El documento parece ser muy corto y no proporciona mucha información. Consiste en dos palabras sueltas, "peet" y "rsna", que no están relacionadas o no proporcionan un contexto claro.
This document discusses the rationale and history of educational board games. It explains that board games are a familiar medium that facilitate face-to-face interaction and capable of a range of learning outcomes. The earliest known board game is Senet, which dates back to 3300 BCE in ancient Egypt. Board games are categorized as linear movement games, 2D pattern games, battlefield games, and combination games. Examples of different game structures that can align with educational content are provided, such as movement through space/time matching a race game structure or obstacles matching blockages in a race game path. The design process for educational board games is outlined.
We compare our experience of computer games; I present some of the arguments in favour and against their place within education, together with a few case studies of their use.
You develop a ‘classic’ computer game using Scratch, if possible within the context of your project.
Transferring an educational board game to a multiuser mobile learning game to...Roland Klemke
We designed a multi-user board game about decision processes in a port environment in order to sensitize stakeholders in a value chain about their communicative behaviour. Five players in different roles play three levels of five rounds, taking decisions based on incomplete information. New levels give access to (limited) communication means to foster shared situational awareness. A game master controls rules and scores. The game’s goal is to balance several scores: individual scores and an overall performance score. Decisions taken affect scores either positively or negatively.
To simplify applicability and to provide more realistic situations, we created a computerized version using the ARLearn-platform for mobile games. ARLearn allows designing multi-user process-oriented games binding content, tasks, and interactive questions to game-logic dependencies. This allows players to be physically separated while playing together.
Board Game Jam session run by Stephanie (Charlie) Farley and Gavin Willshaw as part of Innovative Learning Week at the University of Edinburgh February 2016.
Students were challenged to create a board game in one day, incorporating knowledge and understanding of where to find, identify, and how to use, openly licensed images as open educational resources. Students were videoed presenting their games which are available as open educational resources via google docs.
This document summarizes René St. Pierre's dissertation on developing a methodology for educational video game design. It presents four capsules that describe the potential of educational games and present theoretical and practical concepts for their design. The capsules cover the multimedia field, narrative and hypermedia, learning through video games, and an educational video game design model. The site also includes examples of educational games, a glossary, and links to additional resources.
Este documento define los requerimientos de diseño y cómo expresarlos. Explica que los requerimientos surgen de las necesidades detectadas en el mercado y establecen las directrices para el diseño del producto. Describe cómo expresar los requerimientos en términos positivos y en términos de atributos en lugar de soluciones específicas. Además, clasifica los requerimientos en siete sistemas relacionados con la actividad, el usuario, el entorno, el contexto, el consumo, el producto y la manufactura.
This document outlines the design of an educational board game for 4-8 year old children. It discusses needs like incorporating learning through games at an early age to develop strategic thinking. Key aspects covered include child development stages, ensuring the game is learnable, understandable and colorful. An initial concept was developed after user research including field trips and game analysis. The final concept was "Scrapbook Star" intended to teach basic math operations, colors and object identification in a fun and engaging way for young learners. Prototyping and user testing were to follow.
This document discusses the rationale and history of educational board games. It explains that board games are a familiar medium that facilitate face-to-face interaction and capable of a range of learning outcomes. The earliest known board game is Senet, which dates back to 3300 BCE in ancient Egypt. Board games are categorized as linear movement games, 2D pattern games, battlefield games, and combination games. Examples of different game structures that can align with educational content are provided, such as movement through space/time matching a race game structure or obstacles matching blockages in a race game path. The design process for educational board games is outlined.
We compare our experience of computer games; I present some of the arguments in favour and against their place within education, together with a few case studies of their use.
You develop a ‘classic’ computer game using Scratch, if possible within the context of your project.
Transferring an educational board game to a multiuser mobile learning game to...Roland Klemke
We designed a multi-user board game about decision processes in a port environment in order to sensitize stakeholders in a value chain about their communicative behaviour. Five players in different roles play three levels of five rounds, taking decisions based on incomplete information. New levels give access to (limited) communication means to foster shared situational awareness. A game master controls rules and scores. The game’s goal is to balance several scores: individual scores and an overall performance score. Decisions taken affect scores either positively or negatively.
To simplify applicability and to provide more realistic situations, we created a computerized version using the ARLearn-platform for mobile games. ARLearn allows designing multi-user process-oriented games binding content, tasks, and interactive questions to game-logic dependencies. This allows players to be physically separated while playing together.
Board Game Jam session run by Stephanie (Charlie) Farley and Gavin Willshaw as part of Innovative Learning Week at the University of Edinburgh February 2016.
Students were challenged to create a board game in one day, incorporating knowledge and understanding of where to find, identify, and how to use, openly licensed images as open educational resources. Students were videoed presenting their games which are available as open educational resources via google docs.
This document summarizes René St. Pierre's dissertation on developing a methodology for educational video game design. It presents four capsules that describe the potential of educational games and present theoretical and practical concepts for their design. The capsules cover the multimedia field, narrative and hypermedia, learning through video games, and an educational video game design model. The site also includes examples of educational games, a glossary, and links to additional resources.
Este documento define los requerimientos de diseño y cómo expresarlos. Explica que los requerimientos surgen de las necesidades detectadas en el mercado y establecen las directrices para el diseño del producto. Describe cómo expresar los requerimientos en términos positivos y en términos de atributos en lugar de soluciones específicas. Además, clasifica los requerimientos en siete sistemas relacionados con la actividad, el usuario, el entorno, el contexto, el consumo, el producto y la manufactura.
