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Transforming Higher Education With Human-Centred Design editado por Radka Newton, Jean Mutton, Michael Doherty
“Encouraging a collaborative and thoughtful approach to the wicked problems facing higher education (HE), this book is a showcase of pioneering educators who believe that well-designed education is good for everyone – learners, teachers, education administrators, the learning organisation and the world.

Through case studies, thought pieces and practical advice, this book takes a fresh look at the application of Design Thinking and Service Design in a variety of university contexts. Human-centred design perspectives show up the fact that decades of rhetoric about student-centred learning have often left the student still effectively marginalised from change processes. The reader will encounter ample tools and techniques of design and co-creation that can enhance the student experience, from applicant to alumnus. More importantly, the book sets out, in actionable ways, how we can make our universities more effective at supporting students for success, and to become places where people are more empowered to make those changes.

University academics, learning support staff, managers and professional staff, as well as HE policy makers and professional bodies, will appreciate this clear and practical guide to exploring service design in the new context of education.”
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Meeple Centred Design

Um post de um académico acerca de jogos de tabuleiro e acessibilidade deste tipo de formato de artefactos. Com o titulo “Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Game” por Michael Heron.

Um resumo: “O artigo “Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games” apresenta uma metodologia desenvolvida por Michael Heron e colegas para avaliar a acessibilidade dos jogos de tabuleiro. Esta abordagem, denominada “Meeple Centred Design”, propõe um conjunto de heurísticas que analisam diferentes dimensões da acessibilidade nos jogos, incluindo:

  • Acessibilidade visual: Considera questões relacionadas com a visão, como daltonismo e deficiências visuais.
  • Acessibilidade cognitiva: Avalia a complexidade do jogo e a carga cognitiva exigida dos jogadores.
  • Acessibilidade emocional: Examina como o jogo pode afetar emocionalmente os participantes, considerando fatores como frustração e stress.
  • Acessibilidade física: Analisa os requisitos físicos para manipular componentes e interagir com o jogo.
  • Comunicação: Observa as procuras de comunicação entre os jogadores e como isso pode impactar a experiência.
  • Acessibilidade socioeconômica: Considera aspetos como custo do jogo e representatividade cultural.
  • Acessibilidade interseccional: Avalia como diferentes fatores de acessibilidade podem interagir e afetar a experiência de jogo.

O objetivo principal é fornecer uma ferramenta prática para designers, editores e jogadores avaliarem e melhorarem a acessibilidade dos jogos de tabuleiro, promovendo uma experiência mais inclusiva para todos os participantes.”

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Graphic Design for Board Games de Daniel Solis
“Board games are increasingly recognized as an artform of their own, but their design and aesthetics are just as important as their gameplay mechanics. In this handbook, art director and graphic designer Daniel Solis offers his 20+ years of expertise in graphic design in tabletop gaming.
With a sense of humor, plenty of examples, and simple tips, Graphic Design for Board Games covers everything from typography to retail presence. Learn how to effectively use graphic design elements to enhance player experience. Create stunning game components, clear rulebooks, and effective game boards that will keep players engaged.

