al., 2008). When students are given the opportunity to experience home-care or community visits these tend to be unstructured leading to wide variations in their competencies. New pedagogical tools are needed to adequately and consistently prepare nurses for the skills they will need to care for patients outside acute care settings. Advances in Information and Communications Technologies (ICT) offer an opportunity to explore innovative pedagogical solutions that could help students develop these skills in a safe environment. A three-phased project is underway that aims to create and test a Serious Game to improve nurses' clinical reasoning and detection skills in home-care and community settings. The first phase of this project involves the development of a scenario, the game engine and the graphic design and will be the focus of this paper. The second and third phases will test the Serious Game as an educational intervention and will be reported in subsequent papers. Copyright © 2012 Elsevier Ltd. All rights reserved.

  16. Interplay of Languaging and Gameplay: Player-Game Interactions as Ecologies for Languaging and Situated L2 Development

    ERIC Educational Resources Information Center

    Ibrahim, Karim Hesham Shaker

    2016-01-01

    The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…

  17. Teaching tactical combat casualty care using the TC3 sim game-based simulation: a study to measure training effectiveness.

    PubMed

    Sotomayor, Teresita M

    2010-01-01

    The effectiveness of games as instructional tools has been debated over the past several decades. This is due to the lack of empirical data to support such claims. The US ARMY developed a game-based simulation to support Tactical Combat Casualty Care (TCCC) Training. The TC3 Game based Simulation is a first person game that allows a Soldier to play the role of a combat medic during an infantry squad mission in an urban environment. This research documents results from a training effectiveness evaluation conducted at the Department of Combat Medic Training (Ft Sam Houston) in an effort to explore the capability of the game based simulation as a potential tool to support the TCCC program of instruction. Reaction to training, as well as, acquisition of knowledge and transfer of skills were explored using Kirkpatrick's Model of Training Effectiveness Evaluation. Results from the evaluation are discussed.

  18. The Study on the Effect of Educational Games for the Development of Students’ Logic-Mathematics of Multiple Intelligence

    NASA Astrophysics Data System (ADS)

    Li, Jing; Ma, Sujuan; Ma, Linqing

    Firstly, in this article, we expound the theory of the educational games and multiple intelligence and analyze the relationship between them. Then, further, we elaborate educational games' effect on the development of students' multiple intelligence, taking logic-mathematics intelligence for example. Also, we discuss the strategies of using educational games to improve students' intelligence. In a word, we can use the computer games to develop the students' multi-intelligence.

  19. Energy cost and game flow of 5 exer-games in trained players.

    PubMed

    Bronner, Shaw; Pinsker, Russell; Noah, J Adam

    2013-05-01

    To determine energy expenditure and player experience in exer-games designed for novel platforms. Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play. Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™. Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.

  20. Gaming out online: Black lesbian identity development and community building in Xbox Live.

    PubMed

    Gray, Kishonna L

    2017-11-22

    As gaming culture continues to marginalize women and people of color, other gamers are also highlighting the inequalities they face within digital gaming communities. While heterosexism and homophobia are commonplace within gaming culture, little is known about the actual experiences of "gaymers" and even less about "gaymers" of color. As such, this article seeks to explore lesbians of color and their experiences "gayming" out and online. Exploring identity development, community building, and connectivity via social networking, the women within this study articulate what it means to be lesbian online and how this impacts their physical and digital experiences. The private spaces within gaming culture that many marginalized groups inhabit are the few spaces that value the articulation of marginalized interests and viewpoints. Ethnographic observations reveal how supportive communities can improve resilience by mitigating the effects of stereotyping, microaggressions, and other discriminatory practices in online gaming.

  1. INCREASING STORMWATER AWARENESS THROUGH DEVELOPMENT OF A STORMWATER FOOTPRINT GAME

    EPA Science Inventory

    The proposed research will further develop the HFR and test its efficacy as a sustainability metric for educating lay persons about the impact of development decisions on local water resource. The research results will provide guidance on using HFR and gaming, in general, to r...

  2. Gender-related functional connectivity and craving during gaming and immediate abstinence during a mandatory break: Implications for development and progression of internet gaming disorder.

    PubMed

    Dong, Guangheng; Wang, Ziliang; Wang, Yifan; Du, Xiaoxia; Potenza, Marc N

    2018-04-20

    Although males more frequently develop Internet gaming disorder (IGD) as compared with females, few studies have examined gender-related neurocognitive differences in IGD. TASK AND DESIGN: fMRI and subjective data were collected from 119 subjects (IGD, male 29, female 25; recreational game use (RGU), male 34, female 31) when they were actively playing games and during a forced mandatory break. Analyses investigating effects of group (IGD, RGU) and gender (male, female) on the functional connectivity (FC) of executive control and reward systems linked to the dorsolateral prefrontal cortex (DLPFC) and striatum, respectively, were performed. Correlations between FC and subjective craving measures were also calculated. Gaming-group-by-gender interactions were observed. During gaming in males but not in females, the FC between the DLPFC and superior frontal gyrus was relatively decreased, and that between the striatum and thalamus was relatively increased. During the mandatory break, changes in the FC between DLPFC and superior frontal gyrus and the FC between the striatum and thalamus varied by gender with greater RGU-IGD differences observed in females. Significant correlations between FC and self-reported craving were observed. During both gaming and a forced mandatory break, brain regions implicated in executive control and reward processing showed changes in FC that varied by gender. Brain regions implicated in executive control showed differential FC in males during gaming, and FC during the forced mandatory break appeared relevant to both genders, and perhaps particularly for females. The findings suggest possible neural mechanisms for why males appear more likely to develop IGD, and why it may be particularly difficult for individuals with IGD to cease gaming. Copyright © 2018. Published by Elsevier Inc.

  3. Assessment of sustainable urban transport development based on entropy and unascertained measure

    PubMed Central

    Li, Yancang; Yang, Jing; Li, Yijie

    2017-01-01

    To find a more effective method for the assessment of sustainable urban transport development, the comprehensive assessment model of sustainable urban transport development was established based on the unascertained measure. On the basis of considering the factors influencing urban transport development, the comprehensive assessment indexes were selected, including urban economical development, transport demand, environment quality and energy consumption, and the assessment system of sustainable urban transport development was proposed. In view of different influencing factors of urban transport development, the index weight was calculated through the entropy weight coefficient method. Qualitative and quantitative analyses were conducted according to the actual condition. Then, the grade was obtained by using the credible degree recognition criterion from which the urban transport development level can be determined. Finally, a comprehensive assessment method for urban transport development was introduced. The application practice showed that the method can be used reasonably and effectively for the comprehensive assessment of urban transport development. PMID:29084281

  4. Assessment of sustainable urban transport development based on entropy and unascertained measure.

    PubMed

    Li, Yancang; Yang, Jing; Shi, Huawang; Li, Yijie

    2017-01-01

    To find a more effective method for the assessment of sustainable urban transport development, the comprehensive assessment model of sustainable urban transport development was established based on the unascertained measure. On the basis of considering the factors influencing urban transport development, the comprehensive assessment indexes were selected, including urban economical development, transport demand, environment quality and energy consumption, and the assessment system of sustainable urban transport development was proposed. In view of different influencing factors of urban transport development, the index weight was calculated through the entropy weight coefficient method. Qualitative and quantitative analyses were conducted according to the actual condition. Then, the grade was obtained by using the credible degree recognition criterion from which the urban transport development level can be determined. Finally, a comprehensive assessment method for urban transport development was introduced. The application practice showed that the method can be used reasonably and effectively for the comprehensive assessment of urban transport development.

  5. Streamlining Simulation Development using a Commercial Game Engine

    DTIC Science & Technology

    2009-10-01

    few years. The realism is stunning and the Commercial Game Industry fuels the fire of cutting edge advances in hardware and immersive experiences...Technology applies to Military training in more than just the obvious upgrades in game engines and hardware. The increased visual realism and performance...elaborate storytelling and cinematic effects provide a more immersive and compelling experience to the player. The underlying game engine technology

  6. Urbanization and watershed sustainability: Collaborative simulation modeling of future development states

    NASA Astrophysics Data System (ADS)

    Randhir, Timothy O.; Raposa, Sarah

    2014-11-01

    Urbanization has a significant impact on water resources and requires a watershed-based approach to evaluate impacts of land use and urban development on watershed processes. This study uses a simulation with urban policy scenarios to model and strategize transferable recommendations for municipalities and cities to guide urban decisions using watershed ecohydrologic principles. The watershed simulation model is used to evaluation intensive (policy in existing built regions) and extensive (policy outside existing build regions) urban development scenarios with and without implementation of Best Management practices (BMPs). Water quantity and quality changes are simulated to assess effectiveness of five urban development scenarios. It is observed that optimal combination of intensive and extensive strategies can be used to sustain urban ecosystems. BMPs are found critical to reduce storm water and water quality impacts on urban development. Conservation zoning and incentives for voluntary adoption of BMPs can be used in sustaining urbanizing watersheds.

  7. Examining human behavior in video games: The development of a computational model to measure aggression.

    PubMed

    Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin

    2018-06-01

    Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.

  8. The Gaming of Policy and the Politics of Gaming: A Review

    ERIC Educational Resources Information Center

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  9. Urban development control based on transportation carrying capacity

    NASA Astrophysics Data System (ADS)

    Miharja, M.; Sjafruddin, A. H.

    2017-06-01

    Severe transportation problems in Indonesian urban areas are stimulated by one fundamental factor, namely lack of awareness on transportation carrying capacity in these areas development control. Urban land use development towards more physical coverage is typically not related with the capability of transportation system to accommodate additional trips volume. Lack of clear connection between development permit with its implication on the transportation side has led to a phenomenon of exceeding transport demand over supply capacity. This paper discusses the concept of urban land use development control which will be related with transport carrying capacity. The discussion would cover both supply and demand sides of transportation. From supply side, the analysis regarding the capacity of transport system would take both existing as well as potential road network capacity could be developed. From demand side, the analysis would be through the control of a maximum floor area and public transport provision. Allowed maximum floor area for development would be at the level of generating traffic at reasonable volume. Ultimately, the objective of this paper is to introduce model to incorporate transport carrying capacity in Indonesian urban land use development control.

  10. Brain Games for Babies.

    ERIC Educational Resources Information Center

    Silberg, Jackie

    2001-01-01

    Presents games for caregivers to use with infants to enhance brain development. Includes games that develop trust and security, language skills, and fine motor skills, as well as games that are fun or stimulate vision. Includes videotape references for parents and caregivers. (KB)

  11. Pubertal development timing in urban Chinese boys.

    PubMed

    Ma, H-M; Chen, S-K; Chen, R-M; Zhu, C; Xiong, F; Li, T; Wang, W; Liu, G-L; Luo, X-P; Liu, L; Du, M-L

    2011-10-01

    We describe current pubertal development in healthy urban Chinese boys. A cross-sectional study of the pubertal development of 18,807 urban Chinese boys aged from 3.50 to 18.49years was conducted between 2003 and 2005. Testicular volume was evaluated with a Prader orchidometer. Pubic hair development was assessed according to the Tanner method. Data on spermarche were collected using the status quo method. Probit analysis was used to calculate the median age and 95% CI at different stages of testicular development, pubic hair development and spermarche. By age 9, 12.99% of the boys had a testicular volume of 4mL or greater. The median age of onset of puberty defined as the age at attainment of testicular volume of 4mL or greater was 10.55 (95% CI 10.27-10.79) years. The median age for onset of pubic hair development (PH(2) ) and spermarche was 12.78 (95%CI 12.67-12.89) years and 14.05 (95%CI 13.80-14.32) years, respectively. Pubertal onset in urban Chinese boys is earlier than currently used clinical norms but their pubic hair development occurs relatively late in comparison with the reported data from numerous other countries. There is also evidence of a secular trend towards an earlier age of spermarche since 1979 in Chinese urban boys. © 2011 The Authors. International Journal of Andrology © 2011 European Academy of Andrology.

  12. The development of the Problematic Online Gaming Questionnaire (POGQ).

    PubMed

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Griffiths, Mark D; Pápay, Orsolya; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila

    2012-01-01

    Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. The aim of this study was to uncover and operationalize the components of problematic online gaming. A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions--preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal--the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.

  13. Urban Migration and Koineization in the Development of the Berlin Urban Vernacular

    ERIC Educational Resources Information Center

    Ehresmann, Todd M.

    2012-01-01

    The development of the Berlin urban vernacular during the late Early Modern and Industrial Period has been described in the literature in two primary ways: The first describes it as the result of the wholesale adoption of an autochthonous Upper Saxon dialect by a small and mobile urban elite in Berlin, who in turn imparted this newly-acquired…

  14. Mobility versus terrain: a game theoretic approach

    NASA Astrophysics Data System (ADS)

    Bednarz, David; Muench, Paul

    2016-05-01

    Mobility and terrain are two sides of the same coin. You cannot describe mobility unless you describe the terrain. For example, if my world is trench warfare, the tank may be the ideal vehicle. If my world is urban warfare, clearing buildings and such, the tank may not be an ideal vehicle, perhaps an anthropomorphic robot would be better. We seek a general framework for mobility that captures the relative value of different mobility strategies. Game theory is positively the right way to analyze the interactions of rational players who behave strategically. In this paper, we will describe the interactions between a mobility player, who is trying to make it from point A to point B with one chance to refuel, and a terrain player who is trying to minimize that probability by placing an obstacle somewhere along the path from A to B. In previous work [1], we used Monte Carlo methods to analyze this mobility game, and found optimal strategies for a discretized version of the game. Here we show the relationship of this game to a classic game of timing [2], and use solution methods from that literature to solve for optimal strategies in a continuous version of this mobility game.

  15. Designing Multimedia Games for Young Children's Taxonomic Concept Development

    ERIC Educational Resources Information Center

    Sung, Yao-Ting; Chang, Kuo-En; Lee, Meng-Da

    2008-01-01

    This study aimed to design and evaluate multimedia games which were based on the theories of children's development of taxonomic concepts. Factors that might affect children's classification skills, such as use of single physical characteristics of objects, competition between thematic and taxonomic relationships, difficulty in forming…

  16. Teaching Using Computer Games

    ERIC Educational Resources Information Center

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  17. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    PubMed Central

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  18. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    PubMed

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  19. Questioning the Role of Children's Indigenous Games of Africa on Development of Fundamental Movement Skills: A Preliminary Review

    ERIC Educational Resources Information Center

    Lyoka, Philemon A.

    2007-01-01

    This paper interrogates the role children's indigenous games of Africa can play in the development of fundamental movement skills relevant in modernized sports. On a daily basis, children in Africa play varieties of traditional games that vary between tribes, communities and distances. However, the efficacy of these games in the development of…

  20. Action video game play facilitates the development of better perceptual templates.

    PubMed

    Bejjanki, Vikranth R; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-11-25

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.

  1. Action video game play facilitates the development of better perceptual templates

    PubMed Central

    Bejjanki, Vikranth R.; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C. Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-01-01

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play. PMID:25385590

  2. Multimodality and the Multiliteracies Pedagogy: "Design" and "Recruitment" in South African Children's Musical Games

    ERIC Educational Resources Information Center

    Harrop-Allin, Susan

    2017-01-01

    Drawing on a study of children's musical games in urban South Africa, this article employs two theoretical frames: that of multimodality and the multiliteracies pedagogy. These are applied to a contextual analysis of the forms of musicality that musical games embody and to ways of incorporating children's play into pedagogy. Based on ethnographic…

  3. Mobile Game for Learning Bacteriology

    ERIC Educational Resources Information Center

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  4. Ontology of Serious Games

    ERIC Educational Resources Information Center

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

    Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…

  5. The Development of the Problematic Online Gaming Questionnaire (POGQ)

    PubMed Central

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Griffiths, Mark D.; Pápay, Orsolya; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila

    2012-01-01

    Background Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. Methods A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. Results EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. Conclusions The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales. PMID:22590541

  6. Prevalence of Internet addiction and risk of developing addiction as exemplified by a group of Polish adolescents from urban and rural areas.

    PubMed

    Pawłowska, Beata; Zygo, Maciej; Potembska, Emilia; Kapka-Skrzypczak, Lucyna; Dreher, Piotr; Kędzierski, Zbigniew

    2015-01-01

    The objective of the study was to determine the prevalence of Internet addiction and the risk of developing this addiction in Polish adolescents attending junior high schools and high school in Lublin Province, to indicate the differences regarding the intensity of Internet addiction symptoms, and the types of online activity of adolescents residing in urban and rural areas. The examined group comprised 1,860 participants (1,320 girls and 540 boys) with an average age of 17 years. 760 students lived in urban areas and 1,100 lived in rural areas. The following were used in the study: the Socio-demographic Questionnaire designed by the authors, the Internet Addiction Questionnaire designed by Potembska, the Internet Addiction Test by Young and the Internet Addiction Questionnaire (Kwestionariusz do Badania Uzależnienia od Internetu - KBUI) designed by Pawłowska and Potembska. The adolescents living in urban areas showed a significantly greater intensity of Internet and computer addiction symptoms measured by the KBUI Questionnaire, compared to those living in rural areas. The Internet addiction criteria were fulfilled by 0.45% of adolescents living in urban areas and 2.9% of those living in rural areas, whereas 35.55% of urban dwelling students and 30.18% of students living in rural areas showed a risk of developing this addiction. More adolescents living in urban areas, compared to those living in rural areas, use Internet pornography, play computer games, disclose their personal data to unknown individuals encountered on the Internet, use Instant Messaging (IM) services, electronic mail and Facebook social networking service. Compared to their peers from urban areas, significantly more adolescents from rural areas use 'Nasza Klasa' (Our Classmates) online social networking service.

  7. Are urban children really healthier? Evidence from 47 developing countries.

    PubMed

    Van de Poel, Ellen; O'Donnell, Owen; Van Doorslaer, Eddy

    2007-11-01

    On average, child health outcomes are better in urban than in rural areas of developing countries. Understanding the nature and the causes of this rural-urban disparity is essential in contemplating the health consequences of the rapid urbanization taking place throughout the developing world and in targeting resources appropriately to raise population health. Using micro-data on child health taken from the most recent Demographic and Health Surveys for 47 developing countries, the purpose of this paper is threefold. First, we document the magnitude of rural-urban disparities in child nutritional status and under-5 mortality across all 47 developing countries. Second, we adjust these disparities for differences in population characteristics across urban and rural settings. Third, we examine rural-urban differences in the degree of socioeconomic inequality in these health outcomes. The results demonstrate that there are considerable rural-urban differences in mean child health outcomes in the entire developing world. The rural-urban gap in stunting does not entirely mirror the gap in under-5 mortality. The most striking difference between the two is in the Latin American and Caribbean region, where the gap in growth stunting is more than 1.5 times higher than that in mortality. On average, the rural-urban risk ratios of stunting and under-5 mortality fall by, respectively, 53% and 59% after controlling for household wealth. Controlling thereafter for socio-demographic factors reduces the risk ratios by another 22% and 25%. We confirm earlier findings of higher socioeconomic inequality in stunting in urban areas and demonstrate that this also holds for under-5 mortality. In a considerable number of countries, the urban poor actually have higher rates of stunting and mortality than their rural counterparts. The findings imply that there is a need for programs that target the urban poor, and that this is becoming more necessary as the size of the urban population grows.

  8. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  9. We Are the Game Changers: An Open Gaming Literacy Programme

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Morini, Luca; Green, Kate; Masters, Alex; Bellamy-Woods, Tyrone

    2017-01-01

    This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/ collaboration to make game design and development more…

  10. Using a Serious Game Approach to Teach Secure Coding in Introductory Programming: Development and Initial Findings

    ERIC Educational Resources Information Center

    Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen

    2013-01-01

    We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…

  11. Understanding Urban Development In Canada. "Understanding Economics" Series No. 3.

    ERIC Educational Resources Information Center

    Plunkett, T. J.

    This booklet for Canadian secondary school students examines urbanization and its relationship to other factors of the economy. Five sections analyze urbanization, the pattern of urban development, community needs, the management of urban growth, and urban governance. Part I traces the growth of the Canadian population, noting that 10% of the…

  12. Development and Validation of the Game Perception Scale (GPS)

    ERIC Educational Resources Information Center

    Vandercruysse, Sylke; Vandewaetere, Mieke; Maertens, Marie; ter Vrugte, Judith; Wouters, Pieter; de Jong, Ton; van Oostendorp, Herre; Elen, Jan

    2015-01-01

    Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for educational purposes, there is a surprising paucity of perception assessment instruments. The present proposal expands on this through the development and initial validation of the Game Perception Scale (GPS). Based on perception literature,…

  13. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  14. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  15. Television, video game and social media use among children with ASD and typically developing siblings.

    PubMed

    Mazurek, Micah O; Wenstrup, Colleen

    2013-06-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children with ASD spent approximately 62% more time watching television and playing video games than in all non-screen activities combined. Compared with TD siblings, children with ASD spent more hours per day playing video games (2.4 vs. 1.6 for boys, and 1.8 vs. 0.8 for girls), and had higher levels of problematic video game use. In contrast, children with ASD spent little time using social media or socially interactive video games.

  16. An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety

    ERIC Educational Resources Information Center

    All, Anissa; Van Looy, Jan; Castellar, Elena Patricia Nuñez

    2013-01-01

    This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In…

  17. The Pedagogical Benefits of "SimCity" in Urban Geography Education

    ERIC Educational Resources Information Center

    Kim, Minsung; Shin, Jungyeop

    2016-01-01

    This article investigated the pedagogical potential of the "SimCity" simulation game in an urban geography course. University students used "SimCity" to build their own cities and applied a wide range of theories to support their urban structures. Moreover, the students critically evaluated the logic and functioning of the…

  18. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  19. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  20. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  1. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  2. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Code of Federal Regulations, 2014 CFR

    2014-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual... published in the Federal Register for public review and comment, similar to the annual migratory game bird...

