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The integration of technology and education: An innovative research on the evaluation system of college students’ programming ability
“The rapid development of artificial intelligence technology has made programming ability a core competency for college students. However, the existing single-indicator evaluation system struggles to accurately distinguish between different levels of ability, highlighting the urgent need for a scientific and multidimensional evaluation system. In this study, the AHP-TOPSIS method was adopted. Combined with the grades of programming-related courses and competition results, a multi-dimensional evaluation system for programming design ability was constructed, and a comprehensive score was given to 307 students. The results show that the weight of mathematical analysis ability is the highest (0.26), highlighting its core position in programming education. Furthermore, the comprehensive scores of students follow a normal distribution. 68 % of the students’ scores are concentrated between 70 and 79 points, which can effectively distinguish students of different ability levels. Further analysis indicates that there is a strong positive correlation between course grades and competition grades (Pearson’s r = 0.78), emphasizing the importance of a solid course foundation for the development of programming ability. Furthermore, there was no significant difference in the comprehensive score between genders (p = 0.22, Cohen’s d = -0.15), indicating that programming education should focus on individual differences rather than gender. The evaluation system proposed in this paper not only provides scientific assessment tools for educational institutions, but also offers a basis for optimizing teaching strategies, improving teaching quality and the quality of talent cultivation, which is of great significance to the reform and innovation of computer education.”
+infos(oficial): LINK

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Livros, artigos e outras coisas sobre jogos

A ETC Press, da Carnegie Mellon University, tem uma série de livros, relatórios e outros artefactos que podem ser acedidos de forma gratuita.

Exemplos:
Learning, Education, & Games
Teaching the Game
Analog Game Studies

+infos(oficial): LINK

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Simpósio de RPG, Larp e Educação

Encontrei esta referência ao uso de jogos de tabuleiro RPG em contextos educativos. Este evento é um simpósio (Simpósio de RPG, Larp e Educação) e no site é possivel aceder a vários conteúdos, desde livros a apresentações feitas nos eventos.

+infos(oficial): https://rolesimposio.com.br/

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A Conversation around Best Practices, Challenges, Career Advice, and Trends in Games Users Research
“With growing industry interest in Games User Research, the Game Access Conference ’24 hosted a panel to discuss its challenges, necessary skills, and future trends. This article presents an extended conversation based on the panel discussion, where international experts from industry and academia share their knowledge, experiences, and insights about this field. The discussion emphasized the important role of user research in refining game design and improving accessibility. Panelists also reflected on how academic research can support industry practices, although priorities remain different. Finally, the following key challenges for games user research were debated: raising awareness of accessibility, dealing with time constraints, and ensuring that research is integrated early in development.”
+infos(oficial): LINK

Gaming Industry in Türkiye Through the Lens of Education
“The gaming industry in Türkiye has seen significant growth, fueled by a young population and notable global successes in mobile gaming, with companies such as Peak and Dream Games becoming unicorns. Game development in Türkiye, however, faces challenges, especially in education, which is still in its nascent stage. Despite the increasing number of academic programs, particularly in game design and development, many institutions fall short of industry expectations due to a lack of resources and qualified staff. The rise and fall of hyper-casual games, alongside a growing demand for more complex PC and console games, highlight the need for a well-trained workforce. Initiatives like Bahçeşehir University’s BUG Lab offer promising models, integrating education, production, and incubation in game development while collaborating with the gaming communities. To move forward, stronger collaboration between universities and the gaming industry is essential. With sustained effort, the Turkish gaming sector holds the potential for further success, but it requires strategic, collective action to navigate current challenges.”
+infos(oficial): LINK

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Active Literacy Learning Through a Flipped Classroom Model in Teacher Preparation Programs
“The purpose of this study was to design and evaluate foundational skills modules taught by college professors to elementary-teacher candidates in a flipped-model of learning using active learning techniques. Twenty-three instructional modules were designed utilizing evidence-based practices, state, national, and professional standards on literacy. The study employed design-based research methods across two cycles of implementation with instructors from multiple institutions within one U.S. state. The first cycle included three instructors across two universities and the second cycle included five instructors across four institutions; qualitative and quantitative data led to revisions from the first to the second cycle. Analysis of teacher candidates’ learning and reflections on their experiences with the active learning model showed statistically significant growth and positive ratings on flipped classrooms. Qualitiatve data indicated teachers’ largely positive perceptions of the content, approach, and partnership with researchers. Implications for teacher-preparation programs and instruction on reading and writing are discussed.”
+infos(oficial): LINK

Exploring Continuity in Games: Analog, Digital and Across Mediums
“Game experiences can span multiple play sessions, which may evoke a sense of continuity. Yet, it is unclear what defines a continuous gaming experience across sessions, what elements contribute to that perception, and its effects on the player experience. In this work, first, we investigate how the sense of continuity is perceived in digital and analog games. Second, we explore how players believe this sense can be achieved in experiences that transition between digital and analog sessions (i.e. transmedial play). Through an interview study with 12 gamers, we found that the sense of continuity extends beyond game design elements, as it also stems from the internal perception of skill improvement and play context. Our findings show that transmedial continuous experiences hold potential to create a deeper connection with a game by offering increased flexibility and opportunities to further engage with its narrative and gameplay.”
+infos(oficial): LINK

