نتایج جستجو برای: alternate

تعداد نتایج: 24491  

Journal: :IJGBL 2011
Nicola Whitton

It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging–either in terms of an initial motivation to play or sustained participatio...

2014
Kirsten Brox Anastasia Meletiadou

In diesem Beitrag wird ein Programm zur effektiven Sicherheitssensibilisierung im Unternehmen entwickelt. Schwerpunkte des Programms liegen auf Bedrohungsszenarien, der Form eines ‚Alternate Reality Game‘ zur Wissensvermittlung und messbaren Erfolgsgrößen. Mithilfe des Programms soll eine dauerhafte Verhaltensänderung erreicht werden.

2011
Elizabeth Bonsignore Kari Kraus Marc Ruppel

Alternate Reality Games (ARGs) are a new genre of transmedia practice where players collaboratively hunt for clues, make sense of disparate information, and solve puzzles to advance an ever-changing narrative that is woven into the fabric of the real world. This paper highlights the potential for ARGs to promote 21 Century literacy skills. We propose a meta-level framework for 21 century litera...

2015
Patrick Jagoda Melissa Gilliam Peter McDonald Christopher Russell

Gamication—the use of game mechanics in conventionally nongame activities— has received attention in the eld of education. Games, however, are not reducible to the common mechanisms of gamication that target extrinsic motivation, and may also include elements such as role playing, world making, and collective storytelling. Here, the authors discuss the potential learning benets of largescal...

2011
Jaakko Stenros Jussi Holopainen Annika Wærn Markus Montola Elina M. I. Ollila

Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong storytelling, and active on-site participation by ...

2013
Elizabeth Bonsignore Derek Hansen Kari Kraus Marc Ruppel

Alternate reality games (ARGs) are a new genre of transmedia practice in which players collaboratively hunt for clues, make sense of disparate information, and solve puzzles to advance an ever-changing narrative that is woven into the fabric of the real world. This paper highlights the potential for ARGs to promote 21st-century literacy skills. We propose a meta-level framework for 21st-century...

2009
Annika Wærn Marie Denward

The Alternate Reality Game genre inspires a mode of play in which the participants choose to act as if the game world was real. Jane McGonigal has argued that one of the most attractive features of an ARG is the ‘Pinnochio’ effect: at the same time that the players deeply long to believe in them, it is in reality impossible to believe in them for real. In this article, we study “Sanningen om Ma...

Journal: :IJGBL 2015
Ronan Lynch Bride Mallon Cornelia Connolly

The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story. When used for educational purposes, Serious ARGs pr...

2013
Yu-Han Chang Rajiv T. Maheswaran Jihie Kim Linwei Zhu

Alternate reality games (ARGs) are a promising new approach for increasing student engagement; however, automated methods for analyzing and optimizing game play are non-existent. We captured the player communication generated by a recent STEM-focused ARG that we piloted in a Los Angeles charter high school. We used shallow sentiment analysis to gauge the levels of various emotions experienced b...

Journal: :Library Hi Tech 2016
Koos de Beer Theo Bothma

Design/methodology/approach – Case studies were performed on three previously played ARGs to create case reports. The various digital information sources for each game, sourced from multiple media, are compiled into a chronologically ordered game narrative which formed the case reports. The focus of the article is on the analysis of the case reports using constant comparative analysis to identi...

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