  3. Strategies for managing the effects of urban development on streams

    USGS Publications Warehouse

    Cappiella, Karen; Stack, William P.; Fraley-McNeal, Lisa; Lane, Cecilia; McMahon, Gerard

    2012-01-01

    Urban development remains an important agent of environmental change in the United States. The U.S. population grew by 17 percent from 1982 to 1997, while urbanized land area grew by 47 percent, suggesting that urban land consumption far outpaced population growth (Fulton and others, 2001; Sierra Club, 2003; American Farmland Trust, 2009). Eighty percent of Americans now live in metropolitan areas. Each American effectively occupies about 20 percent more developed land (for housing, schools, shopping, roads, and other related services) than 20 years ago (Markham and Steinzor, 2006). Passel and Cohn (2008) predict a dramatic 48 percent increase in the population of the United States from 2005 to 2050. The advantages and challenges of living in these developed areas—convenience, congestion, employment, pollution—are part of the day-to-day realities of most Americans. Nowhere are the environmental changes associated with urban development more evident than in urban streams. The U.S. Geological Survey's National Water-Quality Assessment (NAWQA) Program investigation of the effects of urban development on stream ecosystems (EUSE) during 1999–2004 provides the most spatially comprehensive analysis of stream impacts of urban development that has been completed in the United States. A nationally consistent study design was used in nine metropolitan areas of the United States—Portland, Oregon; Salt Lake City, Utah; Birmingham, Alabama; Atlanta, Georgia; Raleigh, North Carolina; Boston, Massachusetts; Denver, Colorado; Dallas, Texas; and Milwaukee, Wisconsin. A summary report published as part of the EUSE study describes several of these impacts on urban streams (Coles and others, 2012).

  4. Industrial Partnership Prosperity Game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyak, K.; Berman, M.; Beck, D.

    1998-02-01

    Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Centermore » at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.« less

  5. Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts

    ERIC Educational Resources Information Center

    Denham, André R.; Guyotte, Kelly W.

    2018-01-01

    Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…

  6. The development of indonesian traditional bekel game in android platform

    NASA Astrophysics Data System (ADS)

    Rahmat, R. F.; Fahrani, O. R.; Purnamawati, S.; Pasha, M. F.

    2018-03-01

    Bekel is one of traditional Indonesian game that is rarely played nowadays. Bekel is a game to test dexterity level using a bekel ball and 6 to10 seeds. The game is played by throwing the ball up in the air, spreading the seeds randomly on the floor then picking the seeds up until the ground is clear. This game application is an adaptation of Bekel game focusing on the movements of the ball and the randomization of the seed positions. This game application has three levels of difficulty based on the basic rules of the actual Bekel game. The focus of the study is the free fall method of the ball and the random function of the seeds in the Android environment. The result show the Bekel application has sensitivity level of 71% for the ball movements and the probability rate of the random event occurrence is at 23%.

  7. Can a "Shouting" Digital Game Help Learners Develop Oral Fluency in a Second Language?

    ERIC Educational Resources Information Center

    Grimshaw, Jennica; Cardoso, Walcir; Waddington, David

    2016-01-01

    This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…

  8. Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature

    ERIC Educational Resources Information Center

    Meredith, Tamara R.

    2016-01-01

    Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators' professional development. This review is a critical appraisal of the quantity and…

  9. Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?

    ERIC Educational Resources Information Center

    Pill, Shane

    2014-01-01

    What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…

  10. Developing Science Games for use at Public Events to Better Inform Students and Citizen Scientists

    NASA Astrophysics Data System (ADS)

    Lewis, P. M.; Chambers, L. H.; Bethea, K. L.; Crecelius, S.; Ruhlman, K.; Harte, T.

    2013-12-01

    At NASA's Langley Research Center, the Science Directorate participates in a wide range of public outreach events, from individual small-scale classroom visits, to the large-scale NASA events like Exploration Day at Busch Gardens Williamsburg. Despite the diversity of venues, one thing is certain: the public is hungry for science and ravenous for the materials and activities that NASA produces. However, designing and producing materials and activities to capture the attention of everyone from children to grandparents can be a challenging task. The NASA Langley Science Directorate Outreach and Communications Team has taken on the task to ensure that event participants have a worthwhile science experience through a series of educational tabletop games. This diverse group of educators, scientists, writers and graphic artists has been able to produce many games and activities perfect for public exposure and understanding. These games not only capture the imagination of the citizen scientists that visit the display, but they also allow them to learn the science behind many of the things that happen around them on a daily basis, many of which they take for granted. Teaching the public through games and short activities has proven to be a winning combination of efforts. In the development of any game or activity a great deal of consideration is given to "boiling down" the science concept or educational "take away." This step is where the diverse development group has proven to be invaluable. A final product developed by this team includes a review for science validity by a scientist, words written by a science writer, educational alignment by a science educator and design by a graphic designer. This process ensures that the game will attract the right group of people and have them leave understanding new science content. Games and activities generated in this fashion have been successful in the traditional classroom and informal education venues that this team routinely

  11. Learning with Calculator Games

    ERIC Educational Resources Information Center

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  12. Haptic Glove Technology: Skill Development through Video Game Play

    ERIC Educational Resources Information Center

    Bargerhuff, Mary Ellen; Cowan, Heidi; Oliveira, Francisco; Quek, Francis; Fang, Bing

    2010-01-01

    This article introduces a recently developed haptic glove system and describes how the participants used a video game that was purposely designed to train them in skills that are needed for the efficient use of the haptic glove. Assessed skills included speed, efficiency, embodied skill, and engagement. The findings and implications for future…

  13. Game Literacy, Gaming Cultures and Media Education

    ERIC Educational Resources Information Center

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

  14. Feature Program: Urban Indian Development Association

    ERIC Educational Resources Information Center

    Education Journal of the Institute for the Development of Indian Law, 1973

    1973-01-01

    The Urban Indian Development Association (UIDA) was founded in 1969 upon the principle that Indian leadership is essential in solving Indian problems. The first Indian business development organization in this country, UIDA helps clients develop realistic plans for their first year of business operation, including sales, distribution, equipment,…

  15. Block by Block: The Challenges of Urban Operations

    DTIC Science & Technology

    2003-01-01

    So the game of measures and coun- termeasures—the adult, and much more deadly, version of the familiar children’s game of rock, scissors, paper—has...January 1995 that, even when badly outmanned and outequipped, the city offered them unique advantages— familiarity with the terrain, the element of... familiar with the conditions of urban fighting was Ratko Mladiæ. He later emerged as the overall Bosnian Serb commander at Sarajevo. Third, the

  16. Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play.

    PubMed

    Levac, Danielle; Nawrotek, Joanna; Deschenes, Emilie; Giguere, Tia; Serafin, Julie; Bilodeau, Martin; Sveistrup, Heidi

    2016-06-01

    Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. The objectives of this study were to develop and evaluate the feasibility and reliability of the Movement Rating Instrument for Virtual Reality Game Play (MRI-VRGP). Item generation occurred through an iterative process of literature review and sample videotape viewing. The MRI-VRGP includes 25 items quantifying upper extremity, lower extremity, and total body movements. A total of 176 videotaped 90-second game play sessions involving 7 typically developing children and 4 children with cerebral palsy were rated by 3 raters trained in MRI-VRGP use. Children played 8 games on 2 virtual reality and active video game systems. Intraclass correlation coefficients (ICCs) determined intra-rater and interrater reliability. Excellent intrarater reliability was evidenced by ICCs of >0.75 for 17 of the 25 items across the 3 raters. Interrater reliability estimates were less precise. Excellent interrater reliability was achieved for far reach upper extremity movements (ICC=0.92 [for right and ICC=0.90 for left) and for squat (ICC=0.80) and jump items (ICC=0.99), with 9 items achieving ICCs of >0.70, 12 items achieving ICCs of between 0.40 and 0.70, and 4 items achieving poor reliability (close-reach upper extremity-ICC=0.14 for right and ICC=0.07 for left) and single-leg stance (ICC=0.55 for right and ICC=0.27 for left). Poor video quality, differing item interpretations between raters, and difficulty quantifying the high-speed movements involved in game play affected reliability. With item definition clarification and further psychometric property evaluation, the MRI

  17. Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play

    PubMed Central

    Nawrotek, Joanna; Deschenes, Emilie; Giguere, Tia; Serafin, Julie; Bilodeau, Martin; Sveistrup, Heidi

    2016-01-01

    Background Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. Objective The objectives of this study were to develop and evaluate the feasibility and reliability of the Movement Rating Instrument for Virtual Reality Game Play (MRI-VRGP). Methods Item generation occurred through an iterative process of literature review and sample videotape viewing. The MRI-VRGP includes 25 items quantifying upper extremity, lower extremity, and total body movements. A total of 176 videotaped 90-second game play sessions involving 7 typically developing children and 4 children with cerebral palsy were rated by 3 raters trained in MRI-VRGP use. Children played 8 games on 2 virtual reality and active video game systems. Intraclass correlation coefficients (ICCs) determined intra-rater and interrater reliability. Results Excellent intrarater reliability was evidenced by ICCs of >0.75 for 17 of the 25 items across the 3 raters. Interrater reliability estimates were less precise. Excellent interrater reliability was achieved for far reach upper extremity movements (ICC=0.92 [for right and ICC=0.90 for left) and for squat (ICC=0.80) and jump items (ICC=0.99), with 9 items achieving ICCs of >0.70, 12 items achieving ICCs of between 0.40 and 0.70, and 4 items achieving poor reliability (close-reach upper extremity-ICC=0.14 for right and ICC=0.07 for left) and single-leg stance (ICC=0.55 for right and ICC=0.27 for left). Conclusions Poor video quality, differing item interpretations between raters, and difficulty quantifying the high-speed movements involved in game play affected reliability. With item definition clarification and

  18. Urban forest biomass estimates: is it important to use allometric relationships developed specifically for urban trees? 

    Treesearch

    M.R. McHale; I.C. Burke; M.A. Lefsky; P.J. Peper; E.G. McPherson

    2009-01-01

    Many studies have analyzed the benefits, costs, and carbon storage capacity associated with urban trees. These studies have been limited by a lack of research on urban tree biomass, such that estimates of carbon storage in urban systems have relied upon allometric relationships developed in traditional forests. As urbanization increases globally, it is becoming...

  19. Remote gaming on resource-constrained devices

    NASA Astrophysics Data System (ADS)

    Reza, Waazim; Kalva, Hari; Kaufman, Richard

    2010-08-01

    Games have become important applications on mobile devices. A mobile gaming approach known as remote gaming is being developed to support games on low cost mobile devices. In the remote gaming approach, the responsibility of rendering a game and advancing the game play is put on remote servers instead of the resource constrained mobile devices. The games rendered on the servers are encoded as video and streamed to mobile devices. Mobile devices gather user input and stream the commands back to the servers to advance game play. With this solution, mobile devices with video playback and network connectivity can become game consoles. In this paper we present the design and development of such a system and evaluate the performance and design considerations to maximize the end user gaming experience.

  20. Video game play, attention, and learning: how to shape the development of attention and influence learning?

    PubMed

    Cardoso-Leite, Pedro; Bavelier, Daphne

    2014-04-01

    The notion that play may facilitate learning has long been touted. Here, we review how video game play may be leveraged for enhancing attentional control, allowing greater cognitive flexibility and learning and in turn new routes to better address developmental disorders. Video games, initially developed for entertainment, appear to enhance the behavior in domains as varied as perception, attention, task switching, or mental rotation. This surprisingly wide transfer may be mediated by enhanced attentional control, allowing increased signal-to-noise ratio and thus more informed decisions. The possibility of enhancing attentional control through targeted interventions, be it computerized training or self-regulation techniques, is now well established. Embedding such training in video game play is appealing, given the astounding amount of time spent by children and adults worldwide with this media. It holds the promise of increasing compliance in patients and motivation in school children, and of enhancing the use of positive impact games. Yet for all the promises, existing research indicates that not all games are created equal: a better understanding of the game play elements that foster attention and learning as well as of the strategies developed by the players is needed. Computational models from machine learning or developmental robotics provide a rich theoretical framework to develop this work further and address its impact on developmental disorders.

  1. Student Development in Urban Commuter Colleges.

    ERIC Educational Resources Information Center

    Creamer, Don G.

    A conceptual view of student development and the milieu of an urban commuter college are discussed. Student development is defined as the application of human development theory, principles, and concepts in an educational setting to identify the forms of development in students to which the institution is willing and able to commit its resources.…

  2. Using GIS for Developing Sustainable Urban Growth Case Kyrenia Region

    NASA Astrophysics Data System (ADS)

    Kara, C.; Akçit, N.

    2018-03-01

    It is critical to develop urban layers for analysis sustainable urban development possibilities within planning process. Kyrenia Region has many physical, environmental or economic issues that may danger the growth possibilities in sustainable manner. From this point, this study uses different spatial layers such as slope, distance to roads, distance to central zone, vegetation, soil productivity, environmental protection zones, distance to open/green space, distance to education for supporting sustainable urban growth policies and define suitable areas for urban development within this perspective. The study tries to convert sustainable urban growth policies such as; compact growth, environmental protection, equal accessibility to basic services; into spatial layers and establish proper framework for multi criteria evaluation in Kyrenia Region within using geographical information systems. It shows suitability values for Kyrenia region and constraints zones at final section. It clearly presents the suitable areas for the sustainable urbanization and also unsuitable or risky areas for reducing the possible disasters and may happen in the future.

  3. Games for Health 2005

    DTIC Science & Technology

    2005-10-01

    to be exposed to in terms of validation and research.� This is important because the game development community is used to only market validation...dev, aggressively pursuing new frontiers.� We are working on ways within our greater project and future events to explain more about game development production...technology providers that permeate the game development space. By bringing over these key leaders we can further grow the overall community of

  4. Using a community advisory board to develop a serious game for older adults undergoing treatment for cancer.

    PubMed

    Loerzel, Victoria; Clochesy, John; Geddie, Patricia

    2018-02-01

    Older adults undergoing treatment for cancer are at risk for serious complications such as chemotherapy-induced nausea and vomiting (CINV). Older adults are often overwhelmed by information and under-manage cancer treatment-related side effects. New educational strategies such as serious gaming may help teach or reinforce key symptom self-management strategies. This paper describes how a community advisory board of older adults, their caregivers, and oncology nurses were consulted to develop a serious game for CINV. A formative evaluation process using a community advisory board (CAB) and a series of three focus groups were used to develop this serious game about managing CINV at home. The formative evaluation process and involvement of the CAB allowed researchers to learn about the experience of having CINV from an older adult perspective. Common themes related to CINV onset, severity and self-management formed the basis for the serious games' script and scenarios. Themes were validated and CAB members provided feedback on a game prototype. Feedback from CAB members indicated that the serious game was realistic and reflective of their CINV experience. Including older adults in the development of a serious game was instrumental in creating a relevant educational opportunity. Serious gaming should be considered as a way to add to the educational experiences of older adults as generic teaching methods may not address the needs of all age groups. Exploring for new ways to emphasize key points related to symptom management and prioritize learning may impact outcomes for older adults. Copyright © 2017 Elsevier Inc. All rights reserved.

  5. Videogame Mechanics in Games for Health.

    PubMed

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  6. Perceptions of Shale Gas Development: Differences in Urban and Rural Communities

    NASA Astrophysics Data System (ADS)

    Melby, G.; Grubert, E.; Brandt, A. R.

    2016-12-01

    Shale gas development in Pennsylvania has been shown to have a large impact on nearby rural communities, but almost no research has been done on how development of the Marcellus Shale affects urban residents in neighboring cities. The goal of this project is to examine how the social and environmental priorities of urban and rural communities differ and to determine how well informed urban residents are on shale gas development. An anonymous web survey was used to survey 250 residents of Pennsylvania's largest cities on topics like how respondents prioritize different environmental and social factors and how well informed they feel about shale gas development. The results of this survey were compared to findings of previous surveys on rural communities located near energy development. In terms of environmental priorities, urban residents are more concerned about climate change and air pollution than rural residents. Both urban and rural respondents agreed that healthcare and education were their top social concerns, but urban respondents also prioritized housing and employment. Most urban respondents said that they were unfamiliar with shale gas development, although many were still concerned about what its environmental impacts might be. We also found that our results displayed two well known demographic trends: first, Democrats are far more likely to self identify as environmentalists than those who vote Republican, and second, that people of color are far less likely to identify as environmentalists than white respondents. As a result, there are disproportionately fewer self-identifying environmentalists in urban and largely Democrat-leaning areas with racially diverse populations. Our data displayed known trends in urban populations as well as new information on how urban residents differ from their rural counterparts in their views on shale gas development and their broader social and environmental priorities.

  7. The influence of urban development and social mobility on socioeconomic level: The application of GIS on urban ecosystems

    NASA Astrophysics Data System (ADS)

    Suhaili Mansor, Nur; Zulhaidi Mohd Shafri, Helmi; Mansor, Shattri; Paradhan, Biswajeet

    2014-06-01

    Specifically, the integration between social sciences and natural science are fundamental in our understanding of the economic, social and technological transformations that have drastically changed the society. This study will be based on the municipality of Sungai Petani, Kedah as it has been most influenced by urbanization and urban development. Urban development in Sungai Petani is closely associated with a tremendous increase in demand for land, which is highly related to population growth, human movement and their social mobility. The qualitative case study taken will rely on the visual interpretation technique that would allow the researcher to develop a map of urban changes detection. The potential application of GIS information to estimate socioeconomic indicators and the modelling of socio-economic activities that are explored in this study is hoped to increase further our understanding of the impacts of development and urbanization on social life.

  8. Urbanization, economic development and health: evidence from China's labor-force dynamic survey.

    PubMed

    Chen, Hongsheng; Liu, Ye; Li, Zhigang; Xue, Desheng

    2017-11-29

    The frequent outbreak of environmental threats in China has resulted in increased criticism regarding the health effects of China's urbanization. Urbanization is a double-edged sword with regard to health in China. Although great efforts have been made to investigate the mechanisms through which urbanization influences health, the effect of both economic development and urbanization on health in China is still unclear, and how urbanization-health (or development-health) relationships vary among different income groups remain poorly understood. To bridge these gaps, the present study investigates the impact of both urbanization and economic development on individuals' self-rated health and its underlying mechanisms in China. We use data from the national scale of the 2014 China Labor-force Dynamics Survey to analyze the impact of China's urbanization and economic development on health. A total of 14,791 individuals were sampled from 401 neighborhoods within 124 prefecture-level cities. Multilevel ordered logistic models were applied. Model results showed an inverted U-shaped relationship between individuals' self-rated health and urbanization rates (with a turning point of urbanization rate at 42.0%) and a positive linear relationship between their self-rated health and economic development. Model results also suggested that the urbanization-health relationship was inverted U-shaped for high- and middle-income people (with a turning point of urbanization rate at 0.0% and 49.2%, respectively), and the development-health relationship was inverted U-shaped for high- and low-income people (with turning points of GDP per capita at 93,462 yuan and 71,333 yuan, respectively) and linear for middle-income people. The impact of urbanization and economic development on health in China is complicated. Careful assessments are needed to understand the health impact of China's rapid urbanization. Social and environmental problems arising from rapid urbanization and economic growth

  9. Constructible Authentic Representations: Designing Video Games That Enable Players to Utilize Knowledge Developed In-Game to Reason about Science

    ERIC Educational Resources Information Center

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

    While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…

  10. Development and evaluation of 'Pure Rush': An online serious game for drug education.

    PubMed

    Stapinski, Lexine A; Reda, Bill; Newton, Nicola C; Lawler, Siobhan; Rodriguez, Daniel; Chapman, Catherine; Teesson, Maree

    2018-04-01

    Learning is most effective when it is active, enjoyable and incorporates feedback. Past research demonstrates that serious games are prime candidates to utilise these principles, however the potential benefits of this approach for delivering drug education are yet to be examined in Australia, a country where drug education in schools is mandatory. The serious game 'Pure Rush' was developed across three stages. First, formative consultation was conducted with 115 students (67% male, aged 15-17 years), followed by feasibility and acceptability testing of a prototype of the game (n = 25, 68% male). In the final stage, 281 students (62% female, aged 13-16 years) were randomly allocated to receive a lesson involving Pure Rush or an active control lesson. The lessons were compared in terms of learning outcomes, lesson engagement and future intentions to use illicit drugs. Students enjoyed playing Pure Rush, found the game age-appropriate and the information useful to them. Both the Pure Rush and the active control were associated with significant knowledge increase from pre to post-test. Among females, multi-level mixed-effects regression showed knowledge gain was greater in the Pure Rush condition compared to control (β = 2.36, 95% confidence interval 0.36-4.38). There was no evidence of between condition differences in lesson engagement or future intentions to use illicit drugs. Pure Rush is an innovative online drug education game that is well received by students and feasible to implement in schools. [Stapinski LA, Reda B, Newton NC, Lawler S, Rodriguez D, Chapman C, Teesson M. Development and evaluation of 'Pure Rush': An online serious game for drug education. Drug Alcohol Rev 2017]. © 2017 Australasian Professional Society on Alcohol and other Drugs.

  11. Space Applications in Support of Future Urban Development in Armenia

    NASA Astrophysics Data System (ADS)

    Alhaddad, Bahaaeddin; Reppucci, Antonio; Moreno, Laura

    2016-08-01

    The fast growing of some cities has produced important changes in the urban sectors not always following sustainability criteria. As results, most urban growth falls outside formal planning controls and many cities suffer poor urban services management, traffic, and congestion, loss of green areas, poor air quality, and noise. The main advantages of satellite-based EO products are to support the decision-making process, and the development and operation of smart services. Satellite-based urban morphology analysis can help to identify the transformation of the urban development and evolution. The pilot presented here is a demonstration in the framework of the collaboration between ESA and ADB, called EOTAP "Earth Observation for a Transforming Asia Pacific". Aim of the pilot is to exploit satellite Earth observation data for sustainable growth and help preparing a series of city development and investment plans.

