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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Effects of Problem-based Learning on a Fifth Grade Language Arts Classroom

Blackwell, Deborah 05 1900 (has links)
The main purpose of this qualitative research was to discover the effects of problem-based learning on a fifth grade language arts classroom. The secondary purpose was to examine how receptive fifth grade students were to a new way of learning. In this descriptive study, a group of nine students created an alternate reality game as part of a problem-based learning module. The instructional design of the study included three weeks for students to design and construct their games and one week to play, receive feedback and revise based on feedback. Through reflective blogs, semi-structured interviews, video recordings, and observations, data was collected to analyze. Over a period of five months, the data was coded and arranged into categories. The categories merged into themes. The results and findings revealed the impact collaborative groups have on design and enjoyment. Self-regulation skills were found to be lacking in most of the students, intrinsic motivation increased for some students while others developed positive outcomes beyond the scope of this study.
2

Customer Satisfaction in Networked Narratives – Exploring the applicability of ECT in Alternate Reality Games

Regelin, Tilman, Staar, Henning, Janneck, Monique 27 March 2018 (has links) (PDF)
Alternate Reality Games (ARG) have been one of the first and most prominent viral marketing tools. In a dynamic marketing world, where new practices appear every other day and seemingly ‘old’ practices lose their appeal very quickly, Blizzard Entertainment – a leading video game developer – gained much attention regarding its marketing strategy promoting the release of a new playable hero called ‘Sombra’ for their online game Overwatch, which is the third most-played game in the world with over 20 million unique users. For the campaign, the publisher used in-game hints as well as short clips with further hints (such as ASCII algorithms and hidden QR codes), which had to be decrypted by the users. This virtual scavenger hunt even included seemingly real websites of fictional companies with telephone numbers that could be called leading to further hints. In this paper we take a closer look at this particular campaign that has been praised internationally for its marketing both pre- and post-release. However, parts of the Overwatch community have complained on various online platforms about numerous aspects of the ARG experience. The paper serves two main purposes. Firstly, we explore the ARG participants’ experiences in terms of their customer satisfaction. Secondly, from a theoretical viewpoint, we investigate the applicability of the expectancy disconfirmation theory in this particular case. Thus, this paper may assist future ARG developers in creating engaging content by providing insights concerning the satisfaction of its participants. [... from the introduction]
3

A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling

Wakefield, Jenny S. 05 1900 (has links)
This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and techniques to move students toward meaningful real-world learning and the ability to make a difference in the world. The dissertation closes by exploring implications of this study for instructional designers and instructors interested in using alternate reality games and transmedia storytelling for teaching and learning purposes.
4

The global village playground a qualitative case study of designing an ARG as a capstone learning experience /

Dondlinger, Mary Jo. Warren, Scott J. January 2009 (has links)
Thesis (Ph. D.)--University of North Texas, May, 2009. / Title from title page display. Includes bibliographical references.
5

Customer Satisfaction in Networked Narratives – Exploring the applicability of ECT in Alternate Reality Games

Regelin, Tilman, Staar, Henning, Janneck, Monique January 2017 (has links)
Alternate Reality Games (ARG) have been one of the first and most prominent viral marketing tools. In a dynamic marketing world, where new practices appear every other day and seemingly ‘old’ practices lose their appeal very quickly, Blizzard Entertainment – a leading video game developer – gained much attention regarding its marketing strategy promoting the release of a new playable hero called ‘Sombra’ for their online game Overwatch, which is the third most-played game in the world with over 20 million unique users. For the campaign, the publisher used in-game hints as well as short clips with further hints (such as ASCII algorithms and hidden QR codes), which had to be decrypted by the users. This virtual scavenger hunt even included seemingly real websites of fictional companies with telephone numbers that could be called leading to further hints. In this paper we take a closer look at this particular campaign that has been praised internationally for its marketing both pre- and post-release. However, parts of the Overwatch community have complained on various online platforms about numerous aspects of the ARG experience. The paper serves two main purposes. Firstly, we explore the ARG participants’ experiences in terms of their customer satisfaction. Secondly, from a theoretical viewpoint, we investigate the applicability of the expectancy disconfirmation theory in this particular case. Thus, this paper may assist future ARG developers in creating engaging content by providing insights concerning the satisfaction of its participants. [... from the introduction]
6