Designing Biofeedback Board Games: The Impact of Heart Rate on Player Experience
“Biofeedback provides a unique opportunity to intensify tabletop gameplay. It permits new play styles through digital integration while keeping the tactile appeal of physical components. However, integrating biofeedback systems, like heart rate (HR), into game design needs to be better understood in the literature and still needs to be explored in practice. To bridge this gap, we employed a Research through Design (RtD) approach. This included (1) gathering insights from enthusiast board game designers (n = 10), (2) conducting two participatory design workshops (n = 20), (3) prototyping game mechanics with experts (n = 5), and (4) developing the game prototype artifact One Pulse: Treasure Hunter’s. We identify practical design implementation for incorporating biofeedback, particularly related to heart rate, into tabletop games. Thus, we contribute to the field by presenting design trade-offs for incorporating HR into board games, offering valuable insights for HCI researchers and game designers.”
+infos(oficial): LINK

SewSimple: An E-textile Prototyping Kit for Computational Making with BBC micro:bit
“In this paper we present the “SewSimple”, an E-textile prototyping kit designed to support computational making with the BBC micro:bit, and discuss findings from a preliminary mixed-method evaluation involving twelve schoolchildren aged 9-11 at a local fee-paying primary school. Our research indicates that the “SewSimple” design effectively improves the construction of stable circuitry in E-textile projects compared to using the BBC micro:bit alone. Through qualitative analysis of interviews, photos, and video clips, we propose design recommendations that include hardware improvements such as repositioning grommets (plated-through-holes), customizing covers, and improving labeling. Additionally, we suggest enhancements in instructional design targeting crafting skills and conductivity knowledge, aimed at collectively enhancing user experience.”
+infos(oficial): LINK

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Running a Successful Live Service Game Live Outside of Game Updates de Sergei Vasiuk
“This book unveils the secrets of extraordinarily successful games and hands you a smarter way to create exceptional engagement and convert it into revenue. It teaches you detailed LiveOps techniques that show you how to keep your game appealing through engaging events, personalized experiences, and smart monetization.
You’ll discover the “3 LAPs of Operations” framework—a dynamic, question-driven process that you can implement to systematically boost retention and achieve your game’s financial goals. The book delves into the intricate business of live service games, explaining how to enhance your operational efficiency with precise toolset implementations and analytics.
While some studio leaders merely talk about “riding the trend”, this approach is far too passive. Embrace the shift towards people-driven game development, where your players evolve from mere consumers into active co-creators. This transformation allows you to construct your own trend, known as People’s LiveOps, where you engage your most devoted fans and offer them opportunities to earn a living through their creations.
Essential for professionals in live service games, this book is also invaluable for aspiring talents and seasoned experts aiming to enter or excel in the gaming industry.

indice:
Chapter One. A Brief History of Video Games.
Chapter Two. Introduction to Live Service Games.
Chapter Three. Video Game Value Creation.
Chapter Four. Generating Added Value.
Chapter Five. Creating Player’s Path.
Chapter Six. The Three LAPs of Operations.
Chapter Seven. Acquisition.
Chapter Eight. Engagement.
Chapter Nine. Monetization.
Chapter Ten. Events.
Chapter Eleven. Personalization.
Chapter Twelve. Operations Management.
Chapter Thirteen. Toolset.
Chapter Fourteen. Analytics.
Chapter Fifteen. May I Have Your Attention Please?
Chapter Sixteen. Attention Ecosystem.
Chapter Seventeen. Game as a Platform.
Conclusion.

+infos(oficial): LINK

Traveling through Video Games de Tom van Nuenen
“This book unlocks an understanding of video games as virtual travel. It explains how video game design increasingly takes cues from the promotional language of tourism, and how this connection raises issues of power and commodification.
Bridging the disciplinary gap between game and tourism studies, the book offers a comprehensive account of touristic gazing in games such as The Legend of Zelda: Breath of the Wild, Minecraft, and Microsoft Flight Simulator 2020. Traveling through video games involves a mythological promise of open-ended opportunity, summarized in the slogan you can go there. Van Nuenen discusses the scale of game worlds, the elusive nature of freedom and control, and the pivotal role of work in creating a sense of belonging. The logic of tourism is fundamentally consumptive—but through design choices, players can also be invited to approach their travels more critically. This is the difference between moving through a game world, and being moved by it.
This interdisciplinary and innovative study will interest students and scholars of digital media studies, game studies, tourism and technology, and the Digital Humanities..

indice:
1. Introduction
2. It’s All Under Control
3. King of the Sandbox
4. Bigger on the Inside
5. You Can Stay Here
6. When Here Becomes There
7. Conclusion.