  12. The Usability of a Commercial Game Physics Engine to Develop Physics Educational Materials: An Investigation

    ERIC Educational Resources Information Center

    Price, Colin B.

    2008-01-01

    Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…

  13. Investigating Flow Experience and Scientific Practices During a Mobile Serious Educational Game

    NASA Astrophysics Data System (ADS)

    Bressler, Denise M.; Bodzin, Alec M.

    2016-10-01

    Mobile serious educational games (SEGs) show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. This study investigated whether a mobile SEG promotes flow experience and scientific practices with eighth-grade urban students. Students playing the game ( n = 59) were compared with students in a business-as-usual control activity ( n = 120). In both scenarios, students worked in small teams. Data measures included an open-ended instrument designed to measure scientific practices, a self-report flow survey, and classroom observations. The game players had significantly higher levels of flow and scientific practices compared to the control group. Observations revealed that game teams received less whole-class instruction and review compared to the control teams. Game teachers had primarily a guide-on-the-side role when facilitating the game, while control teachers predominantly used didactic instruction when facilitating the control activity. Implications for these findings are discussed.

  14. Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology.

    PubMed

    Paim, Crislaine Pires Padilha; Goldmeier, Silvia

    2017-01-10

    Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom's taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. The development of the game called "Playing with Tweezers" was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. The "digital" nursing student needs engagement, stimulation, reality, and entertainment, not just readings. "Playing with Tweezers" is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not

  15. Game engines and immersive displays

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  16. Utility of Game Instructions

    DTIC Science & Technology

    2003-04-01

    interface. These results can be incorporated in military training programs where computer games are part of the curriculum. Future military game ... development can also utilize these results to determine which type of instructional material to be included in the games.

  17. Impact of video game genre on surgical skills development: a feasibility study.

    PubMed

    de Araujo, Thiago Bozzi; Silveira, Filipe Rodrigues; Souza, Dante Lucas Santos; Strey, Yuri Thomé Machado; Flores, Cecilia Dias; Webster, Ronaldo Scholze

    2016-03-01

    The playing of video games (VGs) was previously shown to improve surgical skills. This is the first randomized, controlled study to assess the impact of VG genre on the development of basic surgical skills. Twenty first-year, surgically inexperienced medical students attended a practical course on surgical knots, suturing, and skin-flap technique. Later, they were randomized into four groups: control and/or nongaming (ContG), first-person-shooter game (ShotG), racing game (RaceG), and surgery game (SurgG). All participants had 3 wk of Nintendo Wii training. Surgical and VG performances were assessed by two independent, blinded surgeons who evaluated basal performance (time 0) and performance after 1 wk (time 1) and 3 wk (time 2) of training. The training time of RaceG was longer than that of ShotG and SurgG (P = 0.045). Compared to SurgG and RaceG, VG scores for ShotG improved less between times 0 and 1 (P = 0.010) but more between times 1 and 2 (P = 0.004). Improvement in mean surgical performance scores versus time differed in each VG group (P = 0.011). At time 2, surgical performance scores were significantly higher in ShotG (P = 0.002) and SurgG (P = 0.022) than in ContG. The surgical performance scores of RaceG were not significantly different from the score achieved by ContG (P = 0.279). Different VG genres may differentially impact the development of surgical skills by medical students. More complex games seem to improve performance even if played less. Although further studies are needed, surgery-related VGs with sufficient complexity and playability could be a feasible adjuvant to improving surgical skills. Copyright © 2016 Elsevier Inc. All rights reserved.

  18. Student-Prepared Games as a Teaching Strategy

    ERIC Educational Resources Information Center

    Brisk, William J.

    1974-01-01

    A course on game preparation attended by students from different disciplines involved an exposure to various types of games, leading up to individual and group development of games. Two of the games developed, Senate and Disarmament, described in the article, exemplify the benefit in hard deductive reasoning required by game preparation. (JH)

  19. Interactive Music Video Games and Children's Musical Development

    ERIC Educational Resources Information Center

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  20. Decades of urban growth and development on the Asian megadeltas

    NASA Astrophysics Data System (ADS)

    Small, Christopher; Sousa, Daniel; Yetman, Gregory; Elvidge, Christopher; MacManus, Kytt

    2018-06-01

    The current and ongoing expansion of urban areas worldwide represents the largest mass migration in human history. It is well known that the world's coastal zones are associated with large and growing concentrations of population, urban development and economic activity. Among coastal environments, deltas have long been recognized for both benefits and hazards. This is particularly true on the Asian megadeltas, where the majority of the world's deltaic populations reside. Current trends in urban migration, combined with demographic momentum suggest that the already large populations on the Asian megadeltas will continue to grow. In this study, we combine recently released gridded population density (circa 2010) with a newly developed night light change product (1992 to 2012) and a digital elevation model to quantify the spatial distribution of population and development on the nine Asian megadeltas. Bivariate distributions of population as functions of elevation and coastal proximity quantify potential exposure of deltaic populations to flood and coastal hazards. Comparison of these distributions for the Asian megadeltas show very different patterns of habitation with peak population elevations ranging from 2 to 11 m above sea level over a wide range of coastal proximities. Over all nine megadeltas, over 174 million people reside below a peak population elevation of 7 m. Changes in the spatial extent of anthropogenic night light from 1992 to 2012 show widely varying extents and changes of lighted urban development. All of the deltas except the Indus show the greatest increases in night light brightness occurring at elevations <10 m. At global and continental scales, growth of settlements of all sizes takes the form of evolving spatial networks of development. Spatial networks of lighted urban development in Asia show power law scaling properties consistent with other continents, but much higher rates of growth. The three largest networks of development in China all

  1. Sex, Lies and Video Games

    ERIC Educational Resources Information Center

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  2. How Teachers Integrate a Math Computer Game: Professional Development Use, Teaching Practices, and Student Achievement

    ERIC Educational Resources Information Center

    Callaghan, M. N.; Long, J. J.; van Es, E. A.; Reich, S. M.; Rutherford, T.

    2018-01-01

    As more attention is placed on designing digital educational games to align with schools' academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers' using games for instruction and how such integration might impact students' achievement. This study seeks to (a) understand how teachers use…

  3. The Design and Development of a Computerized Attention-Training Game System for School-Aged Children

    ERIC Educational Resources Information Center

    Wang, Tsui-Ying; Huang, Ho-Chuan

    2013-01-01

    A computerized attention-training game system has been developed to support attention training for school-aged children. The present system offers various types of computer games that provide training in different aspects of attention, such as selective attention, sustained attention, and divided attention. The N-tier architecture of the Web-based…

  4. Teachers' perspectives on the challenges of teaching physical education in urban schools: the student emotional filter.

    PubMed

    McCaughtry, Nate; Barnard, Sara; Martin, Jeffrey; Shen, Bo; Kulinna, Pamela Hodges

    2006-12-01

    The purpose of this study was to analyze how the challenges of urban schools influence physical education teachers' emotional understanding and connections with their students and the implications on their teaching. Sixty-one elementary physical educators from an urban school district in the midwestern U.S. were interviewed multiple times (N = 136) over 3 years using interpretive methodology. Teachers reported five unique challenges that significantly shaped their thinking about students and their careers, along with strategies they used to overcome or manage those challenges. The challenges were: (a) insufficient instructional resources, (b) implementing culturally relevant pedagogy, (c) dealing with community violence, (d) integrating more games in curricula, and (e) teaching in a culture of basketball. Implications centered on the guilt-inducing nature of urban teaching, developing an informed and realistic vision of urban physical education, and the role of teacher preparation and professional development.

  5. Driving factors of urban land growth in Guangzhou and its implications for sustainable development

    NASA Astrophysics Data System (ADS)

    Cui, Xuezhu; Li, Shaoying; Wang, Xuetong; Xue, Xiaolong

    2018-04-01

    Since 2000, China's urban land has expanded at a dramatic speed because of the country's rapid urbanization. The country has been experiencing unbalanced development between rural and urban areas, causing serious challenges such as agricultural security and land resources waste. Effectively evaluating the driving factors of urban land growth is essential for improving efficient land use management and sustainable urban development. This study established a principal component regression model based on eight indicators to identify their influences on urban land growth in Guangzhou. The results provided a grouping analysis of the driving factors, and found that economic growth, urban population, and transportation development are the driving forces of urban land growth of Guangzhou, while the tertiary industry has an opposite effect. The findings led to further suggestions and recommendations for urban sustainable development. Hence, local governments should design relevant policies for achieving the rational development of urban land use and strategic planning on urban sustainable development.

  6. Context-dependent player's movement interpretation: application to adaptive game development

    NASA Astrophysics Data System (ADS)

    Picard, Francois; Estraillier, Pascal

    2010-02-01

    Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.

  7. Argoball: A Dynamic-Rules Game for Teaching Striking-and-Fielding Game Tactics

    ERIC Educational Resources Information Center

    Todorovich, John R.; Fox, James P.; Ryan, Stuart; Todorovich, Sarah W.

    2008-01-01

    Physical educators using the teaching games for understanding (TGFU) approach employ modified game forms to teach children skills and tactics. Inspired by Danish Longball, "Argoball" is a dynamic-rules game that teachers interested in the TGFU model use to help their students develop effective skills and tactics to better participate in…

  8. The Development of Attention Skills in Action Video Game Players

    ERIC Educational Resources Information Center

    Dye, M. W. G.; Green, C. S.; Bavelier, D.

    2009-01-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…

  9. Development and Validation of the Basketball Offensive Game Performance Instrument

    ERIC Educational Resources Information Center

    Chen, Weiyun; Hendricks, Kristin; Zhu, Weimo

    2013-01-01

    The purpose of this study was to design and validate the Basketball Offensive Game Performance Instrument (BOGPI) that assesses an individual player's offensive game performance competency in basketball. Twelve physical education teacher education (PETE) students playing two 10-minute, 3 vs. 3 basketball games were videotaped at end of a…

  10. Advances in Games Technology: Software, Models, and Intelligence

    ERIC Educational Resources Information Center

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  11. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges.

    PubMed

    Krebs, Paul; Burkhalter, Jack E; Snow, Bert; Fiske, Jeff; Ostroff, Jamie S

    2013-09-11

    Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use.

  12. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges

    PubMed Central

    Fiske, Jeff

    2013-01-01

    Background Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. Objective The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. Methods The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. Results End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. Conclusions This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use. PMID:24025236

  13. Problems of modern urban drainage in developing countries.

    PubMed

    Silveira, A L L

    2002-01-01

    Socio-economic factors in developing countries make it more difficult to solve problems of urban drainage than in countries that are more advanced. Factors inhibiting the adoption of modern solutions include: (1) in matters of urban drainage, 19th-century sanitary philosophy still dominates; (2) both legal and clandestine land settlement limits the space that modern solutions require; (3) contamination of storm runoff by foul sewage, sediment and garbage prevents adoption of developed-country practices; (4) climatic and socio-economic factors favour the growth of epidemics where runoff is retained for flood-avoidance and to increase infiltration; (5) lack of a technological basis for adequate drainage management and design; (6) lack of the interaction between community and city administration that is needed to obtain modern solutions to urban drainage problems. Awareness of these difficulties is fundamental to the search for modern and viable solutions appropriate for developing countries.

  14. Foundation for Problem-Based Gaming

    ERIC Educational Resources Information Center

    Kiili, Kristian

    2007-01-01

    Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…

  15. Research on assessment methods for urban public transport development in China.

    PubMed

    Zou, Linghong; Dai, Hongna; Yao, Enjian; Jiang, Tian; Guo, Hongwei

    2014-01-01

    In recent years, with the rapid increase in urban population, the urban travel demands in Chinese cities have been increasing dramatically. As a result, developing comprehensive urban transport systems becomes an inevitable choice to meet the growing urban travel demands. In urban transport systems, public transport plays the leading role to promote sustainable urban development. This paper aims to establish an assessment index system for the development level of urban public transport consisting of a target layer, a criterion layer, and an index layer. Review on existing literature shows that methods used in evaluating urban public transport structure are dominantly qualitative. To overcome this shortcoming, fuzzy mathematics method is used for describing qualitative issues quantitatively, and AHP (analytic hierarchy process) is used to quantify expert's subjective judgment. The assessment model is established based on the fuzzy AHP. The weight of each index is determined through the AHP and the degree of membership of each index through the fuzzy assessment method to obtain the fuzzy synthetic assessment matrix. Finally, a case study is conducted to verify the rationality and practicability of the assessment system and the proposed assessment method.

  16. Research on Assessment Methods for Urban Public Transport Development in China

    PubMed Central

    Zou, Linghong; Guo, Hongwei

    2014-01-01

    In recent years, with the rapid increase in urban population, the urban travel demands in Chinese cities have been increasing dramatically. As a result, developing comprehensive urban transport systems becomes an inevitable choice to meet the growing urban travel demands. In urban transport systems, public transport plays the leading role to promote sustainable urban development. This paper aims to establish an assessment index system for the development level of urban public transport consisting of a target layer, a criterion layer, and an index layer. Review on existing literature shows that methods used in evaluating urban public transport structure are dominantly qualitative. To overcome this shortcoming, fuzzy mathematics method is used for describing qualitative issues quantitatively, and AHP (analytic hierarchy process) is used to quantify expert's subjective judgment. The assessment model is established based on the fuzzy AHP. The weight of each index is determined through the AHP and the degree of membership of each index through the fuzzy assessment method to obtain the fuzzy synthetic assessment matrix. Finally, a case study is conducted to verify the rationality and practicability of the assessment system and the proposed assessment method. PMID:25530756

  17. Asymmetric Evolutionary Games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2015-08-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

  18. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  19. Resilience Development of Preservice Teachers in Urban Schools

    ERIC Educational Resources Information Center

    Roselle, Rene

    2007-01-01

    Retention of teachers in urban schools continues to plague public schools. Could universities increase the likelihood that teachers will stay in urban schools longer by preparing them for some of the adversities they may face and helping them develop resilience in relation to these challenges? Could we produce resilient educators before they…

  20. Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology

    PubMed Central

    2017-01-01

    Background Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. Objective To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. Methods The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom’s taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. Results The development of the game called “Playing with Tweezers” was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. Conclusions The “digital” nursing student needs engagement, stimulation, reality, and entertainment, not just readings. “Playing with Tweezers” is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we

  1. "What's the Weather Like Today?": A Computer Game to Develop Algorithmic Thinking and Problem Solving Skills of Primary School Pupils

    ERIC Educational Resources Information Center

    Gürbüz, Hasan; Evlioglu, Bengisu; Erol, Çigdem Selçukcan; Gülseçen, Hulusi; Gülseçen, Sevinç

    2017-01-01

    Computer-based games as developments in information technology seem to grow and spread rapidly. Using of these games by children and teenagers have increased. The presence of more beneficial and educational games in contrast to the violent and harmful games is remarkable. Many scientific studies have indicated that the useful (functional) games…

  2. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    NASA Astrophysics Data System (ADS)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  3. Rural-urban migration and socioeconomic development in Ghana: some discussions.

    PubMed

    Twumasi-ankrah, K

    1995-01-01

    This article presents a discussion of rural-urban migration as a source of social and behavioral change in Ghana. It explores the extent to which the urban social environment in Ghana generates conflicts for migrants with a different value orientation and the degree of influence of the urban social environment on migrants' behavior. The first part of the discussion focuses on the nature of Ghana's urbanization process, the motivation and characteristics of rural-urban migrants, and the nature of the social interaction between migrants and the social urban environment. Migrants contribute directly and indirectly to rural development in many ways. Some urban migrants achieve economic and material wealth and, through their attachment to voluntary tribal associations, assist local community development. Government can augment this process of migrant investment in rural life by identifying these actions as patriotic efforts and awarding citizenship medals or challenge grants. Governments need to review their citizenship laws carefully in light of the "brain drain" issues in the new world order and maximize the flow of resources, technical skills, and ideas from international migrants. A high-quality rural labor force can be enticed to live in rural areas by offering higher salaries and benefits, low income tax rates, better housing, and rural electrification and sanitation. Private firms should be offered incentives to locate in rural areas and increase employment opportunities for rural labor. Career advancement of development planners should be tied to program success or some form of public accountability for careful allocation of resources in rural areas. Fertility policies should be sensitive to urban subgroups. Urban and rural social differences are minor and do not impede urban assimilation, but unemployment and underemployment are problems for many.

  4. Negative Experiences as Learning Trigger: A Play Experience Empirical Research on a Game for Social Change Case Study

    ERIC Educational Resources Information Center

    Mariani, Ilaria; Gandolfi, Enrico

    2016-01-01

    This study shows the results gathered from 141 subjects playing the persuasive urban game "A Hostile World" via a post-game-experience quantitative questionnaire. The aim is to problematize and deepen the role of negative emotions (e.g., frustration, rage)--explicitly fostered by "A Hostile World" to increase empathy toward…

  5. Getting into the Game

    ERIC Educational Resources Information Center

    Jenkins, Henry

    2005-01-01

    Statistics reveal that students spend more time on electronic games than on any other recreational activity and 32% admit to playing them during class. The gaming revolution contains lessons for teachers, and understanding the pedagogical potential of computer and video games and developing curriculum that supports the educational use of…

  6. Iterative Design and Testing for the Development of a Game-Based Chlamydia Awareness Intervention: A Pilot Study.

    PubMed

    Jiang, Rui; McKanna, James; Calabrese, Samantha; Seif El-Nasr, Magy

    2017-08-01

    Herein we describe a methodology for developing a game-based intervention to raise awareness of Chlamydia and other sexually transmitted infections among youth in Boston's underserved communities. We engaged in three design-based experiments. These utilized mixed methods, including playtesting and assessment methods, to examine the overall effectiveness of the game. In this case, effectiveness is defined as (1) engaging the target group, (2) increasing knowledge about Chlamydia, and (3) changing attitudes toward Chlamydia testing. These three experiments were performed using participants from different communities and with slightly different versions of the game, as we iterated through the design/feedback process. Overall, participants who played the game showed a significant increase in participants' knowledge of Chlamydia compared with those in the control group (P = 0.0002). The version of the game, including elements specifically targeting systemic thinking, showed significant improvement in participants' intent to get tested compared with the version of the game without such elements (Stage 2: P > 0.05; Stage 3: P = 0.0045). Furthermore, during both Stage 2 and Stage 3, participants showed high levels of enjoyment, mood, and participation and moderate levels of game engagement and social engagement. During Stage 3, however, participants' game engagement (P = 0.0003), social engagement (P = 0.0003), and participation (P = 0.0003) were significantly higher compared with those of Stage 2. Thus, we believe that motivation improvements from Stage 2 to 3 were also effective. Finally, participants' overall learning effectiveness was correlated with their prepositive affect (r = 0.52) and their postproblem hierarchy (r = -0.54). The game improved considerably from its initial conception through three stages of iterative design and feedback. Our assessment methods for each stage targeted and integrated learning, health, and engagement

  7. Multi-Temporal Multi-Sensor Analysis of Urbanization and Environmental/Climate Impact in China for Sustainable Urban Development

    NASA Astrophysics Data System (ADS)

    Ban, Yifang; Gong, Peng; Gamba, Paolo; Taubenbock, Hannes; Du, Peijun

    2016-08-01

    The overall objective of this research is to investigate multi-temporal, multi-scale, multi-sensor satellite data for analysis of urbanization and environmental/climate impact in China to support sustainable planning. Multi- temporal multi-scale SAR and optical data have been evaluated for urban information extraction using innovative methods and algorithms, including KTH- Pavia Urban Extractor, Pavia UEXT, and an "exclusion- inclusion" framework for urban extent extraction, and KTH-SEG, a novel object-based classification method for detailed urban land cover mapping. Various pixel- based and object-based change detection algorithms were also developed to extract urban changes. Several Chinese cities including Beijing, Shanghai and Guangzhou are selected as study areas. Spatio-temporal urbanization patterns and environmental impact at regional, metropolitan and city core were evaluated through ecosystem service, landscape metrics, spatial indices, and/or their combinations. The relationship between land surface temperature and land-cover classes was also analyzed.The urban extraction results showed that urban areas and small towns could be well extracted using multitemporal SAR data with the KTH-Pavia Urban Extractor and UEXT. The fusion of SAR data at multiple scales from multiple sensors was proven to improve urban extraction. For urban land cover mapping, the results show that the fusion of multitemporal SAR and optical data could produce detailed land cover maps with improved accuracy than that of SAR or optical data alone. Pixel-based and object-based change detection algorithms developed with the project were effective to extract urban changes. Comparing the urban land cover results from mulitemporal multisensor data, the environmental impact analysis indicates major losses for food supply, noise reduction, runoff mitigation, waste treatment and global climate regulation services through landscape structural changes in terms of decreases in service area, edge

  8. Can additional urban development have major impacts on streamflow of a peri-urban catchment? A case study from Portugal

    NASA Astrophysics Data System (ADS)

    Ferreira, Carla; Walsh, Rory; Nunes, João; Steenhuis, Tammo; de Lima, João; Coelho, Celeste; Ferreira, António

    2016-04-01

    It is well known that urban development brings about changes in hydrological response. Relatively little, however, is known about impacts on streamflow during urban development in the Mediterranean climate. This paper examines changes in streamflow resulting from the construction of an enterprise park, a major road and apartment blocks in a small partially urbanized peri-urban catchment (6.2 km2) in central Portugal. These developments led to an increase in urban area from 32% to 40% over a five-year period (hydrological years 2008/09-2012/13). In the initial two-year period minor land-use changes increased impervious surfaces from 12.8% to 13.2%. The subsequent three-year period led to a further 17.2% increase in impervious area. Streamflow was recorded by a V-notch weir at the catchment outlet. Rainfall was recorded at a weather station 0.5km north of the catchment, and by five tipping-bucket raingauges installed in January 2011 within the study catchment. Annual runoff and storm runoff coefficients ranged from 14% to 21% and 9% to 14%, respectively, recorded in 2011/12 and 2012/13. Although these differences in runoff were caused in part by variation in rainfall, the comparison between 2009/10 (pre-) and 2012/13 (post-additional urban development), with broadly similar rainfall (887mm vs 947mm, respectively) and evapotranspiration (740mm vs 746mm), showed a 43% increase in storm runoff (from 90mm to 129mm), resulting from additional overland flow generated largely by the 4.4% increase in impervious surfaces. The additional urban development also led to changes in hydrograph parameters. The increase in storm runoff was not progressive over the study period, but regression lines of storm runoff against rainstorm parameters exhibited higher vertical positions in 2012/13 than 2008/09. Increasing peak flows, however, were more progressive over the study period, with annual regression lines displaying higher vertical positions, but with a clear distance between pre

  9. P-Soccer: Soccer Games Application using Kinect

    NASA Astrophysics Data System (ADS)

    Nasir, Mohamad Fahim Mohamed; Suparjoh, Suriawati; Razali, Nazim; Mustapha, Aida

    2018-05-01

    This paper presents a soccer game application called P-Soccer that uses Kinect as the interaction medium between users and the game characters. P-Soccer focuses on training penalty kicks with one character who is taking the kick. This game is developed based on the Game Development Life Cycle (GDLC) methodology. Results for alpha and beta testing showed that the target users are satisfied with overall game design and theme as well as the interactivity with the main character in the game.