Playable Case Study Content Management System

Cross, Mitchell Stevenson 18 April 2022 (has links)
Educational simulations can help mitigate the natural gap between traditional education styles and the current professional world. Researchers at BYU have developed an educational simulation solution called Playable Case Studies (PCSs). PCSs are simulations that expose the user to real world scenarios and problems within a pre-built environment. With rising demand and use of these educational simulations, there is a need for easy and inexpensive ways to develop these simulations or Playable Case Studies (PCSs). We propose a content management system (CMS) that is tied to a system that utilizes dynamic modules that make up these simulations. We present a basic design and identify core functionality of the system. We include our results from utilizing this system and what future developments can enable the goal of easy and inexpensive development of PCSs. In this study, we identify the design features needed for an easy to use, efficient content management system for educational playable case studies. We began by identifying both pain points in our old system and the features that would address these issues. We then designed and built a new system that included these features. In the testing of this new system, we primarily looked at the ease of building a new PCS with minimal technical knowledge. Although this project was a success overall, there are still points of failure due to the direct manipulation of JSON by content creators (who were not all developers), among other minor issues that need correcting. Overall, we found that our design was effective in providing an efficient platform for creating and maintaining PCSs.
7

Creating Anomalies: A Study In Player Involvement Through Narrative In Alternate Reality Games

Grimberg, Christian January 2014 (has links)
This thesis project aims to explore the relationship between the players and the fictional worlds of alternate reality games (ARGs), concentrating on the aspects of immersion, player involvement and narrative. It investigates the connection between immersion and narrative, as well as to what extent the applying of narrative to physical environments contribute to the overall immersive experience of the players. The theoretical frame incorporates different aspects of game interaction, concerning game boundaries, game mastering and player experience, and includes an analytical presentation of a number of ARGs, challenging the traditional norms of game design. The theoretical framework is accompanied by a design process exploring game mechanics and player involvement through game testing. The assumptions drawn from the research, in combination with the outcome of the design process, suggest that because narrative utilized within ARGs is interactive it differs massively from traditional narration and the fact that it intersects the physical environment gives it properties that urges its users to dynamically collaborate to unfold its discourse.
8

Alternate Reality Games : Framtidens Marknadsföringsform

Rosqvist, Karl Johan January 2009 (has links)
An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story. A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies. The method includes interviewswith Swedish advertising agencies as well as individuals in the ARG business. The prototype used in the thesis is an earlier ARG named Den Dolda Sanningen, which was produced in the fall semester of 2008 as an assignment for a course at Växjö University.
9

Narrative participation within game environments: role-playing in massively multiplayer online games

Chan, Pauline B. 22 November 2010 (has links)
Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game's expectations to assume a limited sense of agency within the world. The interaction between role-players and the locations they occupy within these worlds is a notable marker of this narrative layering; specific locations inform social codes of conduct, designed by developers, and then repurposed by players for their characters and stories. Through a qualitative case study in World of Warcraft on public role-playing events, this thesis considers how the design of in-game locations inform their use for role-playing, and how locations are altered through storytelling as a result.
10

Alternate Reality Games : Framtidens Marknadsföringsform

Rosqvist, Karl Johan January 2009 (has links)
<p>An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.</p><p>A few Alternate Reality Games such as <em>The Beast, The Art of the H3ist</em> and <em>The Lost Ring </em>have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies. The method includes interviewswith Swedish advertising agencies as well as individuals in the ARG business. The prototype used in the thesis is an earlier ARG named <em>Den Dolda Sanningen</em>, which was produced in the fall semester of 2008 as an assignment for a course at Växjö University.</p>

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