Gostava de ter acesso a este livro..

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 este livro..

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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Gostava de ter acesso/access to your article..

Gostava de ter acesso a:
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.”
+infos(oficial): LINK

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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Triangular ferramentas de IA Generativa na Escrita Académica

Encontrei este texto que achei interessante com o titulo “Triangular ferramentas de IA Generativa na Escrita Académica“, que é algo que tenciono começar a explorar de uma forma mais assertiva. Vamos lá ver como corre..

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Gostava de ter acesso a este livro..

Gostava de ter acesso a estes livro “Game Design for Free-to-Play Live Service” de Stanislav Stanković.

Do autor surge o seguinte texto:
“”Game Design for Free to Play Live Service” is the ultimate guide to designing successful free-to-play mobile games. Based on a decade of experience at companies like Rovio, EA, and Supercell, the author provides practical advice on gameplay mechanics, monetization strategies, and player engagement. With case studies and expert insights, this book is essential reading for any game developer looking to create a hit mobile game.”

E tem como capítulos:
Introduction
Business Model
Player Psychology
Target Audience
Understanding Time
Mathematics of Game Design
Social Gameplay
Game Design Methods
Live Service
Practical Design Examples
Back Matter

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Gostava de ter acesso a este livro..

Gostava de ter acesso a este livro “How and Why We Make Games The Creative Confusion” por Marta Fijak e Artur Ganszyniec.
Segundo autores do livro:
“The book analyzes why we should put politics in our games and how hyperrealism may be a trap. It also proposes a new framework for thinking about game narrative and a different paradigm for the production altogether. Topics tackled are approached from a multidisciplinary perspective, so be prepared to read both about Peter Paul Rubens and John Carmack. There are also graphs, system rhetorics discussions, and the market reality—stakeholders, return on investments, and the gaming bubble bursting.”

dos capítulos surgem:
Games as a Medium
Why Do People Make Games?
The Myth of the Universal Audience
Traps of Realism
Authorial Voice and Intent in System Design
The Topography of Narrative
Playing with Authorship
Why Games Will Always Be Political
How It Feels to Be One of 500 Voices
Slow Games
Games of the End Times

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Gostava de ter acesso/access to your article..

Augmented Reality in Educational Innovation: A Literature Mapping Review
de Davis Velarde-Camaqui, Jorge Sanabria-Z, Maria Soledad Ramírez-Montoya e Manuel Cebral-Loureda
“Among the emerging technologies that have been best received in education so far in the first quarter of the twenty-first century, Augmented Reality has been widely positioned. Despite its popularity, the characteristics of its influence and application are unknown in detail. This study focused on the context of Augmented Reality in education. Based on the PRISMA methodology, a systematic mapping was carried out from 70 articles published in the Scopus and Web of Science databases between the years 2011–2021. It was identified that: there is a preference for empirical studies; Spain has the highest scientific production; the studies were mostly directed at university students; and that virtual reality, education, educational technology, entrepreneurship and innovation are the main topics addressed. It is interpreted that there are opportunities in terms of: (1) Studies with mixed methodology; (2) Application in non-university population; and (3) Integration of Augmented Reality in the curriculum. Finally, it is deduced that the economic impulse of local organizations could support the geographic decentralization of Augmented Reality.”

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A ler este livro..

Mais um livro interessante sobre design de jogos e videojogos: “The Rule Book , The Building Blocks of Games” por Jaakko Stenros e Markus Montola

De acordo com o autor o livro:
“How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work.
Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book, Jaakko Stenros and Markus Montola explore how different kinds of rules work as building blocks of games. Rules are constraints placed on us while we play, carving a limited possibility space for us. They also inject meaning into our play: without rules there is no queen in chess, no ball in Pong, and no hole in one in golf.
Stenros and Montola discuss how rules constitute games through five foundational types: the explicit statements listed in the official rules, the private limitations and goals players place on themselves, the social and cultural norms that guide gameplay, the external regulation the surrounding society places on playing, and the material embodiments of rules. Depending on the game, rules can be formal, internal, social, external, or material.
By considering the similarities and differences of wildly different games and rules within a shared theoretical framework, The Rule Book renders all games more legible.