Key Features:
Highlights unique challenges and solutions of graphic design for board games
Includes commentary from over a dozen board game graphic designers
Explains complex concepts with numerous visual examples
Trains designers to incorporate heuristics, accessibility, and semiotics
Newcomers will learn introductory concepts of visual communication. Intermediate designers will find ways to anticipate common visual obstacles and improve playtest results. Experienced veterans will find insightful comments shared by fellow professionals.”
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Demystifying Creativity On Originality in Game Development de Fawzi Mesmar
“This book is a study of the psychology, neuroscience and philosophy of creativity, originality and inspiration viewed from the lens of a seasoned game developer. It introduces the concept of creative sobriety, a practice that advocates better understanding our own sources of inspiration so that we can intellectually drive our creative voice closer to originality.
The creative process is not just a methodical sequence of steps – it’s organic in its nature. It’s an improvised dance between the conscious and the subconscious mind, where knowledge, experience, intuition, observation, imagination and projection meet in ways that are completely unique to each person. Presenting practical and theoretical approaches to originality and game concept generation, the book begins by offering a definition of creativity and exploring the notion of creative sobriety. It then moves on to chapters that blend theory and practice, covering topics such as innovation, the creative process, auteurship, collaboration, and creative vision.
Written by award-winning Creative Director and Game Designer Fawzi Mesmar, this book will be of great interest to students of game design and creative professionals working within industry, as well as those looking to learn more about the creative process.”
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Video Games, Crime, and Control Getting Played de Kevin F. Steinmetz, Jonathan A. Grubb
“Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games.
Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest.
Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.”
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Introduction to Game Programming using Processing For Designers, Artists, Players, Non-Tech People and Everybody Else de Daniel Cermak-Sassenrath
“This is an introductory textbook focusing on games (specifically interaction and graphics) as a pathway into programming. It empowers readers to do basic programming, prototyping, game creation, and other highly interactive applications, all from scratch and without any prior programming knowledge.
Using the popular programming language Processing, this book describes, explains, and demonstrates the basic and general programming principles and mechanisms used in typical game algorithms and concrete game projects. Chapters cover basic graphics, text output, loops, data types and variables, movement, time, audio and sound, debugging, classes and objects, event-based programming, real-time input controls, computer speed compensation, animation, tiling, scrolling, collision detection, basic AI, and much more. Additional support materials such as code examples and demo programs are available to download from the book’s webpage: dace.de/gameswithprocessing
This book is a great resource for students and aspiring professionals looking for an approachable entry into game programming.”
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Museums and the History of Computing Objects, Narratives and Practice editado por Simone Natale, Petrina Foti, Ross Parry
“Museums and the History of Computing examines the critical role that cultural organizations, such as museums and galleries, play in shaping ‘digital heritage’: the cultural heritage surrounding computer technology.
Focusing on digital technologies as objects and practices that museums collect, exhibit, and preserve for the future, this book highlights how and why museums play a crucial role in preserving the rich heritage of the digital world, constructing powerful narratives that help make it relevant to the public. It demonstrates that the museum can be a powerful means of safeguarding and interpreting ephemeral and continually changing digital technology, offering new pathways for rethinking the very meaning of digital objects and practices in contemporary societies. It provides practices and strategies for the preservation and exhibition of computing artifacts and ways to accommodate and respond to narratives about histories of computing that circulate in the public arena. Bringing together leading museum and university researchers and practitioners, and mobilizing cross-cutting debates and approaches in areas such as museum studies, cultural heritage, history of technology, anthropology, and media studies, this book challenges us to think critically about what ‘digital’ is when examined not only as a tool but as a cultural object deserving of attention and a place within the museum.
Museums and the History of Computing is for museum studies students and researchers as well as museum practitioners – especially those with an interest in digital technology and heritage. It will be of interest to researchers and students interested in histories of computing and digital media and in digital media studies.”
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Designing Games Meant for Sharing de Ioana-Iulia Cazacu
“This book talks about the importance of social mechanics in games and how these mechanics evolved over time to accommodate new technologies and new social contexts. It looks at the innovation happening in the field of new-age social games, discussing in detail what has been learnt from designing for the younger generation, how these findings can inform game design philosophy and how this can be applied to game development more broadly.
Part 1 of this book provides a brief history of games as social interaction and discusses the differences between online and offline social gaming. Part 2 covers Facebook social gaming and design lessons from first-generation social games. Part 3 introduces design philosophies for the hyper-social genre and includes an important chapter on design ethics. Finally, Part 4 looks ahead to the future of social games and how game designers can incorporate learnings from this book in their own work.