  10. Urban informality as a signifier: Performing urban reordering in suburban Rio de Janeiro

    PubMed Central

    Müller, Frank I

    2017-01-01

    Urban informality is typically ascribed to the urban poor in cities of the Global South. Drawing on Judith Butler’s concept of performativity and taking the case of Rio de Janeiro in the context of the 2016 Olympic Games, this article conceptualizes informality as a signifier and a procedural, relational category. Specifically, it shows how different class actors have employed the signifier informality (1) to legitimize the confinement of marginalized populations; (2) to justify the organized efforts of the upper middle class to protect their ‘self-enclosed’ gated communities; and (3) to warrant the formation of opposition and alliances between inhabitants, activists, and researchers on the edges of the urban order. This article offers new perspectives to better understand the relationship between informality and confinement by examining the active role that inhabitants of marginalized settlements assume in the Olympic City. PMID:28781405

  11. Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study.

    PubMed

    Ingadottir, Brynja; Blondal, Katrin; Thue, David; Zoega, Sigridur; Thylen, Ingela; Jaarsma, Tiny

    2017-05-10

    Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game. A computer game was developed by an interdisciplinary team following a structured approach. The usability, user experience, and efficacy of the game were evaluated using self-reported questionnaires (AttrakDiff2, Postoperative Pain Management Game Survey, Patient Knowledge About Postoperative Pain Management questionnaire), semi-structured interviews, and direct observation in one session with 20 participants recruited from the general public via Facebook (mean age 48 [SD 14]; 11 women). Adjusted Barriers Questionnaire II and 3 questions on health literacy were used to collect background information. Theories of self-care and adult learning, evidence for the educational needs of patients about pain management, and principles of gamification were used to develop the computer game. Ease of use and usefulness received a median score between 2.00 (IQR 1.00) and 5.00 (IQR 2.00) (possible scores 0-5; IQR, interquartile range), and ease of use was further confirmed by observation. Participants expressed satisfaction with this novel method of learning, despite some technological challenges. The attributes of the game, measured with AttrakDiff2, received a median score above 0 in all dimensions; highest for attraction (median 1.43, IQR 0.93) followed by pragmatic quality (median 1.31, IQR 1.04), hedonic quality interaction (median 1.00, IQR 1.04), and hedonic quality stimulation (median 0.57, IQR 0.68). Knowledge of pain medication and pain management

  12. The Use of Reading Games (Activities) in the Classroom.

    ERIC Educational Resources Information Center

    Georges, Betty

    A study was conducted to determine if the use of reading games or activities would cause greater improvement in the reading achievement scores of third grade low-achieving students in an urban school than would traditional instructional methods. A control group of five children received traditional reading instruction, while an experimental group…

  13. Decisions and Macroeconomics: Development and Implementation of a Simulation Game

    ERIC Educational Resources Information Center

    Woltjer, Geert B.

    2005-01-01

    For many students macroeconomics is very abstract; it is difficult for them to imagine that the theories are fundamentally about the coordination of human decisions. The author developed a simulation game called Steer the Economy that creates the possibility for students to make the decisions of the firms that are implicit in macroeconomic models.…

  14. Developing micro-level urban ecosystem indicators for sustainability assessment

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Dizdaroglu, Didem, E-mail: dizdaroglu@bilkent.edu.tr

    Sustainability assessment is increasingly being viewed as an important tool to aid in the shift towards sustainable urban ecosystems. An urban ecosystem is a dynamic system and requires regular monitoring and assessment through a set of relevant indicators. An indicator is a parameter which provides information about the state of the environment by producing a quantitative value. Indicator-based sustainability assessment needs to be considered on all spatial scales to provide efficient information of urban ecosystem sustainability. The detailed data is necessary to assess environmental change in urban ecosystems at local scale and easily transfer this information to the national andmore » global scales. This paper proposes a set of key micro-level urban ecosystem indicators for monitoring the sustainability of residential developments. The proposed indicator framework measures the sustainability performance of urban ecosystem in 3 main categories including: natural environment, built environment, and socio-economic environment which are made up of 9 sub-categories, consisting of 23 indicators. This paper also describes theoretical foundations for the selection of each indicator with reference to the literature [Turkish] Highlights: • As the impacts of environmental problems have multi-scale characteristics, sustainability assessment needs to be considered on all scales. • The detailed data is necessary to assess local environmental change in urban ecosystems to provide insights into the national and global scales. • This paper proposes a set of key micro-level urban ecosystem indicators for monitoring the sustainability of residential developments. • This paper also describes theoretical foundations for the selection of each indicator with reference to the literature.« less

  15. Accession Gaming Model (AGAM).

    DTIC Science & Technology

    1980-08-01

    k D-A009 160 NAVY PERSONNEL RESEARCH AND DEVELOPMENT CENTER SAN 0--ETC F/6 5/9 ACCESSION GAMING MODEL (AGAM).(U) UA 80 A WHISNAN, Y YEN, M...RECIPIENT’SCATALOG NUMBER NPRDC-TR_8 - vA - c I _ _ _ _ _ _ _ *:TITLE (and Suabitle) S. TYPE OF REPORT& PERIOD COVERED /ACCESSION GAMING MODEL (AG AM) ’C Final FY79 S...billet, trained personnel, and untrained personnel requirements, and the development of an Accession Gaming Model (AGAM), an optimization model that

  16. Spatiotemporal trends of urban heat island effect along the urban development intensity gradient in China

    Treesearch

    Decheng Zhou; Liangxia Zhang; Lu Hao; Ge Sun; Yongqiang Liu; Chao Zhu

    2016-01-01

    Urban heat island (UHI) represents a major anthropogenic modification to the Earth system and its relationshipwith urban development is poorly understood at a regional scale. Using AquaMODIS data and LandsatTM/ETM+images, we examined the spatiotemporal trends of the UHI effect (ΔT, relative to the rural reference) along theurban...

  17. Pre-Service Teachers' Perceptions on Tpack Development after Designing Educational Games

    ERIC Educational Resources Information Center

    Sancar Tokmak, Hatice

    2015-01-01

    This qualitative case study aimed to investigate Early Childhood Education (ECE) pre-service teachers' perception of development in their technological, pedagogical, content knowledge (TPACK) after designing educational computer games for young children. Participants included 21 ECE pre-service teachers enrolled in the course Instructional…

  18. Cognitive Analysis of Educational Games: The Number Game.

    PubMed

    van der Maas, Han L J; Nyamsuren, Enkhbold

    2017-04-01

    We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers (for instance, 2, 5, 9) have to be used precisely once to create a target number (for instance, 27) with basic arithmetic operations (solution: [5-2] × 9). We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning. The Number Game is part of Math Garden, a popular online educational platform for practicing and monitoring math skills using innovations in computerized adaptive testing. These educational games generate enormous amounts of rich data on children's cognitive development. We found converging evidence for the use of forward proximity heuristics in the data of Math Garden, consisting of more than 20 million answers to 1,700 items. Item difficulties and the structure of correct answers were analyzed. Copyright © 2016 Cognitive Science Society, Inc.

  19. Mobile and Web Game Development: Using Videogames as an Educational and Outreach Tool

    NASA Technical Reports Server (NTRS)

    Jaime, Fernando I.

    2012-01-01

    Few tools reach out to capture the imagination and interests of children like video games do. As such, the development of educational applications that foster young minds' interest in science and technology become of the utmost importance. To this end, I spent my summer internship developing outreach and educational applications in conjunction with JPL's Space Place team. This small, but dedicated, team of people manages three NASA websites that focus on presenting science and technology information in such a manner that young children can understand it and develop an interest in the subjects. Besides the websites, with their plethora of educational content presented through hands-on activities, games and informative articles, the team also creates and coordinates the distribution of printed material to museums, astronomy clubs and a huge network of educators.

  20. The Playful and Reflective Game Designer

    ERIC Educational Resources Information Center

    Majgaard, Gunver

    2014-01-01

    A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…

  1. Seriously Considering Design in Educational Games

    ERIC Educational Resources Information Center

    Gaydos, Matthew

    2015-01-01

    Research suggests that well-designed games can be good for learning under the right conditions. How such games are designed remains poorly understood, as studies have focused more on "whether" games can produce learning than on how such games work or how they can be reliably developed. That is, though the design of a game is considered…

  2. Game Over?

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.

  3. Traffic Games: Modeling Freeway Traffic with Game Theory

    PubMed Central

    Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176

  4. Traffic Games: Modeling Freeway Traffic with Game Theory.

    PubMed

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  5. The Games Children Play

    ERIC Educational Resources Information Center

    Padak, Nancy; Rasinski, Timothy

    2008-01-01

    The games that children play are not just for fun-they often lead to important skill development. Likewise, word games are fun opportunities for parents and children to spend time together and for children to learn a lot about sounds and words. In this Family Involvement column, the authors describe 12 easy-to-implement word games that parents and…

  6. Games as an Artistic Medium: Investigating Complexity Thinking in Game-Based Art Pedagogy

    ERIC Educational Resources Information Center

    Patton, Ryan M.

    2013-01-01

    This action research study examines the making of video games, using an integrated development environment software program called GameMaker, as art education curriculum for students between the ages of 8-13. Through a method I designed, students created video games using the concepts of move, avoid, release, and contact (MARC) to explore their…

  7. Dances and Games.

    ERIC Educational Resources Information Center

    Hansen, Karen

    1991-01-01

    Presents guidelines for teaching students about African culture via dances and games and for developing related activities to expand student learning experiences. Student activity pages describe how to do the Ghana national dance and how to play Mankala, a popular African game. (SM)

  8. Evidence-based development and first usability testing of a social serious game based multi-modal system for early screening for atypical socio-cognitive development.

    PubMed

    Gyori, Miklos; Borsos, Zsófia; Stefanik, Krisztina

    2015-01-01

    At current, screening for, and diagnosis of, autism spectrum disorders (ASD) are based on purely behavioral data; established screening tools rely on human observation and ratings of relevant behaviors. The research and development project in the focus of this paper is aimed at designing, creating and evaluating a social serious game based multi-modal, interactive software system for screening for high functioning cases of ASD at kindergarten age. The aims of this paper are (1) to summarize the evidence-based design process and (2) to present results from the first usability test of the system. Game topic, candidate responses, and candidate game contents were identified via an iterative literature review. On this basis, the 1st partial prototype of the fully playable game has been created, with complete data recording functionality but without the decision making component. A first usability test was carried out on this prototype (n=13). Overall results were unambiguously promising. Although sporadic difficulties in, and slightly negative attitudes towards, using the game occasionally arose, these were confined to non-target-group children only. The next steps of development include (1) completing the game design; (2) carrying out first large-n field test; (3) creating the first prototype of the decision making component.

  9. An Early Danish Computer Game

    NASA Astrophysics Data System (ADS)

    Jørgensen, Anker Helms

    This paper reports on the development of Nimbi, which is an early computer game implemented at the Danish Computer Company Regnecentralen in 1962-63. Nimbi is a variant of the ancient game Nim. The paper traces the primary origins of the development of Nimbi. These include a mathematical analysis from 1901 of Nim that “killed the game” as the outcome could be predicted quite easily; the desire of the Danish inventor Piet Hein to make a game that eluded such analyses; and the desire of Piet Hein to have computers play games against humans. The development of Nimbi was successful in spite of considerable technical obstacles. However, it seems that the game was not used for publicizing the capabilities of computers - at least not widely - as was the case with earlier Nim implementations, such as the British Nim-playing computer Nimrod in 1951.

  10. Programming standards for effective S-3D game development

    NASA Astrophysics Data System (ADS)

    Schneider, Neil; Matveev, Alexander

    2008-02-01

    When a video game is in development, more often than not it is being rendered in three dimensions - complete with volumetric depth. It's the PC monitor that is taking this three-dimensional information, and artificially displaying it in a flat, two-dimensional format. Stereoscopic drivers take the three-dimensional information captured from DirectX and OpenGL calls and properly display it with a unique left and right sided view for each eye so a proper stereoscopic 3D image can be seen by the gamer. The two-dimensional limitation of how information is displayed on screen has encouraged programming short-cuts and work-arounds that stifle this stereoscopic 3D effect, and the purpose of this guide is to outline techniques to get the best of both worlds. While the programming requirements do not significantly add to the game development time, following these guidelines will greatly enhance your customer's stereoscopic 3D experience, increase your likelihood of earning Meant to be Seen certification, and give you instant cost-free access to the industry's most valued consumer base. While this outline is mostly based on NVIDIA's programming guide and iZ3D resources, it is designed to work with all stereoscopic 3D hardware solutions and is not proprietary in any way.

  11. 78 FR 15738 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-03-12

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs... of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240, (202) 219-4066. SUPPLEMENTARY INFORMATION: Under Section 11 of the Indian Gaming...

  12. Influences of different land use spatial control schemes on farmland conversion and urban development.

    PubMed

    Zhou, Min; Tan, Shukui; Zhang, Lu

    2015-01-01

    Land use planning is always officially implemented as an effective tool to control urban development and protect farmland. However, its impact on land use change remains untested in China. Using a case study of Hang-Jia-Hu region, the main objective of this paper was to investigate the influence of different land use spatial control schemes on farmland conversion and urban development. Comparisons of farmland conversion and urban development patterns between the urban planning area and the non-urban planning area were characterized by using remote sensing, geographical information systems, and landscape metrics. Results indicated that farmland conversion in the non-urban planning area was more intensive than that in the urban planning area, and that farmland patterns was more fragmented in the non-urban planning area. Built-up land patterns in the non-urban planning area showed a trend of aggregation, while those in the urban planning area had a dual trend of fragmentation and aggregation. Existing built-up areas had less influence on built-up land sprawl in the non-urban planning area than that in the urban planning area. Built-up land sprawl in the form of continuous development in the urban planning area led to farmland conversion; and in the non-urban planning area, built-up land sprawl in the form of leapfrogging development resulted in farmland areal declines and fragmentation. We argued that it is a basic requirement to integrate land use plans in urban and non-urban planning areas for land use planning and management.

  13. Influences of Different Land Use Spatial Control Schemes on Farmland Conversion and Urban Development

    PubMed Central

    Zhou, Min; Tan, Shukui; Zhang, Lu

    2015-01-01

    Land use planning is always officially implemented as an effective tool to control urban development and protect farmland. However, its impact on land use change remains untested in China. Using a case study of Hang-Jia-Hu region, the main objective of this paper was to investigate the influence of different land use spatial control schemes on farmland conversion and urban development. Comparisons of farmland conversion and urban development patterns between the urban planning area and the non-urban planning area were characterized by using remote sensing, geographical information systems, and landscape metrics. Results indicated that farmland conversion in the non-urban planning area was more intensive than that in the urban planning area, and that farmland patterns was more fragmented in the non-urban planning area. Built-up land patterns in the non-urban planning area showed a trend of aggregation, while those in the urban planning area had a dual trend of fragmentation and aggregation. Existing built-up areas had less influence on built-up land sprawl in the non-urban planning area than that in the urban planning area. Built-up land sprawl in the form of continuous development in the urban planning area led to farmland conversion; and in the non-urban planning area, built-up land sprawl in the form of leapfrogging development resulted in farmland areal declines and fragmentation. We argued that it is a basic requirement to integrate land use plans in urban and non-urban planning areas for land use planning and management. PMID:25915897

  14. Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE).

    PubMed

    Brown, Katherine; Arnab, Sylvester; Bayley, Julie; Newby, Katie; Joshi, Puja; Judd, Becky; Baxter, Alison; Clarke, Samatha

    2012-01-01

    Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept 'flat plan' into an interactive gameshow. The game is teacher led and aims to engage students in game play and discussion around the issue of sexual coercion. The final product known as PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships) is the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.

  15. Bringing your a-game: Educational gaming for student success.

    PubMed

    Strickland, Haley P; Kaylor, Sara K

    2016-05-01

    The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.

  16. Recognizing problem video game use.

    PubMed

    Porter, Guy; Starcevic, Vladan; Berle, David; Fenech, Pauline

    2010-02-01

    It has been increasingly recognized that some people develop problem video game use, defined here as excessive use of video games resulting in various negative psychosocial and/or physical consequences. The main objectives of the present study were to identify individuals with problem video game use and compare them with those without problem video game use on several variables. An international, anonymous online survey was conducted, using a questionnaire with provisional criteria for problem video game use, which the authors have developed. These criteria reflect the crucial features of problem video game use: preoccupation with and loss of control over playing video games and multiple adverse consequences of this activity. A total of 1945 survey participants completed the survey. Respondents who were identified as problem video game users (n = 156, 8.0%) differed significantly from others (n = 1789) on variables that provided independent, preliminary validation of the provisional criteria for problem video game use. They played longer than planned and with greater frequency, and more often played even though they did not want to and despite believing that they should not do it. Problem video game users were more likely to play certain online role-playing games, found it easier to meet people online, had fewer friends in real life, and more often reported excessive caffeine consumption. People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present to mental health services. Mental health professionals need to acknowledge the public health significance of the multiple negative consequences of problem video game use.

  17. Serious game development as a strategy for health promotion and tackling childhood obesity.

    PubMed

    Dias, Jéssica David; Mekaro, Marcelo Shinyu; Cheng Lu, Jennifer Kaon; Otsuka, Joice Lee; Fonseca, Luciana Mara Monti; Zem-Mascarenhas, Silvia Helena

    2016-08-15

    to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code. desenvolver e avaliar um serious game (Jogo sério) sobre alimentação saudável e exercício físico para promoção da saúde e auxílio ao enfrentamento da obesidade infantil. estudo descritivo, aplicado e metodológico. Para o desenvolvimento do jogo, foram percorridas as seguintes etapas: conceituação, pré-produção com desenvolvimento da documentação do jogo, prototipagem, produção e avaliação de especialistas de computação e saúde. desenvolveu-se um protótipo até a versão beta. O jogo foi avaliado positivamente tanto em relação à jogabilidade e mecânica, quanto em relação ao conteúdo apresentado, destacando-se como uma estratégia potente para a promoção de saúde. As informações oriundas da fase de

  18. [Research progress and development trend of quantitative assessment techniques for urban thermal environment.

    PubMed

    Sun, Tie Gang; Xiao, Rong Bo; Cai, Yun Nan; Wang, Yao Wu; Wu, Chang Guang

    2016-08-01

    Quantitative assessment of urban thermal environment has become a focus for urban climate and environmental science since the concept of urban heat island has been proposed. With the continual development of space information and computer simulation technology, substantial progresses have been made on quantitative assessment techniques and methods of urban thermal environment. The quantitative assessment techniques have been developed to dynamics simulation and forecast of thermal environment at various scales based on statistical analysis of thermal environment on urban-scale using the historical data of weather stations. This study reviewed the development progress of ground meteorological observation, thermal infrared remote sensing and numerical simulation. Moreover, the potential advantages and disadvantages, applicability and the development trends of these techniques were also summarized, aiming to add fundamental knowledge of understanding the urban thermal environment assessment and optimization.

  19. Substantial Integration of Typical Educational Games into Extended Curricula

    ERIC Educational Resources Information Center

    Clark, Douglas B.; Tanner-Smith, Emily; Hostetler, Andrew; Fradkin, Aryah; Polikov, Vadim

    2018-01-01

    Much research focuses on what might be possible with digital games in the classroom. This study focuses on what is currently probable and typical. It uses a controlled quasi-experimental design to compare outcomes for students of 13 teachers in 10 diverse urban, suburban, and rural schools. The teachers integrated a set of 55 typical educational…

  20. 78 FR 11221 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-15

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs..., Office of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240, (202) 219-4066. SUPPLEMENTARY INFORMATION: Under section 11 of the Indian Gaming...

  1. 77 FR 5566 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-02-03

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs..., Office of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240, (202) 219-4066. SUPPLEMENTARY INFORMATION: Under section 11 of the Indian Gaming...

  2. 76 FR 8375 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-02-14

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs..., Office of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240, (202) 219-4066. SUPPLEMENTARY INFORMATION: Under section 11 of the Indian Gaming...

  3. 76 FR 49505 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-08-10

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs..., Office of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240, (202) 219-4066. SUPPLEMENTARY INFORMATION: Under section 11 of the Indian Gaming...

