Search results for "pelit"
showing 10 items of 484 documents
Neurocognitive Predictors of Response to Intervention With GraphoGame Rime
2021
This study explores the neurocognitive predictors of response to intervention with GraphoGame Rime, an adaptive software game designed to aid the learning of English phonics. A cohort of 398 children (aged 6 – 7 years) who had participated in a recent Randomized Controlled Trial (RCT) of GraphoGame Rime in the United Kingdom were studied. Half were randomly assigned to play GraphoGame Rime (GG Rime) and the other half were assigned to Business As Usual (BAU). A series of pretests were given prior to the intervention to all participants, designed to measure phonological awareness skills, executive function (EF) skills and the ability to synchronise finger tapping to a rhythmic beat. Finger t…
Digital solutions for multilingual learning environments : the case of GraphoGame™ adaptations in Kenya
2015
"There Are No Women and They All Play Mercy" : Understanding and Explaining (the Lack of) Women’s Presence in Esports and Competitive Gaming
2018
In this paper, we explore women’s participation in esports and competitive gaming. We will analyze two different types of research material: online questionnaire responses by women explaining their reluctance to participate in esports, and online forum discussions regarding women’s participation in competitive Overwatch. We will examine the ways in which women’s participation – its conditions, limits and possibilities – are constructed in the discussions concerning women gamers, how women are negotiating their participation in their own words, and in what ways gender may affect these processes. Our findings support those made in previous studies concerning esports and competitive gaming as …
Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”
2022
AbstractThis chapter examines toxic meritocracy in relation to gender in competitive Overwatch, asking how gender affects a player’s opportunities for engagement in that scene. It analyzes online news stories and community discussions concerning “Ellie” – a fabricated competitive woman gamer created as a “social experiment” by a man player. The confluences between gender and toxic meritocracy become visible in the assumption there must be an experienced man gamer behind the battletag, the gender-based harassment targeted at Ellie, and the reflections on the importance of setting an example as the first team taking a woman player for Contenders. The analysis shows that despite a strong belie…
Magis : maaginen seikkailu : opettajan työkirja
2021
Magis-mobiilipelin tavoitteena on hyödyntää tarinallisen pelin maailmaa hyvinvointitaitojen tukemisessa. Pelin kehittämistyössä on keskitytty erityisesti huolehtimaan pelin soveltuvuudesta kouluympäristöön. Opas kuvaa tiiviissä muodossa Magis-pelin taustalla olevat keskeiset periaatteeta ja esittää valmiin suunnitelman pelin peluuttamiseen kokonaisen luokan kanssa. Pelin kehityksen parissa on työskennellyt monitieteellinen työryhmä koostuen psykollgian, mielenterveystyön, kasvatusalan ja pelinkehittämisen ammattilaisia. nonPeerReviewed
Magis : maaginen seikkailu : tehtävävihko
2021
TET-peli : yhteistoiminnallisen oppimisen teoriaan pohjautuvan pelin rakentaminen oppilaiden työelämävalmiuksien kehittämiseksi
2004
Urheilun digitalisaatio : E-urheilun yllättävä voittokulku
2020
Playful approaches to news engagement
2020
From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of merging news with games as a way to reformulate normative assumptions, production practices and consumption patterns. As a result, the boundaries between journalism and game’s logics start to erode, and they begin to find new ways of converging.
A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games
2022
Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokém…