Search results for " art design"

showing 7 items of 7 documents

Other-Repetition as a Resource for Participation in the Activity of Playing a Video Game

2009

This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to examine the affordances offered by interaction during the activity of playing a video game for additional language learning. We focus on one type of interactional practice, lexical and prosodic repetition, as a recurring resource through which players attend to the game and collaboratively build their understanding and experience of game events. We arg…

060201 languages & linguisticsLinguistics and LanguageGame mechanicsGame art designGame design document05 social sciences050301 education06 humanities and the artsLanguage acquisitionLanguage and LinguisticsConversation analysisGame design0602 languages and literatureGame DeveloperPsychology0503 educationVideo gameSocial psychologyCognitive psychologyThe Modern Language Journal
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Collaborative Game‐play as a Site for Participation and Situated Learning of a Second Language

2009

This paper addresses additional language learning as rooted in participation in the social activity of collaborative game‐play. Building on a social‐interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the g…

060201 languages & linguisticsVocabularyGame art designMultimediamedia_common.quotation_subjectSituated learning05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 education06 humanities and the artsLanguage acquisitioncomputer.software_genreSecond-language acquisitionEducationGame design0602 languages and literatureMathematics educationSociologyGame Developer0503 educationcomputerVideo gamemedia_commonScandinavian Journal of Educational Research
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Narrative Definitions for Game Design

2010

Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an enter…

Game art designGame mechanicsGame designMultimediaComputer scienceGame design documentComputingMilieux_PERSONALCOMPUTINGLevel designGame DeveloperVideo game designcomputer.software_genrecomputerComputer game
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Conquer the Net: An educational computer game to learn the basic configuration of networking components

2009

Advanced networking equipment is relatively expensive and student access to it is usually limited to scheduled times at computer laboratories within the university premises. Hence, it is important to make the most effective use of the time assigned and minimize the time that students spend in activities which can be performed outside the laboratory sessions. Familiarizing with the basic configuration commands is one such activity. We have developed a computer game to allow students to learn these in a motivating and pleasant environment. This game has been designed so that rules are easily learned and both cooperative and competitive learning are promoted. © 2009 Wiley Periodicals, Inc. Com…

Game art designGeneral Computer ScienceMultimediaVideo game developmentGame programmingGame design documentComputer scienceGeneral Engineeringcomputer.software_genreEducationComputer gameGame designGame development toolGame DevelopercomputerComputer Applications in Engineering Education
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The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception

2009

This article introduces an explication of video game players' identification with a game character or role that is based on social-psychological models of self-perception. Contrasting with conventional ("dyadic" ) notions of media user-character relationships (e.g., parasocial interaction or affective disposition theory), ("monadic" ) video game identification is defined as a temporal shift of players' self-perception through adoption of valued properties of the game character. Implications for media enjoyment, the measurement of identification, and media effects are discussed. © 2009 International Communication Association.

Linguistics and LanguageNon-cooperative gameGame art designSequential gameCommunicationComputingMilieux_PERSONALCOMPUTINGAdvertisingScreening gameSDG 10 - Reduced InequalitiesLanguage and LinguisticsGame design/dk/atira/pure/sustainabledevelopmentgoals/reduced_inequalitiesSimultaneous gamePsychologyMetagamingVideo gameCognitive psychology
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The Use of Game World Tasks Concepts in Higher Education

2016

The link between tasks presented in games and tasks used in higher education might have more in common than we think. Analysing how tasks work in games and applying those structures to higher education teaching can enable teachers to develop more creative, situated and exciting tasks for their students. In addition, it can improve communication and feedback. Analysis shows that tasks are an area where elements of gamification work. This article looks into the possibility of reproducing the flexibility and key components of game tasks in actual tasks in higher education. We look at the challenges and limitations and ways to solve them. Therefore, we analyse the concept of quest-logs in games…

Structure (mathematical logic)Game art design060102 archaeologyHigher educationbusiness.industryGame design documentComputer science05 social sciencesFlexibility (personality)06 humanities and the arts050105 experimental psychologyGame designHuman–computer interactionSituatedMathematics education0501 psychology and cognitive sciences0601 history and archaeologybusinessGame Developer
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IMPRESSIONI IN SICILIA

2014

“Impressioni in Sicilia” è la storia di una piccola azienda di design tessile che ha operato a Palermo dal 1974 fino al 1994. Proprietaria dell’impresa è Regine Hildebrandt, una svizzera trapiantata in Sicilia. La nascita di questo laboratorio s’inserisce in quel filone di esperienze finalizzate a incentivare il processo che vede l’incontro tra la cultura del progetto e la produzione artigianale, spesso legata alle tradizioni e alle risorse di alcuni territori. Gli oggetti progettati e realizzati da Regine hanno un valore durevole per la qualità dei disegni e dei materiali ma soprattutto, perché il suo progetto di ricerca è destinato all’identificazione e alla proposizione di “tratti cultur…

design screen printing art folk art art design craftsmanshipconception l'impression de l'écran l'art l'art populaire art design l'artisanatSettore ICAR/13 - Disegno Industrialedesign stampa serigrafica arte arte popolare art design artigianato
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