  4. 77 FR 59641 - Indian Gaming

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-09-28

    ... DEPARTMENT OF THE INTERIOR Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs... Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development, Washington, DC 20240, (202) 219-4066. SUPPLEMENTARY INFORMATION: Under section 11 of the Indian Gaming Regulatory Act...

  5. Computational Thinking in Constructionist Video Games

    ERIC Educational Resources Information Center

    Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri

    2016-01-01

    Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…

  6. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    ERIC Educational Resources Information Center

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  7. The Emergence of Simulation and Gaming.

    ERIC Educational Resources Information Center

    Becker, Henk A.

    1980-01-01

    Describes the historical and international development of simulation and gaming in terms of simulation as analytical models, and games as communicative models; and forecasts possible futures of simulation and gaming. (CMV)

  8. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    DTIC Science & Technology

    2016-05-05

    Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater...Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based...unlimited. This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious games ,” are becoming

  9. Evaluation of Games in Games and Physical Activity Course Curriculum in Terms of Common Basic Skills

    ERIC Educational Resources Information Center

    Inan, Mehmet; Ozden, Bülent; Dervent, Fatih; Küçüktepe, Coskun

    2016-01-01

    The purpose of this study was to provide an overview of the games in the "I am Playing Games" (IPG) compilation booklet that was used in the Games and Physical Activity (GPA) curriculum. 257 games in IPG compilation booklet were coded whether they had elements that would enable development of common basic skills or not. Common basic…

  10. `Voyager': an educational card game

    NASA Astrophysics Data System (ADS)

    Smith, David Ryan

    2003-01-01

    `Voyager' is an educational card game involving scientific satellites, developed for use in schools with children aged 9 to 13 years. The idea of the game is to improve pupils' knowledge about the large number of scientific satellites there are in space in a fun way, while also practising numeracy skills. Several copies of the game were produced using funding obtained from the Particle Physics and Astronomy Research Council (PPARC) as a Public Understanding of Science (PUS) award. These initial `trial' versions of the game were taken to three different schools where feedback obtained from both pupils and staff was used to produce a final copy of the game that can be distributed to other schools along with a set of companion notes to form the basis of a science lesson. This article reports the findings of the school trials and indicates possible future developments of other scientific card games that could be beneficial to the classroom.

  11. Bringing sexual and reproductive health in the urban contexts to the forefront of the development agenda: the case for prioritizing the urban poor.

    PubMed

    Mberu, Blessing; Mumah, Joyce; Kabiru, Caroline; Brinton, Jessica

    2014-09-01

    Estimates suggest that over 90 % of population increase in the least developed countries over the next four decades will occur in urban areas. These increases will be driven both by natural population growth and rural-urban migration. Moreover, despite its status as the world's least urbanized region, the urban population in the sub-Saharan Africa region is projected to increase from under 40 % currently to over 60 % by 2050. Currently, approximately 70 % of all urban residents in the region live in slums or slum-like conditions. Sexual and reproductive health (SRH) risks for the urban poor are severe and include high rates of unwanted pregnancies, sexually transmitted infections, and poor maternal and child health outcomes. However, the links between poverty, urbanization, and reproductive health priorities are still not a major focus in the broader development agenda. Building on theoretical and empirical data, we show that SRH in urban contexts is critical to the development of healthy productive urban populations and, ultimately, the improvement of quality of life. We posit that a strategic focus on the sexual and reproductive health of urban residents will enable developing country governments achieve international goals and national targets by reducing health risks among a large and rapidly growing segment of the population. To that end, we identify key research, policy and program recommendations and strategies required for bringing sexual and reproductive health in urban contexts to the forefront of the development agenda.

  12. US Urban Teachers' Perspectives of Culturally Competent Professional Development

    ERIC Educational Resources Information Center

    Flory, Sara B.; McCaughtry, Nate; Martin, Jeffrey J.; Murphy, Anne; Blum, Barbara; Wisdom, Kimberlydawn

    2014-01-01

    Health disparities related to food choices, nutrition behaviours and smoking habits in urban communities in the United States signal the importance of health education (HE) in schools, yet educators in urban communities face unique cultural challenges often unaddressed in professional development (PD). The purpose of this study was to use a…

  13. Development of an Urban Multilayer Radiation Scheme and Its Application to the Urban Surface Warming Potential

    NASA Astrophysics Data System (ADS)

    Aoyagi, Toshinori; Takahashi, Shunji

    2012-02-01

    To investigate how a three-dimensional structure such as an urban canyon can affect urban surface warming, we developed an urban multilayer radiation scheme. The complete consideration of multiple scattering of shortwave and longwave radiation using the radiosity method is an important feature of the present scheme. A brief description of this scheme is presented, followed by evaluations that compare its results with observations of the effective albedo and radiative temperature for urban blocks. Next, we calculate the urban surface warming potential (USWP), defined as the difference between the daily mean radiative temperature of urban surfaces (which are assumed to be black bodies), including their canyon effects and the daily mean temperature of a flat surface with the same material properties, under a radiative equilibrium state. Assuming standard material properties (albedo and emissivity of 0.4 and 0.9, respectively), we studied the sensitivity of the USWP to various aspect ratios of building heights to road widths. The results show that the temporally-averaged surface temperature of an urban area can be higher than that of a flat surface. In addition, we determined the overestimation of the effective temperature of urban surfaces induced by the overestimation of the radiation distribution to the walls when one uses a single-layer scheme for urban block arrays that have a low sky-view factor less than around 0.5.

  14. Serious games for health: three steps forwards.

    PubMed

    Drummond, David; Hadchouel, Alice; Tesnière, Antoine

    2017-01-01

    Serious games are educational tools which are more and more used in patient and health professional education. In this article, we discuss three main points that developers and educators need to address during the development of a serious game for health. We first explain how to develop motivating serious games by finding a point where the intrinsic and extrinsic motivations of end users can converge. Then, we propose to identify the features of serious games which enhance their learning effectiveness on the basis of a framework derived from cognitive science and called "the four pillars of learning." Finally, we discuss issues and solutions related to the evaluation of serious games.

  15. Gaming Preferences of Aging Generations.

    PubMed

    Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R

    2014-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.

  16. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    NASA Astrophysics Data System (ADS)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  17. Gaming against medical errors: methods and results from a design game on CPOE.

    PubMed

    Kanstrup, Anne Marie; Nøhr, Christian

    2009-01-01

    The paper presents design game as a technique for participatory design for a Computerized Decision Support System (CDSS) for minimizing medical errors. Design game is used as a technique for working with the skills of users, the complexity of the use practice and the negotiation of design here within the challenging domain of medication. The paper presents a developed design game based on game inspiration from a computer game, theoretical inspiration on electronic decision support, and empirical grounding in scenarios of medical errors. The game has been played in a two-hour workshop with six clinicians. The result is presented as a list of central themes for design of CDSS and derived design principles from these themes. These principles are currently under further exploration in follow up prototype based activities.

  18. Development of Chemistry Game Card as an Instructional Media in the Subject of Naming Chemical Compound in Grade X

    NASA Astrophysics Data System (ADS)

    Bayharti; Iswendi, I.; Arifin, M. N.

    2018-04-01

    The purpose of this research was to produce a chemistry game card as an instructional media in the subject of naming chemical compounds and determine the degree of validity and practicality of instructional media produced. Type of this research was Research and Development (R&D) that produced a product. The development model used was4-D model which comprises four stages incuding: (1) define, (2) design, (3) develop, and (4) disseminate. This research was restricted at the development stage. Chemistry game card developed was validated by seven validators and practicality was tested to class X6 students of SMAN 5 Padang. Instrument of this research is questionnair that consist of validity sheet and practicality sheet. Technique in collection data was done by distributing questionnaire to the validators, chemistry teachers, and students. The data were analyzed by using formula Cohen’s Kappa. Based on data analysis, validity of chemistry game card was0.87 with category highly valid and practicality of chemistry game card was 0.91 with category highly practice.

  19. Games Utilizing Native Materials. Expanded Edition.

    ERIC Educational Resources Information Center

    Outdoor Education Association, Carbondale, IL.

    Given in this paper are 27 games which can be used while camping outdoors. The games provide opportunities for recreation, muscular activity, and development of neuromuscular skills in handling game equipment and in running, jumping, leaping, dodging, and climbing. The games attempt to utilize such natural surroundings as sticks, stones, logs,…

  20. Supporting Educational Games in Higher Education: The Creation and Implementation of Custom Game Engine for a University

    ERIC Educational Resources Information Center

    Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris

    2017-01-01

    Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…

  1. Development of a Career-Oriented Instructional Design Model for Game Programming

    ERIC Educational Resources Information Center

    Wu, Penn Pinlung

    2012-01-01

    This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need…

  2. Biomedical technology prosperity game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defensemore » Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology

  3. Game Maturity Model for Health Care.

    PubMed

    de Boer, Jan C; Adriani, Paul; van Houwelingen, Jan Willem; Geerts, A

    2016-04-01

    This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determine strategic considerations for application of applied health games. Our forecast is that within 5 years the use and development of applied games will have a role in our daily lives and the way we organize health care that will be similar to the role social media has today.

  4. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  5. Developing Oral Interaction Skills with a Digital Information Gap Activity Game

    ERIC Educational Resources Information Center

    Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica

    2016-01-01

    This study introduces the digital game Prêt à négocier, an information gap digital game, and investigates language learners' perceptions of its use in a French as a Second Language (FSL) context. In the game, students negotiate orally and synchronously with a partner for items like cars, houses, and even pirate ships. Inspired by Larsen-Freeman…

  6. Using Animation to Support the Teaching of Computer Game Development Techniques

    ERIC Educational Resources Information Center

    Taylor, Mark John; Pountney, David C.; Baskett, M.

    2008-01-01

    In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static…

  7. Excessive and addictive gaming control using counselling agent in online game design

    NASA Astrophysics Data System (ADS)

    Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd

    2017-10-01

    In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

  8. Instructional games: Scientific language use, concept understanding, and attitudinal development of middle school learners

    NASA Astrophysics Data System (ADS)

    Mongillo, Geraldine

    The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning

  9. Growing cooler : the evidence on urban development and climate change

    DOT National Transportation Integrated Search

    1997-10-01

    This new book documents how key changes in land development patterns could help reduce vehicle : greenhouse gas emissions. Based on a comprehensive review of dozens of studies by leading urban : planning researchers, the book concludes that urban dev...

  10. Simplifying impact of urban development on sewer systems.

    PubMed

    Kleidorfer, Manfred; Sitzenfrei, Robert; Rauch, Wolfgang

    2014-01-01

    Linking urban development and urban drainage models is a more and more popular approach when impacts of pavement of urban areas on sewer system performance are evaluated. As such an approach is a difficult task, this is not a feasible procedure for everyday engineering practice. We propose an alternative method, based on a developed simple near-quadratic relationship, which directly translates change (increase or decrease) of paved area into a change in the return period (RP) of the design rainfall event or design rainfall intensity. This formula is simple to use and compatible with existing design guidelines. A further advantage is that the calculated design RP can also be used to communicate the impact of a change in impervious areas to stakeholders or the public community. The method is developed using a set of 250 virtual and two real-world case studies and hydrodynamic simulations. It is validated on a small catchment for which we compare system performance and redesigned pipe diameters. Of course such a simplification contains different uncertainties. But these uncertainties have to be seen in the context of overall uncertainties when trying to predict city development into the future. Hence it still is a significant advantage compared to today's engineering practice.

  11. Assessing the costs of hazard mitigation through landscape interventions in the urban structure

    NASA Astrophysics Data System (ADS)

    Bostenaru-Dan, Maria; Aldea Mendes, Diana; Panagopoulos, Thomas

    2014-05-01

    In this paper we look at an issue rarely approached, the economic efficiency of natural hazard risk mitigation. The urban scale at which a natural hazard can impact leads to the importance of urban planning strategy in risk management. However, usually natural, engineering, and social sciences deal with it, and the role of architecture and urban planning is neglected. Climate change can lead to risks related to increased floods, desertification, sea level rise among others. Reducing the sealed surfaces in cities through green spaces in the crowded centres can mitigate them, and can be foreseen in restructuration plans in presence or absence of disasters. For this purpose we reviewed the role of green spaces and community centres such as churches in games, which can build the core for restructuration efforts, as also field and archive studies show. We look at the way ICT can contribute to organize the information from the building survey to economic computations in direct modeling or through games. The roles of game theory, agent based modeling and networks and urban public policies in designing decision systems for risk management are discussed. Games rules are at the same time supported by our field and archive studies, as well as research by design. Also we take into consideration at a rare element, which is the role of landscape planning, through the inclusion of green elements in reconstruction after the natural and man-made disasters, or in restructuration efforts to mitigate climate change. Apart of existing old city tissue also landscape can be endangered by speculation and therefore it is vital to highlight its high economic value, also in this particular case. As ICOMOS highlights for the 2014 congress, heritage and landscape are two sides of the same coin. Landscape can become or be connected to a community centre, the first being necessary for building a settlement, the second raising its value, or can build connections between landmarks in urban routes

  12. Clug; Community Land Use Game. Player's Manual with Selected Readings.

    ERIC Educational Resources Information Center

    Feldt, Allan G.

    CLUG (Community Land Use Game) is designed to provide players with an understanding of several underlying factors affecting the growth of an urban region. It has been used with players from junior high to graduate school and also with non-students. It unites concepts from sociology, economics, and geography. Players invest in land, construct…

  13. Permafrost and urban Development in Norilsk Russia.

    NASA Astrophysics Data System (ADS)

    Shiklomanov, N. I.; Streletskiy, D. A.; Grebenets, V. I.

    2017-12-01

    The city of Norilsk was established in 1935 as a GULAG mining and metallurgy work camp to explore the rich deposits of non-ferrous metals. By the 1989, the population of Norilsk reached 179,757 people. Two additional cities were developed in proximity to Norilsk in the 1960s-1980s: Talnakh (1989 population 65,710); and Kaerkan (1989 population 29,824) making the Norilsk region a major Arctic metropolis. While such rapid growth is not unusual for developing industrial cities, the geographic location makes Norilsk rather unique among world urban centers. It was built in Central Siberia at 69°51' N latitude (above the Arctic Circle), in region characterized by harsh subarctic climate (mean annual temperature around -10 oC), over forest tundra/tundra transitional landscapes underlined by perennially frozen ground (permafrost). Throughout its existence, the Norilsk region was highly isolated: it is not connected to Russian road and railroad systems. The harsh environmental conditions provided significant and rather unique challenges to Norilsk development. Specifically, the presence of ice-rich permafrost imposed restrictions on application of standard urban planning and engineering practices. This presentation analyzes the history of permafrost construction in Norilsk. It shows how though initial trial and errors, a set of guiding principles and engineering methods of construction on permafrost were developed allowing a rapid urbanization of the area during the 1960-1980s. However, despite significant advances in permafrost engineering, the pronounced permafrost degradation has become evident in Norilsk by the mid 1980s and has accelerated rapidly since the mid 1990s resulting in widespread deformation of buildings. Climatic changes are frequently identified as a major cause of accelerated deterioration of infrastructure build on permafrost. However, we argue that other factors, including the complexity of interactions between deferent components of urban

  14. Application of the ACASA model for urban development studies

    NASA Astrophysics Data System (ADS)

    Marras, S.; Pyles, R. D.; Falk, M.; Snyder, R. L.; Paw U, K. T.; Blecic, I.; Trunfio, G. A.; Cecchini, A.; Spano, D.

    2012-04-01

    Since urban population is growing fast and urban areas are recognized as the major source of CO2 emissions, more attention has being dedicated to the topic of urban sustainability and its connection with the climate. Urban flows of energy, water and carbon have an important impact on climate change and their quantification is pivotal in the city design and management. Large effort has been devoted to quantitative estimates of the urban metabolism components, and several advanced models have been developed and used at different spatial and temporal scales for this purpose. However, it is necessary to develop suitable tools and indicators to effectively support urban planning and management with the goal of achieving a more sustainable metabolism in the urban environment. In this study, the multilayer model ACASA (Advanced Canopy-Atmosphere-Soil Algorithm) was chosen to simulate the exchanges of heat, water vapour and CO2 within and above urban canopy. After several calibration and evaluation tests over natural and agricultural ecosystems, the model was recently modified for application in urban and peri-urban areas. New equations to account for the anthropogenic contribution to heat exchange and carbon production, as well as key parameterizations of leaf-facet scale interactions to separate both biogenic and anthropogenic flux sources and sinks, were added to test changes in land use or urban planning strategies. The analysis was based on the evaluation of the ACASA model performance in estimating urban metabolism components at local scale. Simulated sensible heat, latent heat, and carbon fluxes were compared with in situ Eddy Covariance measurements collected in the city centre of Florence (Italy). Statistical analysis was performed to test the model accuracy and reliability. Model sensitivity to soil types and increased population density values was conducted to investigate the potential use of ACASA for evaluating the impact of planning alternative scenarios. In

  15. Development and refinement of new statistical methods for enhanced syndromic surveillance during the 2012 Olympic and Paralympic Games.

    PubMed

    Morbey, Roger A; Elliot, Alex J; Charlett, Andre; Andrews, Nick; Verlander, Neville Q; Ibbotson, Sue; Smith, Gillian E

    2015-06-01

    Prior to the 2012 London Olympic and Paralympic Games, new statistical methods had to be developed for the enhanced syndromic surveillance during the Games. Different methods were developed depending on whether or not historical data were available. Practical solutions were needed to cope with the required daily reporting and data quality issues. During the Games, nearly 4800 signals were tested on average each day, generating statistical alarms that were assessed to provide information on areas of potential public health concern and reassurance that no major adverse incident had occurred. spjhi;21/2/159/FIG41460458213517577 F1 fig4-1460458213517577. © The Author(s) 2013.

  16. Calculating Solar Energy Potential of Buildings and Visualization Within Unity 3d Game Engine

    NASA Astrophysics Data System (ADS)

    Buyuksalih, G.; Bayburt, S.; Baskaraca, A. P.; Karim, H.; Rahman, A. Abdul

    2017-10-01

    Solar energy modelling is increasingly popular, important, and economic significant in solving energy crisis for big cities. It is a clean and renewable resource of energy that can be utilized to accommodate individual or group of buildings electrical power as well as for indoor heating. Implementing photovoltaic system (PV) in urban areas is one of the best options to solve power crisis over expansion of urban and the growth of population. However, as the spaces for solar panel installation in cities are getting limited nowadays, the available strategic options are only at the rooftop and façade of the building. Thus, accurate information and selecting building with the highest potential solar energy amount collected is essential in energy planning, environmental conservation, and sustainable development of the city. Estimating the solar energy/radiation from rooftop and facade are indeed having a limitation - the shadows from other neighbouring buildings. The implementation of this solar estimation project for Istanbul uses CityGML LoD2-LoD3. The model and analyses were carried out using Unity 3D Game engine with development of several customized tools and functionalities. The results show the estimation of potential solar energy received for the whole area per day, week, month and year thus decision for installing the solar panel could be made. We strongly believe the Unity game engine platform could be utilized for near future 3D mapping visualization purposes.

  17. Urban ecology in a developing world: why advanced socioecological theory needs Africa.

    PubMed

    McHale, Melissa R; Bunn, David N; Pickett, Steward Ta; Twine, Wayne

    2013-12-01

    Socioecological theory, developed through the study of urban environments, has recently led to a proliferation of research focusing on comparative analyses of cities. This research emphasis has been concentrated in the more developed countries of the Northern Hemisphere (often referred to as the "Global North"), yet urbanization is now occurring mostly in the developing world, with the fastest rates of growth in sub-Saharan Africa. Countries like South Africa are experiencing a variety of land-cover changes that may challenge current assumptions about the differences between urban and rural environments and about the connectivity of these dynamic socioecological systems. Furthermore, questions concerning ecosystem services, landscape preferences, and conservation - when analyzed through rural livelihood frameworks - may provide insights into the social and ecological resilience of human settlements. Increasing research on urban development processes occurring in Africa, and on patterns of kinship and migration in the less developed countries of the "Global South", will advance a more comprehensive worldview of how future urbanization will influence the progress of sustainable societies.

  18. Urban ecology in a developing world: why advanced socioecological theory needs Africa

    PubMed Central

    Bunn, David N; Pickett, Steward TA; Twine, Wayne

    2014-01-01

    Socioecological theory, developed through the study of urban environments, has recently led to a proliferation of research focusing on comparative analyses of cities. This research emphasis has been concentrated in the more developed countries of the Northern Hemisphere (often referred to as the “Global North”), yet urbanization is now occurring mostly in the developing world, with the fastest rates of growth in sub-Saharan Africa. Countries like South Africa are experiencing a variety of land-cover changes that may challenge current assumptions about the differences between urban and rural environments and about the connectivity of these dynamic socioecological systems. Furthermore, questions concerning ecosystem services, landscape preferences, and conservation – when analyzed through rural livelihood frameworks – may provide insights into the social and ecological resilience of human settlements. Increasing research on urban development processes occurring in Africa, and on patterns of kinship and migration in the less developed countries of the “Global South”, will advance a more comprehensive worldview of how future urbanization will influence the progress of sustainable societies. PMID:24891843

  19. Healthy Gaming - Video Game Design to promote Health.

    PubMed

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  20. Computerized History Games: Narrative Options

    ERIC Educational Resources Information Center

    Kee, Kevin

    2011-01-01

    How may historians best express history through computer games? This article suggests that the answer lies in correctly correlating historians' goals for teaching with the capabilities of different kinds of computer games. During the development of a game prototype for high school students, the author followed best practices as expressed in the…

  1. Computer Game

    NASA Technical Reports Server (NTRS)

    1992-01-01

    Using NASA studies of advanced lunar exploration and colonization, KDT Industries, Inc. and Wesson International have developed MOONBASE, a computer game. The player, or team commander, must build and operate a lunar base using NASA technology. He has 10 years to explore the surface, select a site and assemble structures brought from Earth into an efficient base. The game was introduced in 1991 by Texas Space Grant Consortium.