Este livro está open source na versão PDF..
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Gostava de ter acesso a este livro..

Gostava de ter acesso a este livro: The Game Design Toolbox de Martin Annander.
De acordo com o autor o livro:
“This book presents 71 practical game design tools that readers can use to solve real-world game design problems. Written to be a “toolbox” for game designers, it offers a hands-on approach with clear and easy-to-use tools so that readers can quickly find the right solution to the problem they are facing.

This book is divided into six game design phases: ideation, exploration, commitment, problem solving, balancing, and tuning. Each category contains an array of relevant tools, and the accompanying indexes offer suggestions for tools to use for specific problems. Support Materials for this book offer further teaching materials, exercises, and complementary FAQs.

Written to be a practical resource, this book will be a useful toolbox for junior and veteran game designers alike.”

Os conteudos estão divididos por:

1. GAME DESIGN
a. Game Designer. i. Level 0: Non-Designer. ii. Level 1: Opinionated Designer. iii. Level 2: Proven Designer. iv. Level 3: Experienced Designer. v. Level 4: Holistic Designer
b. Stages of a Game’s Design. i. Ideation. ii. Exploration. iii. Commitment. iv. Problem Solving. v. Balancing. vi. Tuning
c. Mechanics, Dynamics, Aesthetics (MDA)
d. Loops and Hoops
i. Gameplay Loop. ii. Compulsion Loop. iii. Retention Loop.
e. Embracing Subjectivity
f. The Tools

2. IDEATION
a. Ask Fewer Questions
b. Brainstorm on Paper
c. Zoom In, Zoom Out
d. Verbalize
e. Say “Yes, and …”
f. Try It
g. Set a Theme
h. Invent a Mechanic
i. Decide Who the Player Plays
j. Assume Less
k. Start from Conflict
l. Pretend to Play
m. Hold Structured Meetings

3. EXPLORATION
a. Spot the Sausage Cake
b. Make Analogue Prototypes
c. Use Timeboxes
d. Design in Layers
e. Make Flowchart Prototypes
f. Role Play Your Design
g. Add Uncertainty
h. Magic It!
i. Think of the Data
j. Add Rough Edges
k. Input, Output, Scream
l. Challenge Play with Plot
m. Build Task Forces

4. COMMITMENT
a. Tell a Story
b. Build an Amusement Park
c. Say it Again
d. Define the Features
e. Stand on Pillars
f. Cross-Matrix Everything
g. Factualize
h. Write One-Pagers
i. Set Metrics
j. Play, Don’t Show
k. Check It

5. PROBLEM SOLVING
a. Make Player Personas
b. Observe and Analyze
c. Test Blind
d. Draw a Strategy Map
e. Verify with Checklists
f. Validate Your Pillars
g. Lay a Trail
h. Make it Escalate
i. Give Them Carrots
j. Burn Them on the Stove
k. Solve Problems
l. Leave Things Behind

6. BALANCING
a. One Thing at a Time
b. Ask Sly Questions
c. Avoid Domination
d. Double or Halve
e. By 10
f. Test for Extremes
g. Lift Things Up
h. Use Foiling
i. Balance Coverage
j. Simplify Your Math
k. Tween More
l. Put the Door Before the Key

7. TUNING
a. Refine Your Audience
b. Exterminate Your Darlings
c. Put the Cool Thing First
d. Remove Uninformed Choices
e. Allow Customization
f. Offend on Purpose
g. Put it Elsewhere
h. Make it Fun to Watch
i. Think Like a Player
j. Meet Player Intentions

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SBGAMES 2023: algumas das palestras..

Fica aqui a referência a algumas das palestras do evento SBGAMES 2023

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