Current Issue : April - June Volume : 2020 Issue Number : 2 Articles : 5 Articles
A model is developed for two players exerting media manipulation efforts to support each\nof two actors who interact controversially. Early evidence may support one actor, while the full\nevidence emerging later may support the other actor. Exerting effort when the full evidence exceeds\n(falls short off) the early evidence is rewarded (punished) with lower (higher) unit effort cost.\nProperties and simulations are presented to illustrate the playersâ?? strategic challenges when altering\neight model parameters, i.e., a playerâ??s unit effort cost, stake in the interaction, proportionality\nparameter scaling the strength of reward or punishment, time discount parameter, early evidence,\nfull evidence, contest intensity, and evidence ratio intensity. Realizing the logic of the model may\naid understanding on how to handle the difference between early and full evidence of controversies,\nin which players have an ideological stake....
Augmented Reality Audio Games (ARAG) enrich the physical world with virtual sounds\nto express their content and mechanics. Existing ARAG implementations have focused on exploring\nthe surroundings and navigating to virtual sound sources as the main mode of interaction. This paper\nsuggests that gestural activity with a handheld device can realize complex modes of sonic interaction\nin the augmented environment, resulting in an enhanced immersive game experience. The ARAG\nâ??Audio Legendsâ? was designed and tested to evaluate the usability and immersion of a system\nfeaturing an exploration phase based on auditory navigation, as well as an action phase, in which\nplayers aim at virtual sonic targets and wave the device to hit them or hold the device to block them.\nThe results of the experiment provide evidence that players are easily accustomed to auditory\nnavigation and that gestural sonic interaction is perceived as difficult, yet this does not affect\nnegatively the systemâ??s usability and playersâ?? immersion. Findings also include indications that\nelements, such as sound design, the synchronization of sound and gesture, the fidelity of audio\naugmentation, and environmental conditions, also affect significantly the game experience, whereas\nbackground factors, such as age, sex, and game or music experience, do not have any critical impact....
Digital gameplay is becoming increasingly prevalent. Its participant-players\nnumber in the millions and its revenues are in billions of dollars. As they\ngrow in popularity, digital games are also growing in complexity, depth and\nsophistication. This paper presents reasons why games and gameplay matter\nto the future of education. Drawing upon these works, the potential for instruction\nin digital games is recognized. Previous works in the area were also\nanalyzed with respect to their theoretical findings. Hence, the authors in this\nstudy propose some existing Arabic language learning games intended for\neducation of children. The analysis result shows that the majority of Arabic\nlanguage learning games are limited to alphabet content. The overall presentation\nlacks of quality in terms of graphics, animations, colors and voice-over....
Literacy achievement is important because it is the underpinning skills that\nsustain an individualâ??s competencies in early education. However, most of\nassessment instrument nowadays are in the form of traditional summative\nassessment. The emerging assessment instrument in recent evolution of\ntechnology allows teachers, educators and assessment workers to seek for\nbetter approaches in evaluating and assessing studentsâ?? achievement. While\nthe traditional assessment methods are gradually being transformed into informal\nand formative assessment methods, an establishment of an alternative\nassessment framework is needed to accommodate the transformation. Therefore,\nthe aim of this study is to establish the framework development of a Serious\nGame-Based Instrument for early literacy student assessment. The\nstudy used the Focus Group Discussion (FGD) approach to determine the\nappropriate gamification features of Serious Games and develop the serious\ngame-based assessment framework. For that purposed, 17 experts from different\nfields of studies were involved in the FGD session. The findings were\nanalyzed using descriptive analysis. This study concludes by highlighting the\nproposed framework of the Serious Game-Based Literacy Assessment by verifying\ngamification features and literacy constructs needed for the development\nof Serious Games of Early Literacy Student Assessment....
Whilst in other curriculum subjects, it exists observation criteria to detect gifted pupils,\nthere is a paucity of information in Physical Education. For that reason, we aimed to reveal the\nobservation criteria for identifying gifted pupils in Physical Education in an invasion game. Physical\nEducation (PE) talent was evaluated combining results of questionnaire to experts, parents, and\nstudents. A validated nomination scale (NSIFT) and the Game Performance Evaluation Tool (GPET)\nwere used. The research approach used in this study was transversal, descriptive, and inferential.\nThe talent pool was composed of 18 gifted pupils aged 8â??14 (Mage = 11.67, SD = 1.53). The results\nshowed that the most discriminating criteria to identify PE talent were found to be precocity in\nboth execution and decision-making in the acquisition of tactical principles and tactical-technical\nskills. Getting free was the skill that they best mastered. In conclusion, the importance of tactical\nprinciples and decision-making as observation criteria is emphasized. Future studies should focus on\ndeveloping mentoring programs in Physical Education....
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