This book will appeal to game designers and students of game design looking to learn how to apply learnings from social game design in their own games.”
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Introduction to Game Analysis de Clara Fernández-Vara
“This accessible, third edition textbook gives students the tools they need to analyze games, using strategies borrowed from textual analysis.
As game studies has become an established academic field, writing about games needs the language and methods that allow authors to reflect the complexity of a game and how it is played in a cultural context. This volume provides readers with an overview of the basic building blocks of game analysis—examination of context, content and distinctive features, and formal qualities—as well as the vocabulary necessary to talk about the distinguishing characteristics of a game. Examples are drawn from a range of games, non-digital and digital, and across history—from Pong to Fortnite—and the book includes a variety of examples and sample analysis, as well as a wealth of additional sources to continue exploring the field of game studies. This third edition revision brings the book firmly up to date, pulling in new examples and sources, and incorporating current key topics in this dynamic field, such as artificial intelligence and game streaming.
Introduction to Game Analysis remains an essential practical tool for students who want to become fluent writers and informed critics of games, as well as digital media in general.”
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Development of interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching emotion analysis
“With the rapid development of information technology, virtual reality (VR) and game teaching have gradually become an important tool in modern education. As a universal language, the innovation of English teaching methods is particularly important. This study aims to develop an interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching to enhance students’ learning interest and effect. By combining virtual reality technology with game teaching method, this paper designs and develops a set of interactive English e-learning video entertainment teaching platform. The platform uses emotion analysis technology to monitor students’ emotional state in real time and dynamically adjust teaching content according to emotional feedback. The results showed that the experimental group of students in English learning performance is significantly better than the control group, learning interest and participation is also significantly improved. Emotion analysis data showed that students in the experimental group showed more positive emotions when using the platform, and their learning pressure was significantly reduced. The interactive English e-learning video entertainment teaching environment based on virtual reality and game teaching not only improves the learning effect of students, but also significantly improves their learning interest and participation.”
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Children’s sensory interaction music enlightenment system based on sensory interaction and game elements
“Recently, a widely developed technology in the field of tactile interactive human–computer interaction has been widely applied in various fields. However, there is currently a lack of application of somatosensory interaction technology in children’s music enlightenment products. To broaden the research scope of the field of sensory interaction products, this study first analyzes music enlightenment games based on game elements to obtain the needs of children in music education; Secondly, this study utilizes fuzzy judgment matrices and purpose chains to conduct research based on user psychology, in order to capture the product’s focus during the design process. Finally, the research designs Gesture recognition algorithm and children’s somatosensory interaction music enlightenment system on the basis of somatosensory interaction. The research results indicate that the age range of users is between 28 and 45 years old, and 88 % of respondents have no or limited experience in early music education for children. When the Gesture recognition algorithm iterates to about 4000 times, it can reach the convergence state, and the loss value fluctuates around 0.1. In addition, the running time of Gesture recognition algorithm in simple background and complex background is 0.089 s and 0.083 s respectively. And the average accuracy of this algorithm is 98.81 %, with an average recall rate of 93.38 %. Finally, the vast majority of participants expressed their willingness to continue using the children’s sensory interaction music enlightenment system in view of sensory interaction and game elements, with a higher proportion of medium to low difficulty participants willing to continue. In summary, the children’s somatosensory interactive music enlightenment system proposed in the study has better performance and is widely used by users.”
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Eight types of video game experience
“The study of game experience is a well-established area within game research, supported by numerous models. These models, while valuable, often focus on analyzing game experiences within specific contexts rather than facilitating comparative analyses. Addressing this research gap, our study empirically identifies prevalent game experience types that are common across various games. By analyzing 5,372 game experience descriptions provided by 1,193 survey respondents, this research employs a survey design inspired by the flow of qualitative interviews, facilitating a comprehensive understanding of the diverse factors shaping these experiences. Through latent class analysis, we delineate eight distinct game experience types: Compelling Challenge, Immersive Exploring, Creative Caring, Energetic Rushing, Competitive Shooting, Cheerful Bouncing, Strategic Management, and Daily Dwelling. Each type is analyzed in terms of both the variables from the latent class analysis and additional survey variables, enhancing our understanding of their unique and comparative characteristics. This approach sheds light on the multifaceted nature of game experiences and broadens our insights into player engagement across different game genres, offering practical implications for game design, marketing, and future research.”
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Gostava de ter acesso a estes livro “Historical Simulation and Wargames The Hexagon and the Sword” de Riccardo Masini.

