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Effects of Gamification on Speed and Accuracy on an Interdependent Paper Sorting TaskTinkle, Davis 01 May 2015 (has links)
This study examined the effects of gamification, i.e. (what makes games challenging, engaging and fun), and its effects on speed and accuracy on an interdependent paper sorting task. Undergraduate students (N=42) at the University of Central Florida participated by working interdependently in groups to sort numbered pieces of paper into piles before and after either playing video games or doing back-to-back drawing(basic team building exercises). It was hypothesized that participants who played video games would sort pieces of paper into the piles faster and more accurate than those who did back-to-back team exercises. Results showed that playing video games was not better than doing basic team exercises, but that the two tasks were relatively equal. Although groups were formed and dissolved quickly, there was improvement between the pre and posttests. While the experiment did not yield significant results, it is possible that using different video games or different interdependent tasks could foster increases in speed and accuracy compared to back-to-back drawing.
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Barriers To Entry For New PlayersIn First-Person Games : The issues that new players encounter and possible ways to solve themW Andersson, Joakim, Hassis, Pontus January 2017 (has links)
This paper studies how new players approach first-person games using a controller. By observingthe behaviour of five mostly inexperienced individuals as they play through the first few levelsof the game Portal 2 , the following patterns for barriers to entry can be observed:The game presumes common knowledge of its player that new players lack.Uninitiated have a hard time using buttons and sticks simultaneously for complicatedmaneuvers.New players primarily use the buttons that they can see with a casual glance, causingsome buttons to be less used.Misunderstanding due to not clearly have been shown possibilities in the gameworld.New players are unaware of the Options menu.Players find navigation and orientation difficult when lacking all the senses of a physicalbody.The fear of not being good enough causes distress.Players find it a waste of time to redo previously conquered challenges or not makingprogress fast enough.The paper then discusses possible solutions to these problems. / Denna rapport studerar hur nya spelare närmar sig förstapersonsspel som kontrolleras medhandkontroll. Genom att observera beteendet hos fem till mestadels oerfarna individer medan despelar igenom några av de första få banorna i spelet Portal 2 kan följande mönster som hindrardem från att börja spela urskiljas:Spelet förutsätter att dess spelare har en gemensam allmän kunskap. Kunskap som nyaspelare saknar.Oinvigda har svårt att använda både knappar och spakar simultant för att utförakomplicerade manövrar.Nya spelare använder primärt knapparna som de kan se vid en flyktig blick, vilketorsakar att vissa knappar blir mindre frekvent använda än andra.Missförstånd på grund av att icke klart och tydligt blivit meddelade spelvärldenmöjligheter.Nya spelare är omedvetna om Options-menyn.Spelare finner att röra sig i spelvärlden är svårt när de inte har tillgång till alla sinnen enfysisk kropp har.Rädslan för att inte vara bra nog orsakar oro.Spelare finner att det är slöseri med tid att göra om tidigare erövrade utmaningar eller attinte göra framsteg i tillräckligt hög fart.Denna rapport diskuterar möjliga lösningar på dessa problem.
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Atividades experimentais virtuais usando o game Portal 2Zahaila, Willie Douglas Pugin January 2017 (has links)
Orientador: Prof. Dr. Nelson Studart / Dissertação (mestrado) - Universidade Federal do ABC, Mestrado Nacional Profissional em Ensino de Física - MNPEF, 2017. / Este trabalho consiste em uma Sequência de Ensino Aprendizagem (SEA) baseada em atividades experimentais virtuais usando o game Portal 2 com o objetivo de subsidiar os professores de Física que desejem inovar em suas práticas educacionais. Ao observar que o ensino tradicional, em que os alunos são expostos à memorização de fórmulas e resolução de exercícios sem aplicação prática, poderia estar relacionado a um baixo interesse pelo conteúdo apresentado, este trabalho busca apresentar uma alternativa de ensino, a aprendizagem baseada em games, algumas técnicas da gamificação. A aplicação numa escola particular de São Paulo mostrou a eficácia da utilização do game Portal 2, considerado o mais apropriado para o ensino de Física, para demonstrar o caráter experimental da Física e tornar o ensino mais atraente aos alunos que são considerados nativos digitais. / This work consists in a Teaching and Learning Sequence (TLS) based on experimental virtual activities using the game Portal 2. The objective is subsidizing physics teachers who wish to innovate in their educational practices. The traditional teaching, in which the learning process employs memorization of formulas and resolution of exercises by the students without any practical application, could be related to the low interest in the learning of physics. This work presents an alternative approach, the game based learning (GBL) and some techniques of gamification. The application in a private school of São Paulo showed the effectiveness of using the game Portal 2, recognized as the most appropriate game to physics teaching, in demonstrating the experimental nature of Physics and make teaching task more attractive to students who are considered digital natives.
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