  2. The Effects of Domestic Energy Consumption on Urban Development Using System Dynamics

    NASA Astrophysics Data System (ADS)

    Saryazdi, M. D.; Homaei, N.; Arjmand, A.

    2018-05-01

    In developed countries, people have learned to follow efficient consumption patterns, while in developing countries, such as Iran, these patterns are not well executed. A large amount of energy is almost consumed in buildings and houses and though the consumption patterns varies in different societies, various energy policies are required to meet the consumption challenges. So far, several papers and more than ten case studies have worked on the relationship between domestic energy consumption and urban development, however these researches did not analyzed the impact of energy consumption on urban development. Therefore, this paper attempts to examine the interactions between the energy consumption and urban development by using system dynamics as the most widely used methods for complex problems. The proposed approach demonstrates the interactions using causal loop and flow diagrams and finally, suitable strategies will be proposed for urban development through simulations of different scenarios.

  3. The Guppy Game

    ERIC Educational Resources Information Center

    Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna

    2012-01-01

    Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…

  4. Tennis Coaching: Applying the Game Sense Approach

    ERIC Educational Resources Information Center

    Pill, Shane; Hewitt, Mitchell

    2017-01-01

    This article demonstrates the game sense approach for teaching tennis to novice players. In a game sense approach, learning is positioned within modified games to emphasize the way rules shape game behavior, tactical awareness, decision-making and the development of contextualized stroke mechanics.

  5. Blood lead levels following consumption of game meat in Italy.

    PubMed

    Fustinoni, Silvia; Sucato, Sabrina; Consonni, Dario; Mannucci, Pier Mannuccio; Moretto, Angelo

    2017-05-01

    The aim of this study was to measure lead (Pb) levels in blood (Pb-blood) in consumers of game meat, taking into account other possible sources of lead exposure. A spot blood sample was obtained from 95 subjects, and a questionnaire was used to collect general information and data on game meat consumption, hunting, wine drinking and other possible sources of lead exposure. Pb-blood was measured by inductively coupled plasma-mass spectrometry. Pb-blood was not influenced by age, sex, residence in an urban or rural area, consumption of game meat, tobacco smoking or hobbies associated with potential exposure to lead, and median Pb-blood was 1.7 (5th-95th percentile 1.0-5.3)µg/dL and 3.4 (0.9-6.1)µg/dL for game meat non-eaters and eater, respectively. A multiple linear regression analysis (containing the covariates sex, age, hunting, wine drinking, game meat consumption, tobacco smoking, shooting range, and occupational exposure) found an association with hunting (Pb-blood almost double in hunters) and wine drinking (40% higher in drinkers) but not with consumption of game meat or other parameters. Whether the higher Pb-blood level was due to inhalation of lead fumes while shooting with lead ammunition, to handling lead ammunition or both could not be ascertained. Copyright © 2017 Elsevier Inc. All rights reserved.

  6. Gaming Preferences of Aging Generations

    PubMed Central

    Blocker, Kenneth A.; Wright, Timothy J.; Boot, Walter R.

    2017-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics. PMID:29033699

  7. Eden Institute: Using Health Games for ASD Student and Staff Development.

    PubMed

    Ferguson, Moderator Bill; McCool, Participants Thomas; Gasdia, Dominique; Sharp, Tim; Breeman, Lisa; Parikh, Nish; Taub, Bob; Finkler, Nina

    2013-02-01

    Eden Autism Services is a leading-edge resource for children and adults suffering from more severe effects of autism spectrum disorder (ASD). The strategic use of games in the development of students, staff, teachers, parents, friends, and employers has advanced the quality of life of Eden's students and, consequently, their relationships, productivity, and happiness.

  8. Development Communication in an Urban Setting.

    ERIC Educational Resources Information Center

    Development Communication Report, 1980

    1980-01-01

    The application of lessons gained from rural experience with development communications to the problems of delivering social services to the poorer segments of the urban areas is described in a report on the squatter upgrading project in Lusaka, the capital of Zambia. A Project Support Communications Unit established to provide communication…

  9. Instructional games and activities for criticality safety training

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bullard, B.; McBride, J.

    1993-01-01

    During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclearmore » Regulatory Commission (NRC) fuel facility inspectors.« less

  10. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    PubMed

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  11. Developing a 3D Game Design Authoring Package to Assist Students' Visualization Process in Design Thinking

    ERIC Educational Resources Information Center

    Kuo, Ming-Shiou; Chuang, Tsung-Yen

    2013-01-01

    The teaching of 3D digital game design requires the development of students' meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to…

  12. Learning decision making through serious games.

    PubMed

    Kaczmarczyk, Joseph; Davidson, Richard; Bryden, Daniele; Haselden, Stephen; Vivekananda-Schmidt, Pirashanthie

    2016-08-01

    In Serious Games (SGs), educational content is integrated into a game so that learning is intrinsic to play, thereby motivating players and improving engagement. SGs enable learning by developing situated understanding in users and by enabling players to practise safe clinical decision making; however, the use of SGs in medical education is not well established. We aimed to design a game-based resource to teach clinical decision making to medical students, and to assess user perceptions of educational value, usability and the role for SGs in undergraduate training. An SG focusing on the acute management of tachyarrhythmias was developed. Third- and fourth-year medical students at the medical school were invited to use and evaluate the game using questionnaires and focus groups. We invited 479 students, and 281 accessed the game. Only 47 students completed the questionnaire and 31 students participated in the focus groups. The data suggest that SGs: (1) can allow students to rehearse taking responsibility for decision making; (2) are fun and motivational; (3) have a role in revising and consolidating knowledge; and (4) could be formative assessment tools. Serious Games enable learning by developing situated understanding in users SGs could be employed as adjuvant learning resources to develop students' skills and knowledge. Further empirical research is required to assess the added value of games in medical education. © 2015 John Wiley & Sons Ltd.

  13. Effects of Anxiety Levels on Learning Performance and Gaming Performance in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Yang, J. C.; Lin, M. Y. D.; Chen, S. Y.

    2018-01-01

    Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…

  14. The inhabited environment, infrastructure development and advanced urbanization in China’s Yangtze River Delta Region

    NASA Astrophysics Data System (ADS)

    Zhu, Xiaoqing; Gao, Weijun; Zhou, Nan; Kammen, Daniel M.; Wu, Yiqun; Zhang, Yao; Chen, Wei

    2016-12-01

    This paper analyzes the relationship among the inhabited environment, infrastructure development and environmental impacts in China’s heavily urbanized Yangtze River Delta region. Using primary human environment data for the period 2006-2014, we examine factors affecting the inhabited environment and infrastructure development: urban population, GDP, built-up area, energy consumption, waste emission, transportation, real estate and urban greenery. Then we empirically investigate the impact of advanced urbanization with consideration of cities’ differences. Results from this study show that the growth rate of the inhabited environment and infrastructure development is strongly influenced by regional development structure, functional orientations, traffic network and urban size and form. The effect of advanced urbanization is more significant in large and mid-size cities than huge and mega cities. Energy consumption, waste emission and real estate in large and mid-size cities developed at an unprecedented rate with the rapid increase of economy. However, urban development of huge and mega cities gradually tended to be saturated. The transition development in these cities improved the inhabited environment and ecological protection instead of the urban construction simply. To maintain a sustainable advanced urbanization process, policy implications included urban sprawl control polices, ecological development mechanisms and reforming the economic structure for huge and mega cities, and construct major cross-regional infrastructure, enhance the carrying capacity and improvement of energy efficiency and structure for large and mid-size cities.

  15. Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study

    PubMed Central

    Blondal, Katrin; Thue, David; Zoega, Sigridur; Thylen, Ingela; Jaarsma, Tiny

    2017-01-01

    Background Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. Objective The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game. Methods A computer game was developed by an interdisciplinary team following a structured approach. The usability, user experience, and efficacy of the game were evaluated using self-reported questionnaires (AttrakDiff2, Postoperative Pain Management Game Survey, Patient Knowledge About Postoperative Pain Management questionnaire), semi-structured interviews, and direct observation in one session with 20 participants recruited from the general public via Facebook (mean age 48 [SD 14]; 11 women). Adjusted Barriers Questionnaire II and 3 questions on health literacy were used to collect background information. Results Theories of self-care and adult learning, evidence for the educational needs of patients about pain management, and principles of gamification were used to develop the computer game. Ease of use and usefulness received a median score between 2.00 (IQR 1.00) and 5.00 (IQR 2.00) (possible scores 0-5; IQR, interquartile range), and ease of use was further confirmed by observation. Participants expressed satisfaction with this novel method of learning, despite some technological challenges. The attributes of the game, measured with AttrakDiff2, received a median score above 0 in all dimensions; highest for attraction (median 1.43, IQR 0.93) followed by pragmatic quality (median 1.31, IQR 1.04), hedonic quality interaction (median 1.00, IQR 1.04), and hedonic quality stimulation (median 0.57, IQR 0.68). Knowledge of

  16. Housing Development on the Urban Fringe and its Challenges to Sustainable Urban Growth

    NASA Astrophysics Data System (ADS)

    Pramono, RWD

    2018-05-01

    Urban development is one of the substantial factors that shape the quality of human life and its sustainability. However, the intensive growth of housing in the urban fringe seems to threaten this. Meanwhile, the application of spatial design procedures as part of the regulating process has not been successful (Polyzos S., Minetos D., and Niavis S., 2013). Our failure to properly comprehend the phenomenon probably contributes to this failure. Rather than the macro land use approach applied all this time, an intervention in micro land use of the actors may be more effective. Supporting this strategy, this research focuses on the characteristics of housing development, its ecological aspects and its capacity to support the community’s capability through field observations and questionnaires. The study indicates that the planned cluster development on the fringe of Yogyakarta City, although supporting the capability of its people, may potentially threaten the ecological balance and long-term macroeconomic situation of the

  17. Urban Development from the Perspective of Geodivesity in South Korea

    NASA Astrophysics Data System (ADS)

    Mo, Y.; Lee, D. K.; Han Kyul, H.

    2015-12-01

    In regard to ensuring a sustainable Earth, geodiversity (which is the variety of non-living nature) has been recognized as being equivalent to biodiversity in terms of importance. Geodiversity, as a platform, provides diverse habitats; however when a city is developed, threatened and vulnerable species are seen as important components of conservation but geodiversity is not. This study analyzes the components of geodiversity in cities that developed rapidly, and identifies which characteristics of geodiversity were related to this development. We estimated the components of geodiversity through the use of land cover maps and digital elevation maps (DEMs) in South Korean cities that developed rapidly between the 1980s and early-2010s, such as Yong-in and Namyangju. The relationships between land use changes and geodiversity components were analyzed and a factor analysis for land use changes was conducted using geodiversity components. Results show that even though adjacent rivers and streams, low elevation, and flat surfaces have high geodiversity, these areas were mainly converted into built-up areas and agricultural areas. As such, it can be stated that urban development in these cities has lowered geodiversity. Other geodiversity components related to urban development, such as slope, upslope contributing areas, streams, and lithology, were also identified. To conclude, this study showed how geodiversity components related to urban development has been affected by this growth and how they are intimately connected to each other. Identifying geodiversity in future development sites could help to estimate the most sensitive areas regarding the planned development; therefore, we need to view urban development from a geodiversity perspective.

  18. Recent Advances in General Game Playing

    PubMed Central

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  19. Recent Advances in General Game Playing.

    PubMed

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  20. Gamification and serious games for personalized health.

    PubMed

    McCallum, Simon

    2012-01-01

    Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.

  1. Emotional engagement, social interactions, and the development of an afterschool game design curriculum

    NASA Astrophysics Data System (ADS)

    Kwah, Helen; Milne, Catherine; Tsai, Tzuchi; Goldman, Ricki; Plass, Jan L.

    2016-09-01

    This formative design study examines how a program curriculum and implementation was emergently (re)designed in dynamic relation to the expressed emotions of teachers and students. The context was a yearlong afterschool game design program for STEM learning at an urban and public all-girls middle school. Using Randall Collins' (Interaction ritual chains, Princeton University Press, Princeton, 2004) sociology of emotions framework, our analysis of field notes and video data reveal how the original intended curriculum hindered the generation of positive emotions, mutual foci of attention, and feelings of group solidarity—factors important in the generation of successful group interactions. In response to teacher and student expressed emotions, we took these factors as a guide for redesigning the program curriculum and implementation in order to foster a more positive emotional climate and redirect students' positive emotions toward engagement in learning goals. This study's implications point to the possibilities for designing curricula and program implementations to engender more emotionally responsive environments for STEM learning.

  2. Urban Maglev Technology Development Program : Colorado Maglev Project : part 2 final report

    DOT National Transportation Integrated Search

    2004-06-01

    The overall objective of the urban maglev transit technology development program is to develop magnetic levitation technology that is a cost effective, reliable, and environmentally sound transit option for urban mass transportation in the United Sta...

  3. Channelling urban modernity to sustainable pro-poor tourism development in Indonesia

    NASA Astrophysics Data System (ADS)

    Prasetyanti, R.

    2017-06-01

    Sustainable urban planning and development requires not only a fast-growing economic growth and modernity, but also social equity and environmental sustainability. Meanwhile, the global goals of sustainable development have fascinatingly set a promising urban development future by enhancing ecology based pro-poor policy program. Apparently, pro-poor development agenda has led to the notion of pro-poor tourism as part of urban development strategies on poverty alleviation. This research presents Jakarta Hidden Tour and Kampung Warna-warni as certain cases of pro-poor tourism in Indonesia. By the emergence of criticism on “pro-growth” paradigm, the critical analysis of this research focuses on the scenario of sustainable pro-poor tourism through eco-cultural based Kampung-Tour development. In accordance, debates and dilemma have been continuously arising as pros and cons regarding the ethical issues of poverty alleviation based Kampung-Tour development. Nevertheless, this paper tries to redefine Slum Kampung as potential; the writer wildly offers a concept of poverty alleviation by reinventing pro-poor tourism strategy; revitalizing slum site to eco-cultural based pro-poor tourism development as an embodiment of a sustainable urban development. By holding system thinking analysis as research method, sustainable pro-poor tourism highlights the urgency community based tourism and eco-tourism so that poverty alleviation based tourism can be tangibly perceived by the poor. In this sense, good local governance and public private partnership must be enhanced, it is due to, like any other development projects; sustainable pro-poor tourism needs a strong political commitment to alleviate urban poverty, as well as to pursue a better future of sustainable nation.

  4. The development of attention skills in action video game players

    PubMed Central

    Dye, M.W.G.; Green, C.S.; Bavelier, D.

    2009-01-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets. PMID:19428410

  5. Computer games to teach hygiene: an evaluation of the e-Bug junior game.

    PubMed

    Farrell, David; Kostkova, Patty; Weinberg, Julius; Lazareck, Lisa; Weerasinghe, Dasun; Lecky, Donna M; McNulty, Cliodna A M

    2011-06-01

    Handwashing, respiratory hygiene and antibiotic resistance remain major public health concerns. In order to facilitate an effective outcome when teaching the basic principles of hand and respiratory hygiene, educational interventions should first target school children. As computer games are ubiquitous in most children's lives, e-Bug developed computer games targeted at teaching children handwashing, respiratory hygiene and antibiotic resistance. The games were designed for two target audiences: junior school children (9-12 year olds); and senior school children (13-15 year olds). Between May and August 2009, the finalized junior game underwent an evaluation in three UK schools (in Glasgow, Gloucester and London), involving 62 children in the schools and ∼ 1700 players accessing the junior game online. The e-Bug junior game consists of a number of levels of play, each of which promotes a set of learning outcomes (LOs). These LOs, complementary to those in the e-Bug packs, are expressed through the game mechanics (the rules of the game) rather than through story or dialogue. Although the junior game's evaluation demonstrated a statistically significant change in the knowledge for only a small number of given LOs, because many children had the required knowledge already before playing the game, this is e-Bug's first statistical study on the junior game and the first comprehensive evaluation of its kind. Future work includes a re-examination of the quiz-style questionnaires utilized in this study and an exploration of the potential knowledge change acquired strictly through engagement.

  6. Development of a Personalized Educational Computer Game Based on Students' Learning Styles

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung

    2012-01-01

    In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…

  7. Retrofitting the Low Impact Development Practices into Developed Urban areas Including Barriers and Potential Solution

    NASA Astrophysics Data System (ADS)

    Shafique, Muhammad; Kim, Reeho

    2017-06-01

    Low impact development (LID)/green infrastructure (GI) practices have been identified as the sustainable practices of managing the stormwater in urban areas. Due to the increasing population, most of the cities are more developing which results in the change of natural area into impervious areas (roads, buildings etc.). Moreover, urbanization and climate change are causing many water-related problems and making over cities unsafe and insecure. Under these circumstances, there is a need to introduce new stormwater management practices into developed cities to reduce the adverse impacts of urbanization. For this purpose, retrofitting low impact development practices demands more attention to reduce these water-related problems and trying to make our cities sustainable. In developed areas, there is a little space is available for the retrofitting of LID practices for the stormwater management. Therefore, the selection of an appropriate place to retrofitting LID practices needs more concern. This paper describes the successfully applied retrofitting LID practices around the globe. It also includes the process of applying retrofitting LID practices at the suitable place with the suitable combination. Optimal places for the retrofitting of different LID practices are also mentioned. This paper also highlights the barriers and potential solutions of retrofitting LID practices in urban areas.

  8. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    PubMed

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming, indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents.

  9. Mixed Reality Games

    ERIC Educational Resources Information Center

    Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory

    2015-01-01

    The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…

  10. When Child Development Meets Economic Game Theory: An Interdisciplinary Approach to Investigating Social Development

    ERIC Educational Resources Information Center

    Gummerum, Michaela; Hanoch, Yaniv; Keller, Monika

    2008-01-01

    Game theory has been one of the most prominent theories in the social sciences, influencing diverse academic disciplines such as anthropology, biology, economics, and political science. In recent years, economists have employed game theory to investigate behaviors relating to fairness, reciprocity, and trust. Surprisingly, this research has not…

  11. Utilizing Video Games

    NASA Astrophysics Data System (ADS)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  12. Education, Urban Development and Local Initiatives.

    ERIC Educational Resources Information Center

    Organisation for Economic Cooperation and Development, Paris (France). Centre for Educational Research and Innovation.

    Innovative practices in education and local development in Western Europe, Australia, and the United States are described and analyzed in this report. Part One reviews urban problems, their impact on education, and the need for a new approach. Part Two explores how schools and institutes of adult education can provide information about the local…

  13. The concentration of disadvantage and the rise of an urban penalty: urban slum prevalence and the social production of health inequalities in the developing countries.

    PubMed

    Rice, James; Rice, Julie Steinkopf

    2009-01-01

    Urban slums are proliferating in the developing countries. A corollary of this structural transformation is the increasing recognition of an urban penalty wherein slum populations exhibit notable inequalities in health relative to non-slum urban residents and even rural populations. The built urban environment, in turn, is a crucial context within which the social production of disproportionate morbidity and mortality is enacted. The authors develop this assertion and use bivariate and partial correlation analysis to highlight the association of urban slum prevalence, or proportion of the total population living in urban slum conditions, with indicators of mortality and gender parity, measured at the national level. Data for 99 developing countries show that greater urban slum prevalence is strongly correlated with higher levels of infant, child, and maternal mortality. Further, urban slum prevalence exhibits strong, deleterious correlations with gender parity (measured by the gender development index) and fertility rate, factors that have a crucial direct impact in shaping variant mortality levels. Future research is warranted on the social inequalities in health and illness derived from the expansion of urban slum conditions in the developing countries.

  14. A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers.

    PubMed

    Graham, John; Zheng, Liya; Gonzalez, Cleotilde

    2006-06-01

    We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.

  15. The Development and Evaluation of an Online Formative Assessment upon Single-Player Game in E-Learning Environment

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing

    2013-01-01

    This study developed a game-based formative assessment, called tic-tac-toe quiz for single-player version (TRIS-Q-SP), in an energy education e-learning system. This assessment game combined tic-tac-toe with online assessment, and revised the rule of tic-tac-toe for stimulating students to use online formative assessment actively. Additionally, to…

  16. Research on the Development and Enlightenment of Urban Environmental Engineering

    NASA Astrophysics Data System (ADS)

    Tian, Mingjing; Li, Guanglou; Zhang, Lu; Shou, Youping; Li, Yajuan; Ye, Wei; Xu, Jing

    2018-04-01

    In recent years, under the promotion of reform and opening up, China's economic development has greatly accelerated, urbanization is also gradually accelerated. In the process of urbanization, there are many problems. The development of environmental engineering is one of the most important points. While building our living environment; we should also pay attention to the implementation of sustainable development strategies. First of all, This paper describes basic situation of environmental engineering, and finally provided some measures to promote the strengthening of China's environmental engineering

  17. [Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].

    PubMed

    Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu

    2018-02-01

    Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.

  18. Resolving Conflicts in Educational Game Design through Playtesting

    ERIC Educational Resources Information Center

    Winn, Brian; Heeter, Carrie

    2007-01-01

    Educational game designs must balance the often conflicting values of game designers, instructional designers, and content experts. In order to reach this balance, however, colleagues should adopt development strategies that already inform the design of commercial computer games. Commercial game designers recognize that great games are not created…

  19. Internet gaming addiction: current perspectives.

    PubMed

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  20. Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review.