Do autor surge o seguinte texto:
“This book is a comprehensive study on analog historical simulation games, exploring both their theoretical concepts and practical solutions. It considers the various ways used by simulation games to depict the different dynamics of historical events and analyzes how commercial analog miniature and board wargames can become valuable tools for historical research and provide a more modern and captivating interpretation of past events.

The nature of “simulation” is discussed, exposing its differences with other forms of ludic activity, both analog and digital, as well as intellectual speculation. Many of the most common game mechanics are analyzed in depth and in their practical use, to answer whether “reconstructive” simulations dedicated to historical episodes can provide valuable, reliable and useful insights for researchers. It critically examines the challenges presented to game designers that look to produce an accurate (even if not necessarily complex) simulation of historical events.

The book will be of great interest to those curious about the potential applications of such a powerful research and experimental tool for historical, sociologic and anthropologic research, as well as wargaming and board gaming enthusiasts looking to gain a deeper understanding of the inner workings of historical simulations.”

E tem como capítulos:
Chapter 1: What is a Simulation Game?
Chapter 2: How it is Done: Common Simulation Game Mechanics
Chapter 3: In the Field: Historical Dynamics through the Gaming Lens
Chapter 4: The Real “Engine”: Game Designers and Gamers
Chapter 5: Not all that Glitters: Issues and Pathologies of Simulation Games
Chapter 6: Conclusions: All Good Games Must Come to an End Turn”

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Gostava de ter acesso a estes livro “Paper Time Machines Critical Game Design and Historical Board Games” de Maurice W. Suckling.

Do autor surge o seguinte texto:
“James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines.

More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research.

Key Features:
Guides new designers through the process of historical board game design
Encapsulates the observations and insights of numerous notable designers
Deeply researched chapters on the history and current trajectory of the hobby
Chapters on selected critical perspectives on the hobby.”

E tem como capítulos:
Chapter 1: Introduction
Part One: Context
Chapter 2: What Is Critical Game Design?
Chapter 3: What Are Historical Simulations?
Chapter 4: A Brief History of Board Wargames
Chapter 5: A Briefer History of Pol-Mil Wargames
Chapter 6: An Even Briefer History of Non-Wargame Historical Board Games

Part Two: Design Process & Tools
Chapter 7: Overall Process
Chapter 8: Devising A Thesis
Chapter 9: Common Components & Major Mechanics
Chapter 10: Major Card Functions & Metaphors
Chapter 11: Board Design
Chapter 12: Development & Publication

Part Three: Designing Historical Board Wargames
Chapter 13: Historical Board Wargame Design: Reference Books & Conventions Overview
Chapter 14: Design Conventions: Units
Chapter 15: Design Conventions: Combat Resolution
Chapter 16: Design Conventions: Movement, Morale, & More
Chapter 17: Design ‘Unconventions’

Part Four: Designing Non-Wargame Historical Board Games
Chapter 18: Case Study #1: Operation Barclay
Chapter 19: Case Study #2: Crisis: 1914
Chapter 20: Case Study #3: Peace 1905

Part Five: Selected Critical Topics
Chapter 21: Two Unsolvable Problems in Historical Board Game Design
Chapter 22: War Stories: Storytelling and Wargame Design
Chapter 23: The Postcolonial Turn
Chapter 24: Paper Beats Silicon