+infos(oficial): LINK

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Game Studies Starter Kit

Uma lista de conferência que se vão realizar ao longo dos próximos tempos e partilhada pela comunidade. Esta lista é atualizada também e com apoio da DiGRA CEE (Digital Games Research Association: Central and Eastern Europe)

+infos: LINK

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Storytelling for Spatial Computing and Mixed Reality – The Art of Augmenting Imagination de Rob Morgan
“EThis is a clear, accessible manual of storytelling techniques and learning activities for spatial computing, augmented reality and mixed reality. It covers the key skills that the next generation of digital storytellers will need, providing readers with practical tools for creating digital stories and adventures out in the real world.

Drawing on more than a decade of experience, veteran immersive storyteller Rob Morgan provides strategies and techniques for augmenting players and places with digital narrative. Readers will try out key ideas through a range of practical exercises, building up their own portfolio of augmented/spatial narrative projects.

Storytelling for Spatial Computing and Mixed Reality provides insight on everything from narrative pacing to conditional and emergent storytelling for augmented/spatial technology. Each chapter addresses key questions about the affordances – and ethics – of augmenting players’ realities, helping students and practitioners explore this new storytelling frontier.

This book will be invaluable to students of game design, experience design and interactive narrative. It provides theories, best practices and case studies also relevant to creative professionals in games, XR, immersive theatre, theme parks and brand experience.”
+infos(oficial): LINK

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Wargames According to Mark de Mark Hermann
“I am delighted to write a second foreword to Mark Herman’s book, even if I’m playing the proverbial second fiddle to Jim Dunnigan, who mentored Mark at Simulations Publications, Inc. (SPI) and played a huge role in sucking me into the Wargaming hobby and, ultimately, the wacky world of professional Wargaming. Although I knew of Mark from those early SPI days, I did not have the pleasure of meeting him until a game convention (Avaloncon, if I remember correctly) back in the late 1980s. I was working on my own book about Wargaming and went to the con primarily to meet Mark and ask him if I could set up a time to interview him for my own research. His very gentlemanly agreement led to a long-term friendship and even a professional collaboration, on our game War in the China Sea, created for the Office of Net Assessment in the Pentagon.

Working on that game with Mark gave me a chance to see firsthand how he started the process of designing a game. It was much like a whirlwind. Butcher paper and marker pens; a sketch map and a buckets-of-dice combat system. Not quite mixing paint for Picasso, but as close as I ever came to such an experience.

This book can give you a taste of that experience. It is a no-holds-barred dive into the mind of a true wargame-design master. Mark does not claim to provide here any sort of “right way” to design an historical wargame; instead, he focuses on describing his own approach, philosophy, and thinking about how he designs historical wargames. And that is really the heart of the matter. Mark is an historian, first, and his games concentrate on presenting the historical narrative—not only the paths actually taken in reality but also (and more importantly) the “envelope” of paths that could have been taken.

In the process, he discusses his views about the core ideas needed to translate that historical envelope into a game system that offers its players agency in the context of their simulated roles. Look at the table of contents. He starts with a brief description of his early background in the Wargaming business. Then he quickly presents a series of chapters ranging from how he uses “smoke and mirrors” (design tricks) to distill history into a playable representation of the key options facing historical commanders and presenting those options for players to decide among them, to the core elements in the toolbox, from the sequence of play to the adjudication of combat results. Throughout, he uses examples from his huge body of wargame designs to illustrate and illuminate his thinking.

If you are a fan of historical wargames—and especially of Mark’s games—you will find, as I did, that these mini stories are fascinating glimpses into the workings of one of the most creative and prolific wargame design minds since Dunnigan himself. And one of the most thoughtful and insightful. His ideas will help you understand better not only his own games, but also all historical wargames. And I would be greatly surprised if they did not inspire you to think about how you might find some of his ideas useful in your own wargaming, either as a player or as a designer. As he says at the end of his introduction, “I hope this book contributes to the community knowledge on how designing a game can be accomplished.” I think I can safely say that he achieved his goal.”
+infos(oficial): LINK
+infos(análise e outras referências): LINK

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Conferências ou jornals que são esquemas

Ficam aqui as minhas referências para conferências ou jornals que enviam sucessivos pedidos para eu publicar ou publicitar mas que depois acabo por descobrir que são esquemas. A experiência não é minha, apenas pesquisei sobre estes assuntos (https://beallslist.net/) e por esse motivo surgem aqui na listagem (a ordem não tem qualquer significado):

  • journal “Education & Language Studies” – potential predatory open-access publishers
  • Juniper Publishers – potential predatory open-access publishers
  • Academic Star Publishing Company academicstar.us – potential predatory open-access publishers
  • International Conference on Advances in Education & Social SciencesInternational Organization Center of Academic Research (OCERINT)
  • Ou de emails recebidos de:
      • Atena Editora noreply@atenaeditora.com
      • atenaeditora.com.br
      • editor.jpsir@onlinescientificresearch.net
      • onlinescientificresearch.net
      • editor4@revistacontemporanea.com
      • www.revistacontemporanea.com
      • openaccesspublications.org
      • Open Access Publications LLC
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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.”
+infos(oficial): LINK

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