    PubMed

    Page, Zoey E; Barrington, Stephanie; Edwards, Jacqueline; Barnett, Lisa M

    2017-12-01

    The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents. Review article. The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases. A total of 19 articles met inclusion criteria (non-typically developing participants such as those with a learning or developmental delay aged 3-18, use of an AVG console, assessed one or more gross motor skills). Studies were excluded if gross motor skill outcomes encompassed fine motor skills or reflected mobility related to daily living. Interventions included children and adolescents with eight different conditions. The Nintendo Wii was the most utilised gaming platform (14/19 studies). Studies examined a combination of skills, with most examining balance (15/19), five studies examining ball skills, and other gross motor skills such as coordination (3 studies), running (3 studies) and jumping (3 studies). There was strong evidence that AVG's improved balance. AVG's also appeared to benefit participants with Cerebral Palsy. AVG's could be a valuable tool to improve gross motor skills of non-typically developing children. There is scope for further exploration, particularly of ball, coordination and locomotor skills and varying platforms to draw more conclusive evaluations. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  1. Cyber security issues in online games

    NASA Astrophysics Data System (ADS)

    Zhao, Chen

    2018-04-01

    With the rapid development of the Internet, online gaming has become a way of entertainment for many young people in the modern era. However, in recent years, cyber security issues in online games have emerged in an endless stream, which have also caused great attention of many game operators. Common cyber security problems in the game include information disclosure and cyber-attacks. These problems will directly or indirectly cause economic losses to gamers. Many gaming companies are enhancing the stability and security of their network or gaming systems in order to enhance the gaming user experience. This article has carried out the research of the cyber security issues in online games by introducing the background and some common cyber security threats, and by proposing the latent solution. Finally, it speculates the future research direction of the cyber security issues of online games in the hope of providing feasible solution and useful information for game operators.

  2. Family Income Affects Children’s Altruistic Behavior in the Dictator Game

    PubMed Central

    Chen, Yongxiang; Zhu, Liqi; Chen, Zhe

    2013-01-01

    This study aimed to examine how family income and social distance influence young rural Chinese children’s altruistic behavior in the dictator game (DG). A total of 469 four-year-old children from eight rural areas in China, including many children left behind by parents who had migrated to urban areas for work, played the DG. Stickers comprised the resource, while recipients in the game were assumed to be either their friends or strangers, with the social distance (i.e., strangers compared to friends) as a between-subjects variable. Children donated significantly more stickers to their friends than to strangers. Moreover, children from lower income families donated more stickers than children from higher income families. However, no gender and parental migrant status differences in children’s prosocial behaviors were evident in this sample. Findings of this study suggest that children’s altruistic behaviours to peers are influenced by family characteristics since preschool age. The probable influence of local socialization practices on development and the possible adaptive significance were discussed. PMID:24265820

  3. Effects of Urban Development on Water-Quality in the Piedmont of North Carolina-- The NAWQA Urban Land-Use Gradient Study

    NASA Astrophysics Data System (ADS)

    Harned, D. A.; Cuffney, T. F.; Giddings, E. M.; McMahon, G.

    2004-12-01

    A study of urban basins located in the Piedmont of North Carolina is underway as part of the U. S. Geological Survey National Water-Quality Assessment (NAWQA) to determine the relation between level of urban development and water quality. Data were collected from 30 basins on water chemistry (nutrient, pesticide, and ion concentrations), geomorphic and habitat characteristics, hydrologic stage, discharge, water temperature, pH, dissolved-oxygen concentration, specific conductance, benthic algae, invertebrate communities, and fish communities. Collection frequency for water chemistry ranged from 2 samples (at 20 sites) to 6 samples (at 10 sites). Biological data were collected in each basin twice. Investigation of the effects of urbanization on water quality must control for the effects of natural factors, while varying the degree of urbanization between study basins. A regional framework was used to control variability in natural factors that influence water-quality. The urban intensity in each basin was measured by using an index to integrate information on human influences. The Urban Index includes information about land cover, infrastructure, population, and socioeconomic characteristics. Sites were selected to represent the full gradient of undeveloped to fully urbanized basins. A preliminary review of the stream water-chemistry data indicates distinct relations between ionic composition and the Urban Index. Mean specific conductance was positively correlated with the Urban Index (Spearman correlation coefficient (r) = 0.77; 95-percent confidence limits (95CL) 0.61 - 0.93; probability (pr) <0.0001; N=30). Specific conductance ranged from 56 microsiemens (uS) at the least developed site to 607 uS at the most developed site. Dissolved sulfate (r=0.74; 95CL 0.57 - 0.91; pr <0.0001) and chloride (r=0.71; 95CL 0.52 - 0.90; pr <0.0001) were also positively correlated with the Urban Index. Sulfate ranged from 2.3 to 66 milligrams per liter (mg/L), and chloride ranged

  4. Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?

    PubMed

    King, Daniel L; Herd, Madeleine C E; Delfabbro, Paul H

    2017-12-01

    Background and aims The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent gaming. However, this focus on "need for gaming time" may overlook some of the broader motivations, outcomes, or effects of gaming that underlie excessive play. This study aimed to explore regular and problematic gamers' experiences and perceptions of tolerance in IGD. Methods An online survey of 630 adult gamers yielded 1,417 text responses to open-ended questions. A thematic analysis of 23,373 words was conducted to extract dominant themes. Results Participants reported that they increasingly desired game items, status, or story progress as they became more involved or invested in games. As players develop higher standards of play in games, an increasing number of potential reward outcomes may have diminishing mood-modifying effects. None of the participants, including those with self-reported IGD, explicitly referred to a need for increasing time spent gaming. Discussion and conclusions These results suggest that players may be motivated by preferences for specific goals or reinforcers in games rather than wanting an amount of time spent gaming. Thus, problematic gaming may involve a need for completion of increasingly intricate, time-consuming, or difficult goals to achieve satisfaction and/or reduce fears of missing out. Further research is needed to determine whether these cognitive and motivational factors related to gaming stimuli should extend or replace the concept of tolerance in IGD or be considered as separate but related processes in disordered gaming.

  5. Assessment of patches attributes along the Urban Development Gradient

    NASA Astrophysics Data System (ADS)

    Kopel, Daniella; Wittenberg, lea; Malkinson, Dan

    2014-05-01

    which vegetation was surveyed. . All vascular plant species were recorded and identified. The mineral soils (A horizon, depth 10-15 cm) were collected to obtain a constant sample size after removing surface litter and organic matter. The samples were analyzed for mineral and structure properties. Preliminary results of the plant survey and analysis indicated that the patches' vegetation is highly diverse. Within the large patches, regardless of their location along the urban development gradient, higher sub-habitat diversity and plants diversity were observed. The diversity is high for local and exotic species alike. In the medium and small size patches, also regardless of their location, there is a diversity of plant composition that may be connected to different disturbances or matrix related effect not yet considered in the study. Preliminary results of the soil survey and analysis indicated that more than 75% of the soil samples taken from the OGP, regardless of their location in the urban development gradient, exhibited a considerable changes in soil profile, compared to "natural" soils and significant alternations in the physical properties were also observed. The substance that was found in the remnant OGP in Haifa is different from soil, however, links between the urban-soils altered properties and the vegetation composition in those patches, and there relationships are not fully understood.

  6. Gut Check: The evolution of an educational board game.

    PubMed

    Coil, David A; Ettinger, Cassandra L; Eisen, Jonathan A

    2017-04-01

    The "gamification" of science has gained a lot of traction in recent years, and games that convey scientific concepts or themes are increasingly popular. While a number of existing games touch on microbiology, very few consider the beneficial (as opposed to the detrimental) aspects of microbes. We designed a board game called "Gut Check: The Microbiome Game" to fill this gap. The game is meant to be both educational as well as challenging and fun. Here we discuss the development of the game, some of the logistics of game development in this context, and offer suggestions for others thinking of similar projects.

  7. Radar Detection Models in Computer Supported Naval War Games

    DTIC Science & Technology

    1979-06-08

    revealed a requirement for the effective centralized manage- ment of computer supported war game development and employment in the U.S. Navy. A...considerations and supports the requirement for centralized Io 97 management of computerized war game development . Therefore it is recommended that a central...managerial and fiscal authority be estab- lished for computerized tactical war game development . This central authority should ensure that new games

  8. Flow and the Pedagogical Affordances of Computer Games: A Case Study

    ERIC Educational Resources Information Center

    Theodoulou, Photini; Avraamidou, Lucy; Vrasidas, Charalambos

    2015-01-01

    Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in…

  9. NASA Game Changing Development Program Manufacturing Innovation Project

    NASA Technical Reports Server (NTRS)

    Tolbert, Carol; Vickers, John

    2011-01-01

    This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.

  10. The educational game design on relation and functionmaterials

    NASA Astrophysics Data System (ADS)

    Pramuditya, S. A.; Noto, M. S.; Syaefullah, D.

    2018-05-01

    Information technology development is certainly very helpful and important for life, especially for education. Media is always associated with technology. Media is considered important because as a tool in the learning process both inside and outside the classroom and can also be used in the framework of communication and interaction with teachers and students in the learning process. Smartphone technology is currently growing very rapidly, especially for Android platform. Game is one of the entertainment media that becomes an option to eliminate boring or just to spend a time. Educational games specifically designed to teach users a particular learning, developing concepts and understanding and guiding them in training their abilities and motivating them to play it. Game of mathematics education is a game inserted by mathematics learning content. This article discusses development research of designing educational game. The purpose of this research was to produce educational games on relation and function, which should be valid and practical. This research adapts the development model of ADDIE, restricted by analysis, design, and development. Data were collected from validation and practical sheets then were analysed descriptively. Based on the results of data analysis, our educational game was valid and practical.

  11. Prioritizing Urban Children, Teachers, and Schools through Professional Development Schools

    ERIC Educational Resources Information Center

    Wong, Pia Lindquist, Ed.; Glass, Ronald David, Ed.

    2009-01-01

    How can we better educate disadvantaged urban students? Drawing on over five years' experience in a broad partnership involving twelve urban professional development schools in five districts, a teachers' union, a comprehensive public university, and several community-based organizations, the contributors to this volume describe how they worked…

  12. Continued Effort and Success: An Urban Professional School Development Program

    ERIC Educational Resources Information Center

    Corrigan, Diane G.; Weber, Edward J.; Francis, Kiffany

    2013-01-01

    The PDS partnership between the Cleveland State University Master of Urban Secondary Teaching (MUST) program and the Cleveland School of Science and Medicine (CSSM) has an established history of preparing educators to teach in urban schools. Recently awarded the NAPDS Award for Exemplary Professional Development School Achievement, this…

  13. Marbles, Anyone? Traditional Games in the Classroom.

    ERIC Educational Resources Information Center

    Casbergue, Renee M.; Kieff, Judith

    1998-01-01

    Children now play more solitary games, perhaps missing benefits of traditional games such as jacks, marbles, and dominoes. Such games offer children of all backgrounds the opportunity to consolidate knowledge and skills, develop a more orderly way of thinking, and establish themselves with peers. By making these games available in classrooms,…

  14. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  15. Computer Games Development Experience and Appreciative Learning Approach for Creative Process Enhancement

    ERIC Educational Resources Information Center

    Leng, Eow Yee; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan

    2010-01-01

    Nurturing children into thinking creatively needs to take account of what interest them. Therefore, the study conducted engaged students with computer games development as it corresponded with the young generation's habits and interests. This was done with the purpose to enhance the creative process experienced by students. It involved 69…

  16. Development of an Urban Health Impact Assessment methodology: indicating the health equity impacts of urban policies.

    PubMed

    Pennington, Andy; Dreaves, Hilary; Scott-Samuel, Alex; Haigh, Fiona; Harrison, Annie; Verma, Arpana; Pope, Daniel

    2017-05-01

    An overarching recommendation of the global Commission on Social Determinants of Health was to measure and understand health inequalities and assess the impact of action. In a rapidly urbanising world, now is the time for Urban HIA. This article describes the development of robust and easy-to-use HIA tools to identify and address health inequalities from new urban policies. Rapid reviews and consultation with experts identified existing HIA screening tools and methodologies which were then analyzed against predefined selection criteria. A draft Urban HIA Screening Tool (UrHIST) and Urban HIA methodology (UrHIA) were synthesised. The draft tools were tested and refined using a modified Delphi approach that included input from urban and public health experts, practitioners and policy makers. The outputs were two easy-to-use stand-alone urban HIA tools. The reviews and consultations identified an underpinning conceptual framework. The screening tool is used to determine whether a full HIA is required, or for a brief assessment. Urban health indicators are a readily available and efficient means of identifying variations in the health of populations potentially affected by policies. Indicators are, however, currently underutilised in HIA practice. This may limit the identification of health inequalities by HIA and production of recommendations. The new tools utilise health indicator data more fully. UrHIA also incorporates a hierarchy of evidence for use during impact analysis. The new urban HIA tools have the potential to enhance the rigour of HIAs and improve the identification and amelioration of health inequalities generated by urban policies. © The Author 2015. Published by Oxford University Press on behalf of the European Public Health Association. All rights reserved.

  17. The Work Ethic Game.

    ERIC Educational Resources Information Center

    Nelson, Kate

    1992-01-01

    Describes the development of "The Work Ethic Game" that focuses on integrity in the workplace. Explains that the game is divided into three categories: legal, judgment, and policy issues. Discusses different personality types in the typical employee population. Includes possibilities for use at different education levels. (DK)

  18. Sustainable urban development in Brisbane City--the Holy Grail?

    PubMed

    Rahman, K; Weber, T

    2003-01-01

    Impacts from urban stormwater runoff on receiving environments have been well documented, particularly through specific regional scientific studies. Using various local government planning and management elements, urban developments in Brisbane City are now able to address stormwater management in an increasingly holistic context. One key initiative includes facilitating Water Sensitive Urban Design (WSUD) components within an Integrated Water Management Strategy that looks at policy formation, planning strategies, design option, community marketing and acceptance, maintenance programs and finally evaluation of various WSUD approaches. These can include the use of Natural Channel Designs, grassed swales, bio-filtration systems, porous pavements and roofwater tanks in several economic combinations. By linking with the Cooperative Research Centre for Catchment Hydrology, Brisbane City Council has influenced the design of WSUD planning tools and benefited the city with academic inputs into extensive evaluation programs. As well, it has also contributed to the Cooperative Research Centre's research outcomes. These evaluation programs are increasingly providing better understanding of various stormwater quality best management practices throughout Australia. As part of the overall implementation process, active involvement by a range of stakeholders has been crucial. These stakeholders have included internal planning, development assessment and design staff, external consultants, developers, and other local and state government agencies. The latter two groups are assisting in the important task of "regionalisation" of Brisbane City Council's policies and guidelines. Implementation of WSUD initiatives and stormwater re-use strategies under Council's new "Integrated Water Management" agenda are showing some excellent results, suggesting that sustainable urban development is no longer like the search for the Holy Grail.

  19. Instructional Gaming: Implications for Instructional Technology.

    ERIC Educational Resources Information Center

    Dempsey, John V.; And Others

    Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…

  20. Development of Dimensionless Index Assessing Low Impact Development in Urban Areas

    NASA Astrophysics Data System (ADS)

    Jun, S. H.; Lee, E. H.; Kim, J. H.

    2017-12-01

    Because the rapid urbanization and industrialization have increased the impervious area of watersheds, inundation in urban area and water pollution of river by non-point pollutants have caused serious problems for a long time. Low Impact Development (LID) techniques have been implemented for the solution of these problems due to its cost effectiveness for mitigating the water quality and quantity impact on urban areas. There have been many studies about the effectiveness of LID, but there is a lack of research on developing an index for the assessment of LID performance. In this study, the dimensionless reliability index of LID is proposed. The index is developed using Distance Measure Method (DMM). DMM is used to consider the parameters that have different units. The parameters for reliability of LID are the amount of pollutant at the outfall and the flooding volume. Both parameters become dimensionless index by DMM. Weighted factors in dimensionless index are considered to realize the behavior of reliability for the variation of importance to the parameters. LID is applied to an actual area called Gasan city in Seoul, South Korea where inundation is frequently occurred. The reliability is estimated for 16 different rainfall events. For each rainfall event, the parameters with LID installation are compared with those of no LID installation. Depending on which parameter is considered more important, the results showed difference. In conclusion, the optimal locations of LID are suggested as the weighted factors change.

  1. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    PubMed Central

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming, indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents. PMID:25654657

  2. Serious games experiment toward agent-based simulation

    USGS Publications Warehouse

    Wein, Anne; Labiosa, William

    2013-01-01

    We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information

  3. Functional Zoning and Urban Development Tendencies of Bucharest City/Romania

    NASA Astrophysics Data System (ADS)

    Armas, Iuliana; Dumitrascu, Silvia

    2010-05-01

    Any form of urban development policy for environmental management should be based on the differentiation of the structure of a territory that can be found in the shape of functional zoning. Identifying the patterns of morphological structure of the urban space can provide essential clues concerning the proper measures to take into consideration during the activity of urban planning. In this sense, the Bucharest municipality study case provides the example of a dynamic urban space with a complex and distinctive evolutionary structure. The aim of the study is to set out the main events that shaped the Bucharest city space and the patterns resulted from their impact at the functional level of the Romanian capital. In order to identify the development tendencies of the Bucharest municipality, a series of aspects concerning urban morphology should be highlighted that reveal the impact of the socio-economical policies at the structural level of the territory. In this sense, three images of the urban space stand out, representative for the period when they materialized: the Post-Byzantine (XV-XVIII), the Fanariot (XVIII) and the Modern periods (XIX-XX). The corresponding cartographic documents analyzed are: the Franz Purcel Plan (dated 1789), the Romanian Guide Print Plan and, respectively, the AGC Busman Print Plan. The analysis reveals three distinctive morphological types: radial-concentric in the 17th century, polynuclear in the 18th century, leading to the mixed character in the Modern period. The latest trait of the urban territory is based on the concentric character of the street network (three circles were identified at the level of the capital city that point out the evolution of the urban space: Dacia bv-Mircea Vulcanescu, Stefan cel Mare bv-Iancu de Hunedoara and the last circle outlined by the ring road) and the presence of multiple nuclei that accumulate the commercial, administrative and business functions of the city.

  4. Productive Urban Landscape In Developing Home Garden In Yogyakarta City

    NASA Astrophysics Data System (ADS)

    Irwan, S. N. R.; Sarwadi, A.

    2017-10-01

    Home garden is one type of agroecosystem that supports ecosystem services even in the urban settlement. The studies involved literature references and field survey along with a framework of the productive urban landscape that support ecosystem services in home garden. Productive urban landscape provided environmentally, socially and economically benefits that contained in ecosystem services. Problems on limited space in the urban settlement have to be managed by modified home garden system in order to work for ecosystem service in developing productive landscape. This study aimed to assess home garden (Pekarangan) system in a cluster of high density settlement in Yogyakarta City. Structured interview and vegetation identification of home garden have been conducted on 80 samples in Rejowinangun Kotagede District, Yogyakarta City. People showed enthusiasm in ecosystem services provided by home garden “Pekarangan Produktif” through developing productive urban landscape. Some benefits on ecosystem services of home garden were revealed on this study consisted of food production for sale (4.7%), home industry (7.69%), aesthetics (22.65%), food (14.10%), biodiversity (10.68%), ecosystem (12.82%), education (2.56), social interaction (11.54%), recreation (4.70%), and others (8.55%). Nevertheless, vegetation and other elements of home gardens have been managed irregularly and in particularly, the planned home gardens were only 17.07%. Actually, home gardens provided a large set of ecosystem services including being cultural services those are the category most valued. The urban people almost hided the understanding of the cultural benefit of ecosystem services of home garden, even though Yogyakarta has known the cultural city. Thus, urban home garden, as way as “Pekarangan Produktif” in the limited space that managed and planned sustainably, provide many benefits of ecosystem services in a productive urban landscape.

  5. Quantifying multi-temporal urban development characteristics in Las Vegas from Landsat and ASTER data

    USGS Publications Warehouse

    Xian, G.; Crane, M.; McMahon, C.

    2008-01-01

    Urban development has expanded rapidly in Las Vegas, Nevada of the United States, over the last fifty years. A major environmental change associated with this urbanization trend is the transformation of the landscape from natural cover types to increasingly anthropogenic impervious surface. This research utilizes remote sensing data from both the Landsat and Terra-Advanced Spaceborne Thermal Emission and Reflection Radiometer (ASTER) instruments in conjunction with digital orthophotography to estimate urban extent and its temporal changes by determining sub-pixel impervious surfaces. Percent impervious surface area has shown encouraging agreement with urban land extent and development density. Results indicate that total urban land-use increases approximately 110 percent from 1984 to 2002. Most of the increases are associated with medium-to high-density urban development. Places having significant increases in impervious surfaces are in the northwestern and southeastern parts of Las Vegas. Most high-density urban development, however, appears in central Las Vegas. Impervious surface conditions for 2002 measured from Landsat and ASTER satellite data are compared in terms of their accuracy.

  6. Development and evaluation of low cost game-based balance rehabilitation tool using the Microsoft Kinect sensor.

    PubMed

    Lange, Belinda; Chang, Chien-Yen; Suma, Evan; Newman, Bradley; Rizzo, Albert Skip; Bolas, Mark

    2011-01-01

    The use of the commercial video games as rehabilitation tools, such as the Nintendo WiiFit, has recently gained much interest in the physical therapy arena. Motion tracking controllers such as the Nintendo Wiimote are not sensitive enough to accurately measure performance in all components of balance. Additionally, users can figure out how to "cheat" inaccurate trackers by performing minimal movement (e.g. wrist twisting a Wiimote instead of a full arm swing). Physical rehabilitation requires accurate and appropriate tracking and feedback of performance. To this end, we are developing applications that leverage recent advances in commercial video game technology to provide full-body control of animated virtual characters. A key component of our approach is the use of newly available low cost depth sensing camera technology that provides markerless full-body tracking on a conventional PC. The aim of this research was to develop and assess an interactive game-based rehabilitation tool for balance training of adults with neurological injury.

  7. The Protean Challenge of Game Collections at Academic Libraries

    ERIC Educational Resources Information Center

    Cross, Emma; Mould, David; Smith, Robert

    2015-01-01

    The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move…

  8. Professional development strategies for teaching urban biology teachers to use concept maps effectively

    NASA Astrophysics Data System (ADS)

    McGregor Petgrave, Dahlia M.

    Many teachers are not adequately prepared to help urban students who have trouble understanding conceptual ideas in biology because these students have little connection to the natural world. This study explored potential professional development strategies to help urban biology teachers use concept maps effectively with various topics in the biology curriculum. A grounded theory approach was used to develop a substantive professional development model for urban biology teachers. Qualitative data were collected through 16 semi-structured interviews of professional developers experienced in working with concept maps in the urban context. An anonymous online survey was used to collect quantitative data from 56 professional developers and teachers to support the qualitative data. The participants were from New York City, recruited through the NY Biology-Chemistry Professional Development Mentor Network and the NY Biology Teachers' Association. According to the participants, map construction, classroom applications, lesson planning, action research, follow-up workshops, and the creation of learning communities are the most effective professional development strategies. The interviewees also proposed English language learning strategies such as picture maps, native word maps, and content reading materials with underlined words. This study contributes to social change by providing a professional development model to use in planning workshops for urban teachers. Urban teachers improve their own conceptual understanding of biology while learning how to implement concept mapping strategies in the classroom. Students whose teachers are better prepared to teach biology in a conceptual manner have the potential of growing into more scientifically literate citizens.

  9. Water and Urban Development. Zapopan Jal. MÉXICO

    NASA Astrophysics Data System (ADS)

    Flores, R. M., Sr.; Rosas-Elguera, J.; Pena, L. E.; Lucia, G. I.

    2016-12-01

    Recently there is a need to make a land management project for the metropolitan area of Guadalajara (GDL), the objective is the momentum of an "orderly growth" however there are a number of problems associated with urban growth, one of which is the provision of Water. There is not an adequate exploration of our resources, nor an adequate record of the minimum parameters that can be measured in the case of groundwater, such as the level of infiltration and extraction volume. The extraction is carried out in the northwest of the GDL (currently the area is more urban development), is approximately greater than 658 l / s (SIAPA 2016), beyond the capacity of natural recharge since precipitation of an average of 850 mm. Besides which currently anthropically waterproof. There is a record of more than 40 existing in this sector of the GDL wells, wells and springs are not accounted for, the production areas varies from 14.45 to 180.55 m depth In the study area (approximately 80km2), there are urban uses, industries, airports, agricultural areas in transition to residential areas and a protected natural area. cracks have already appeared in different years and places, some authors propose that are associated with geological structures and others say it is by massive extraction of water. Mitigation measures or water injection wells to recharge aquifers is poor, not considered as a priority for the territorial urban planning element. Which leads to a significant lowering of the aquifers that is up to 67.2 m in a span of two years in some cases. Some urban developments with golf course, contribute significantly to the purification of waste water and recharge of aquifers for irrigation they do, what should force by the state or municipality to issue a series of fiscal stimulus.

  10. Learning about water resource sharing through game play

    NASA Astrophysics Data System (ADS)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

    Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  11. Video Game Programmers Learn to "Pitch"

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2007-01-01

    New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…

  12. Comparing video games and laparoscopic simulators in the development of laparoscopic skills in surgical residents.

    PubMed

    Adams, Barbara J; Margaron, Franklin; Kaplan, Brian J

    2012-01-01

    The video game industry has become increasingly popular over recent years, offering photorealistic simulations of various scenarios while requiring motor, visual, and cognitive coordination. Video game players outperform nonplayers on different visual tasks and are faster and more accurate on laparoscopic simulators. The same qualities found in video game players are highly desired in surgeons. Our investigation aims to evaluate the effect of video game play on the development of fine motor and visual skills. Specifically, we plan to examine if handheld video devices offer the same improvement in laparoscopic skill as traditional simulators, with less cost and more accessibility. We performed an Institutional Review Board-approved study, including categorical surgical residents and preliminary interns at our institution. The residents were randomly assigned to 1 of 3 study arms, including a traditional laparoscopic simulator, XBOX 360 gaming console, or Nintendo DS handheld gaming system. After an introduction survey and baseline timed test using a laparoscopic surgery box trainer, residents were given 6 weeks to practice on their respective consoles. At the conclusion of the study, the residents were tested again on the simulator and completed a final survey. A total of 31 residents were included in the study, representing equal distribution of each class level. The XBOX 360 group spent more time on their console weekly (6 hours per week) compared with the simulator (2 hours per week), and Nintendo groups (3 hours per week). There was a significant difference in the improvement of the tested time among the 3 groups, with the XBOX 360 group showing the greatest improvement (p = 0.052). The residents in the laparoscopic simulator arm (n = 11) improved 4.6 seconds, the XBOX group (n = 10) improved 17.7 seconds, and the Nintendo DS group (n = 10) improved 11.8 seconds. Residents who played more than 10 hours of video games weekly had the fastest times on the simulator

  13. Using Android-Based Educational Game for Learning Colloid Material

    NASA Astrophysics Data System (ADS)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  14. Development of a population of cancer cells: Observation and modeling by a Mixed Spatial Evolutionary Games approach.

    PubMed

    Świerniak, Andrzej; Krześlak, Michał; Student, Sebastian; Rzeszowska-Wolny, Joanna

    2016-09-21

    Living cells, like whole living organisms during evolution, communicate with their neighbors, interact with the environment, divide, change their phenotypes, and eventually die. The development of specific ways of communication (through signaling molecules and receptors) allows some cellular subpopulations to survive better, to coordinate their physiological status, and during embryonal development to create tissues and organs or in some conditions to become tumors. Populations of cells cultured in vitro interact similarly, also competing for space and nutrients and stimulating each other to better survive or to die. The results of these intercellular interactions of different types seem to be good examples of biological evolutionary games, and have been the subjects of simulations by the methods of evolutionary game theory where individual cells are treated as players. Here we present examples of intercellular contacts in a population of living human cancer HeLa cells cultured in vitro and propose an evolutionary game theory approach to model the development of such populations. We propose a new technique termed Mixed Spatial Evolutionary Games (MSEG) which are played on multiple lattices corresponding to the possible cellular phenotypes which gives the possibility of simulating and investigating the effects of heterogeneity at the cellular level in addition to the population level. Analyses performed with MSEG suggested different ways in which cellular populations develop in the case of cells communicating directly and through factors released to the environment. Copyright © 2016 Elsevier Ltd. All rights reserved.

  15. Into the Weeds: A Critical Analysis of Game Mechanics and Learning Goals in Games for Learning

    ERIC Educational Resources Information Center

    Horstman, Theresa

    2013-01-01

    In the broadest scope, the purpose of this research is to expose the range and complexity of how educational games support learning. In a more narrowed scope, the purpose is to develop a method to help identify the qualities of educational video games that support learning. This is accomplished by analyzing the design of the game and the…

  16. Comparison of Online Game Addiction in High School Students with Habitual Computer Use and Online Gaming

    ERIC Educational Resources Information Center

    Müezzin, Emre

    2015-01-01

    The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…

  17. The replicator equation and other game dynamics

    PubMed Central

    Cressman, Ross; Tao, Yi

    2014-01-01

    The replicator equation is the first and most important game dynamics studied in connection with evolutionary game theory. It was originally developed for symmetric games with finitely many strategies. Properties of these dynamics are briefly summarized for this case, including the convergence to and stability of the Nash equilibria and evolutionarily stable strategies. The theory is then extended to other game dynamics for symmetric games (e.g., the best response dynamics and adaptive dynamics) and illustrated by examples taken from the literature. It is also extended to multiplayer, population, and asymmetric games. PMID:25024202

  18. Knowledge discovery through games and game theory

    NASA Astrophysics Data System (ADS)

    Smith, James F., III; Rhyne, Robert D.

    2001-03-01

    A fuzzy logic based expert system has been developed that automatically allocates electronic attack (EA) resources in real-time over many dissimilar platforms. The platforms can be very general, e.g., ships, planes, robots, land based facilities, etc. Potential foes the platforms deal with can also be general. The initial version of the algorithm was optimized using a genetic algorithm employing fitness functions constructed based on expertise. A new approach is being explored that involves embedding the resource manager in a electronic game environment. The game allows a human expert to play against the resource manager in a simulated battlespace with each of the defending platforms being exclusively directed by the fuzzy resource manager and the attacking platforms being controlled by the human expert or operating autonomously under their own logic. This approach automates the data mining problem. The game automatically creates a database reflecting the domain expert's knowledge, it calls a data mining function, a genetic algorithm, for data mining of the database as required. The game allows easy evaluation of the information mined in the second step. The measure of effectiveness (MOE) for re-optimization is discussed. The mined information is extremely valuable as shown through demanding scenarios.

  19. Games, Social Simulations, and Data--Integration for Policy Decisions: The "Sudan" Game

    ERIC Educational Resources Information Center

    Landwehr, Peter; Spraragen, Marc; Ranganathan, Balki; Carley, Kathleen M.; Zyda, Michael

    2013-01-01

    In this article, the authors discuss the development of the "Sudan Game," an interactive model of the country in the time period leading up to the Sudanese referendum on the secession of the South. While many simulations are designed to educate about their subjects, the "Sudan Game" is intended to be a prototype for policy…

  20. Middle school children's game playing preferences: Case studies of children's experiences playing and critiquing science-related educational games

    NASA Astrophysics Data System (ADS)

    Joseph, Dolly Rebecca Doran

    The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.

  1. Results of a Dietitian Survey About Nutrition Games.

    PubMed

    Frederico, Catherine

    2012-02-01

    Registered dietitians are the nutrition experts in America. As such, their opinions about using technology-based nutrition games as teaching tools are important. The purpose of this study was to query registered dietitians about their experience and recommendations for topics, age, and platforms for future nutrition game development. The author gave a 1-hour talk to two state dietetic conference groups about nutrition games and their efficacy, concerns, and hopes and opportunities for their future as viable nutrition teaching tools. After the talks attendees completed a five-question survey about nutrition games, including if they played nutrition games, if they thought games could possibly help in their work, and preferences for topics, ages, and platforms for which they wanted to see priority development. Although only 4% of respondents played nutrition games, 79% thought they could be of benefit, and 21% felt that "maybe" they could be beneficial educational tools. Games on all nutrition topics were welcome, with preference for computers and smartphone apps. After a lengthy presentation on the new genre of technology-based nutrition games, registered dietitians reported that they are open to using technology-based nutrition education apps and feel they could have some benefit in educating the public about nutrition, even though dietitians presently have little experience with them. The talk was successful in informing dietitians about this new game genre, and their suggestions for topics, target ages, and tech platforms will be helpful to nutrition game developers and designers.

  2. Simulation Games and Attitude Change: Attitudes Toward the Poor (Questionnaire Study 1).

    ERIC Educational Resources Information Center

    Livingston, Samuel A.

    This investigation attempted to evaluate the effectiveness of the simulation game, Ghetto, in changing attitudes, and to determine whether effectiveness is associated with the personal characteristics of the players. There are two purposes: to teach factual information about the conditions faced by the urban poor in the inner city and to produce a…

  3. Internet gaming addiction: current perspectives

    PubMed Central

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  4. Consideration of Environmental Factors in Planning and Development of Urban Areas

    NASA Astrophysics Data System (ADS)

    Kustysheva, I.

    2017-11-01

    Environmental factors, in varying degrees, always have a direct influence on the urban environment formation and the provision of favorable and safe conditions for the life of the population. Their role in the planning and development of urban areas remains an integral part of the management of such areas. Management should be aimed at improving the efficiency of use of the territories and ecological environment improvement. Planning must be done with the consideration of identified ecological processes in cities on the basis of the information about their occurrence in the past and present. Currently, cities face a multitude of problems that require urgent and immediate solutions. One of the most important issues is the poor state of the urban environment, so the environmental factors remain one of the most critical problems that should be considered by the authorities while implementing the urban areas’ development plans. The article discusses the role of environmental factors in the management and planning of urban territories by the example of the city of Tobolsk.

  5. Great Games That Disappeared

    ERIC Educational Resources Information Center

    Rauschenbach, James; Swartz, Daniel R.

    2016-01-01

    Sometimes through a single person's efforts, a new and innovative game is developed and promoted locally. Occasionally, circumstances cause these games to remain on a local level without being adopted by mainstream physical educators and physical activity professionals. Unfortunately, some educators tend to stick to what they know and teach…

  6. Games for Health: An Opinion.

    PubMed

    Buday, Richard

    2015-02-01

    Almost 60 percent of Americans play videogames, which is a significant opportunity for health professionals to reach mass audiences. But although legions of fans spend countless hours playing entertainment games, player interest in health videogames quickly wanes. A good question to ask is, "Why?" A game developer with 20 years of experience offers his perspective on what may be limiting health games' appeal and what can be done about it.

  7. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    PubMed

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  8. Examining key design decisions involved in developing a serious game for child sexual abuse prevention.

    PubMed

    Stieler-Hunt, Colleen; Jones, Christian M; Rolfe, Ben; Pozzebon, Kay

    2014-01-01

    This paper presents a case study of the key decisions made in the design of Orbit, a child sexual abuse prevention computer game targeted at school students between 8 and 10 years of age. Key decisions include providing supported delivery for the target age group, featuring adults in the program, not over-sanitizing game content, having a focus on building healthy self-concept of players, making the game engaging and relatable for all players and evaluating the program. This case study has implications for the design of Serious Games more generally, including that research should underpin game design decisions, game designers should consider ways of bridging the game to real life, the learning that arises from the game should go beyond rote-learning, designers should consider how the player can make the game-world their own and comprehensive evaluations of Serious Games should be undertaken.

  9. Examining key design decisions involved in developing a serious game for child sexual abuse prevention

    PubMed Central

    Stieler-Hunt, Colleen; Jones, Christian M.; Rolfe, Ben; Pozzebon, Kay

    2014-01-01

    This paper presents a case study of the key decisions made in the design of Orbit, a child sexual abuse prevention computer game targeted at school students between 8 and 10 years of age. Key decisions include providing supported delivery for the target age group, featuring adults in the program, not over-sanitizing game content, having a focus on building healthy self-concept of players, making the game engaging and relatable for all players and evaluating the program. This case study has implications for the design of Serious Games more generally, including that research should underpin game design decisions, game designers should consider ways of bridging the game to real life, the learning that arises from the game should go beyond rote-learning, designers should consider how the player can make the game-world their own and comprehensive evaluations of Serious Games should be undertaken. PMID:24550880

  10. Quantification of Urbanization in Relation to Chronic Diseases in Developing Countries: A Systematic Review

    PubMed Central

    Foster, Charlie; Hutchinson, Lauren; Arambepola, Carukshi

    2008-01-01

    During and beyond the twentieth century, urbanization has represented a major demographic shift particularly in the developed world. The rapid urbanization experienced in the developing world brings increased mortality from lifestyle diseases such as cancer and cardiovascular disease. We set out to understand how urbanization has been measured in studies which examined chronic disease as an outcome. Following a pilot search of PUBMED, a full search strategy was developed to identify papers reporting the effect of urbanization in relation to chronic disease in the developing world. Full searches were conducted in MEDLINE, EMBASE, CINAHL, and GLOBAL HEALTH. Of the 868 titles identified in the initial search, nine studies met the final inclusion criteria. Five of these studies used demographic measures (such as population density) at an area level to measure urbanization. Four studies used more complicated summary measures of individual and area level data (such as distance from a city, occupation, home and land ownership) to define urbanization. The papers reviewed were limited by using simple area level summary measures (e.g., urban rural dichotomy) or having to rely on preexisting data at the individual level. Further work is needed to develop a measure of urbanization that treats urbanization as a process and which is sensitive enough to track changes in “urbanicity” and subsequent emergence of chronic disease risk factors and mortality. Electronic supplementary material The online version of this article doi:10.1007/s11524-008-9325-4 contains supplementary material, which is available to authorized users. PMID:18931915

  11. A Plan for Action by the National 4-H Urban Program Development Committee.

    ERIC Educational Resources Information Center

    National Four-H Club Foundation, Washington, DC.

    The National 4-H Urban Program Development Committee's Plan for Action outlines some of the primary concerns of the urban 4-H program. It discusses the need for 4-H in urban areas and the particular relevance of sound program design and delivery in helping urban youth, especially those from low-income families, to find ways to improve their…

  12. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    DTIC Science & Technology

    2016-04-01

    IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater C.E. Rose...Models for Government–Industry Collaboration for the Development of Game -Based Training Tools C.E. Rose A.S. Norige Group 44 R.M. Seater K.C...Report 1208 Lexington Massachusetts This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious

  13. Nineteenth Century Harbors: Accounting for Coastal Urban Development in Hydrologic Change

    NASA Astrophysics Data System (ADS)

    Schlichting, K. M.; Ruffing, C. M.; McCormack, S. M.; Urbanova, T.; Powell, L. J.; Hermans, C. M.

    2009-12-01

    Harbors complicate the analytical framework of quantifying nineteenth-century hydrologic change in the northeastern United States. The hydrology of the region was fundamentally altered by the growth of water engineering such as canals as well as by land cover changes as deforestation in the region peaked and urban centers grew. Urban coastal growth epitomized nineteenth-century development as northeastern colonial ports evolved into manufacturing and industrial centers. Coastal urban industrial development concentrated tanneries, machineries, and paper processing companies along cities’ trading rivers. Additionally, the populations of cities such as Boston, New Haven, New York, Newark, and Baltimore reached unprecedented numbers, forcing urban municipalities to confront sewerage and drinking water infrastructure in the face of shortages and waterborne disease. We discuss how the concentration of industry and population at river mouths complicates the process of quantifying the effects of municipal drinking water and sewage infrastructure on regional hydrology and how the growth of nineteenth-century urban centers shaped regional hydrologic hinterlands. Additionally, harbors oblige a reconsideration of hydrologic boundaries by forcing hydrologists and environmental historians to account for fisheries and harbor engineering alongside population and industry as factors in changes to water quality and quantity in and human response to urban nineteenth-century hydrologic change.

  14. Video Game Structural Characteristics: A New Psychological Taxonomy

    ERIC Educational Resources Information Center

    King, Daniel; Delfabbro, Paul; Griffiths, Mark

    2010-01-01

    Excessive video game playing behaviour may be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent within the video game itself that may facilitate initiation, development and maintenance of video game playing over time. Numerous structural…

  15. Serious Games for Health: Features, Challenges, Next Steps.

    PubMed

    Blumberg, Moderators Fran C; Burke, Lauren C; Hodent, Participants Celia; Evans, Michael A; Lane, H Chad; Schell, Jesse

    2014-10-01

    As articles in this journal have demonstrated over the past 3 years, serious game development continues to flourish as a vehicle for formal and informal health education. How best to characterize a "serious" game remains somewhat elusive in the literature. Many researchers and practitioners view serious games as capitalizing on computer technology and state-of-the-art video graphics as an enjoyable means by which to provide and promote instruction and training, or to facilitate attitude change among its players. We invited four distinguished researchers and practitioners to further discuss with us how they view the characteristics of serious games for health, how those characteristics differ from those for academic purposes, the challenges posed for serious game development among players of different ages, and next steps for the development and empirical examination of the effectiveness of serious games for players' psychological and physical well-being.

  16. Evaluation of Learning Outcomes Using an Educational iPhone Game vs. Traditional Game

    ERIC Educational Resources Information Center

    Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Rando, Noemi

    2013-01-01

    In this paper, we present an initial study to determine the subject preferences for educational computer games for children, in which 150 education professionals participated. From the results of this first study, we have developed an iPhone game for transmitting knowledge as part of multiculturalism, solidarity and tolerance following established…

  17. A Comparison of Natural and Urban Characteristics and the Development of Urban Intensity Indices Across Six Geographic Settings

    USGS Publications Warehouse

    Falcone, James A.; Stewart, Jana; Sobieszczyk, Steven; Dupree, Jean; McMahon, Gerard; Buell, Gary

    2007-01-01

    As part of the U.S. Geological Survey National Water-Quality Assessment Program, the effects of urbanization on stream ecosystems have been intensively investigated in six metropolitan areas in the United States. Approximately 30 watersheds in each area, ranging in size from 4 to 560 square kilometers (median is 50 square kilometers), and spanning a development gradient from very low to very high urbanization, were examined near Atlanta, Georgia; Raleigh, North Carolina; Denver, Colorado; Dallas-Fort Worth, Texas; Portland, Oregon; and Milwaukee-Green Bay, Wisconsin. These six studies are a continuation of three previous studies in Boston, Massachusetts; Birmingham, Alabama; and Salt Lake City, Utah. In each study, geographic information system data for approximately 300 variables were assembled to (a) characterize the environmental settings of the areas and (b) establish a consistent multimetric urban intensity index based on locally important land-cover, infrastructure, and socioeconomic variables. This paper describes the key features of urbanization and the urban intensity index for the study watersheds within each area, how they differ across study areas, and the relation between the environmental setting and the characteristics of urbanization. A number of features of urbanization were identified that correlated very strongly to population density in every study area. Of these, road density had the least variability across diverse geographic settings and most closely matched the multimetric nature of the urban intensity index. A common urban intensity index was derived that ranks watersheds across all six study areas. Differences in local natural settings and urban geography were challenging in (a) identifying consistent urban gradients in individual study areas and (b) creating a common urban intensity index that matched the site scores of the local urban intensity index in all areas. It is intended that the descriptions of the similarities and differences

  18. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  19. Gaming in Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy V.

    2009-01-01

    The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…

  20. The Frozen Price Game

    ERIC Educational Resources Information Center

    Alden, Lori

    2003-01-01

    In this article, the author discusses the educational frozen price game she developed to teach the basic economic principle of price allocation. In addition to demonstrating the advantages of price allocation, the game also illustrates such concepts as opportunity costs, cost benefit comparisons, and the trade-off between efficiency and equity.…