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Unveiling the Efficacy of ChatGPT in Evaluating Critical Thinking Skills through Peer Feedback Analysis: Leveraging Existing Classification Criteria
“This study investigates the potential of using ChatGPT, a large language model, to assess students’ critical thinking in online peer feedback. With the rapid development of technology, big language models, such as ChatGPT, have made significant progress in natural language processing in recent years and have good potential for application in teaching evaluation and feedback. However, can generative AI help educational practitioners in teaching and learning? How to accurately assess students’ critical thinking using generative AI remains a challenging task. This study investigates whether ChatGPT can effectively evaluate critical thinking using established coding systems. By comparing the consistency and accuracy of manual coding with ChatGPT coding in online peer feedback texts, it clarifies how ChatGPT processes online peer feedback data and conducts assessments. Through a comprehensive analysis employing various metrics including precision, recall, F1 score, and a confusion matrix, we assess ChatGPT’s performance. Additionally, we group students and analyze how ChatGPT’s assessments relate to their critical thinking levels. Our findings suggest that the ChatGPT demonstrated some ability to assess higher dimensions of critical thinking, but showed limitations in assessing the more granular secondary dimensions under the higher dimensions of critical thinking. However for this kind of granular assessment will more accurately capture the level of learning critical thinking. Surprisingly, ChatGPT’s evaluations are not influenced by students’ critical thinking levels. This study underscores ChatGPT’s potential in automating critical thinking assessment at scale, alleviating the burden on educators and enhancing understanding of critical thinking in peer feedback.”
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Programming Fun(damentals): Using commercial video games to teach basic coding to adult learners
“The acquisition of computational thinking and coding skills is of special significance in helping adult learners keep pace with a new context where those skills are required for many parts of the workforce. However, there is an agreement in the scientific literature that important challenges exist, such as keeping student engagement and the requirement of developing problem-solving skills, and not just learning the code syntax. The inclusion of digital Game-Based Learning (GBL) has shown great potential. To better understand how it can be helpful to adult learners in STEM degrees, a study was conducted on the application of two very popular commercial video games in different introductory programming courses at an online university, during the introduction of basic programming topics (CS1). The methods combined a descriptive qualitative and a quantitative approach, using a reflective journals and questionnaires, which helped students consider and express their experiences, how they interacted with the games, how the games helped them better understand the topics, and realize their personal progress and potential. Results showed that the use of these games as educational resources had a positive impact in their engagement and sense of self-efficacy, but only if some important instructional considerations are taken into account.”
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Higher Education in the New Reality: A Study of Students’ Preferences About Digital Learning in Mexico
“Due to the COVID-19 pandemic, higher education students had to switch to online classes to avoid infections, so universities had to adapt to a situation known as emergency remote education and had to provide digital content to simulate the traditional classroom experience. Now, as we transition from the pandemic, returning to in-person education has been a challenge. This period, often referred to as the “new normal,” is characterized by a mix of in-person and digital learning. Therefore, it is necessary to evaluate students’ preferences for digital education in this new educational landscape. In this exploratory empirical study, the preferences of undergraduate students at a private university in Mexico were evaluated through a survey. This survey was applied by the Directorate of Educational Innovation and Digital Learning through institutional means in September 2022. It had multiple-choice questions and an open final question. A total of 2725 responses were obtained. Student responses were analyzed using a mixed methods methodology. Responses to multiple-choice questions were analyzed quantitatively using descriptive statistics, while responses to open-ended questions were analyzed using content analysis. The results show that although students prefer academic programs with 80 to 100% in-person, they also prefer digital or remote classes. This preference is highlighted by students who work and study simultaneously. These studies show that the hybrid and flexible format (HyFlex) can take off in this new normal. However, more studies are required to demonstrate its effectiveness in learning.”
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The Emergence and Progression of AI in Comparative and International Education
“The history and evolution of AI reveal many twists and turns, but a consistent thread in the story of AI is the humans’ fascination to (re)create intelligence in their own image. Ancient myths of intelligent machines serving humans in their mundane or ambitious undertakings stored in human imagination and consciousness throughout the centuries have infused modern attempts at creating machines capable of displaying intelligence comparable with those of their human creators. In this process, humans have brought to bear cognitive science, psychology, philosophy, technology, and computer science to tinker at the intersection between human biology and neuroscience with computer programming, software and hardware to breathe life into the enduring, yet still elusive, captivation with the AI machine. This history is replete with cautionary tales for education in general and comparative and international education in particular, as AI systems and platforms are attempting to (re)shape the educational landscape with important consequences for the foreseeable future.”
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