This document outlines the design of an educational board game for 4-8 year old children. It discusses needs like incorporating learning through games at an early age to develop strategic thinking. Key aspects covered include child development stages, ensuring the game is learnable, understandable and colorful. An initial concept was developed after user research including field trips and game analysis. The final concept was "Scrapbook Star" intended to teach basic math operations, colors and object identification in a fun and engaging way for young learners. Prototyping and user testing were to follow.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
Board game design é uma apresentação na FATEC de Carapicuiba para os alunos de Desenvolvimento de Jogos Digitais do p´rimeiro ciclo da manha e da noite do primeiro periodo de 2016
The document describes a visual memory test to determine if a person has a photographic memory or good/bad memory. It instructs the reader that they will see 5 photographs for 5 seconds each and then write down everything they remember in as much detail as possible using the past continuous tense, like describing the actions of the people in the photo. It provides an example of a detailed response and then prompts the reader to view each photo one by one and write down everything they remember from it.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
This document provides information about memory, including the different types (short term and long term), processes (encoding, storage, retrieval), and factors that can affect it. It also describes several common memory tests used in clinical settings, including those that test verbal memory (e.g. California Verbal Learning Test, Rey Auditory Verbal Learning Test) and nonverbal memory (e.g. Benton Visual Retention Test). Specific tasks, procedures, and applications of each test are outlined. The document also discusses the Wechsler Memory Scale for assessing different aspects of memory in children and adults.
Full day Board Game Jam workshop run for the postgraduate Design Informatics students at the Edinburgh College of Art.
Games from the day can be viewed at: http://open.ed.ac.uk/board-game-jam-design-informatics/
During the workshop students were introduced to the differences between copyright and licensing, how to identify licensed material that is free for re-use, where to find these materials, and how to licence their own work. They were then guided through all the steps to create their own board game. Including prototyping, play-testing, and adding variety and fun by employing different game mechanics. The play testing provides feedback and an opportunity for students to consider the mechanics and design of their games.
In this workshop groups were provided with packs of postcard images from the University of Edinburgh Image Collections with information on the image’s source and licence. Students then had to select which images in their pack were suitable for their needs and used the images to inspire the setting and theme of their game.
Information on how to run your own Board Game Jam can be found at:http://open.ed.ac.uk/run-your-own-board-game-jam/
The document discusses message strategy and the creative process for print and broadcast advertising. It outlines three basic steps to developing a message strategy: 1) determining communication objectives, 2) finding customer insights, and 3) selecting a selling strategy. Common selling strategies mentioned include benefit, feature, value-pricing, unique selling proposition, and emotional appeals. The creative process involves exploration, gaining insights, execution, and evaluation. A typical creative brief format asks who the audience is, where the brand and competitors stand with that audience, and where the brand wants to be positioned.
An Introduction to Educational Game DesignMichael Pinto
This presentation covers:
- Definition of a Game
- What Makes a Game a Game
- Learning Through Play (High Concept)
- How To Start To Learn How to Design Games
- Core Mechanisms of Games
- Soft Qualities of Games
- Survey of Different Types Of Games and Their Mechanisms
- Overview of Educational Games
- Gamification for Education
- Educational Games In Context of Transmedia Storytelling
Board game design é uma apresentação na FATEC de Carapicuiba para os alunos de Desenvolvimento de Jogos Digitais do p´rimeiro ciclo da manha e da noite do primeiro periodo de 2016
The document describes a visual memory test to determine if a person has a photographic memory or good/bad memory. It instructs the reader that they will see 5 photographs for 5 seconds each and then write down everything they remember in as much detail as possible using the past continuous tense, like describing the actions of the people in the photo. It provides an example of a detailed response and then prompts the reader to view each photo one by one and write down everything they remember from it.
This document discusses educational game design and describes two games developed for the European Commission's e-Bug project. A platform game was designed for younger children to teach microbiology concepts through gameplay mechanics. A detective game was designed for older children to teach through narrative scenarios. Both games showed some knowledge gains but also highlighted lessons learned, such as the need for user testing to identify interface issues before development is completed.
This document provides information about memory, including the different types (short term and long term), processes (encoding, storage, retrieval), and factors that can affect it. It also describes several common memory tests used in clinical settings, including those that test verbal memory (e.g. California Verbal Learning Test, Rey Auditory Verbal Learning Test) and nonverbal memory (e.g. Benton Visual Retention Test). Specific tasks, procedures, and applications of each test are outlined. The document also discusses the Wechsler Memory Scale for assessing different aspects of memory in children and adults.
Full day Board Game Jam workshop run for the postgraduate Design Informatics students at the Edinburgh College of Art.
Games from the day can be viewed at: http://open.ed.ac.uk/board-game-jam-design-informatics/
During the workshop students were introduced to the differences between copyright and licensing, how to identify licensed material that is free for re-use, where to find these materials, and how to licence their own work. They were then guided through all the steps to create their own board game. Including prototyping, play-testing, and adding variety and fun by employing different game mechanics. The play testing provides feedback and an opportunity for students to consider the mechanics and design of their games.
In this workshop groups were provided with packs of postcard images from the University of Edinburgh Image Collections with information on the image’s source and licence. Students then had to select which images in their pack were suitable for their needs and used the images to inspire the setting and theme of their game.
Information on how to run your own Board Game Jam can be found at:http://open.ed.ac.uk/run-your-own-board-game-jam/
The document discusses message strategy and the creative process for print and broadcast advertising. It outlines three basic steps to developing a message strategy: 1) determining communication objectives, 2) finding customer insights, and 3) selecting a selling strategy. Common selling strategies mentioned include benefit, feature, value-pricing, unique selling proposition, and emotional appeals. The creative process involves exploration, gaining insights, execution, and evaluation. A typical creative brief format asks who the audience is, where the brand and competitors stand with that audience, and where the brand wants to be positioned.