Current Search: Games (x)
Pages
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Title
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"Yeah I'm A Girl. I Play Video Games.": Identity Work of Collegiate Women Gamers.
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Creator
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Rosenbaum, Emily, Anthony, Amanda, Carter, Shannon, Grauerholz, Liz, University of Central Florida
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Abstract / Description
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?Despite accounting for almost half of the game playing population, women gamers are an underrepresented and excluded group within the gaming culture, both in regards to the advertising and production of video games. Prior research suggests that male gamers exclude women from gaming activities, question their legitimacy within the community, and create hostile environments for women both virtually in-game and in physical gaming spaces. As such, women gamers can be understood to hold a...
Show more?Despite accounting for almost half of the game playing population, women gamers are an underrepresented and excluded group within the gaming culture, both in regards to the advertising and production of video games. Prior research suggests that male gamers exclude women from gaming activities, question their legitimacy within the community, and create hostile environments for women both virtually in-game and in physical gaming spaces. As such, women gamers can be understood to hold a marginalized status with the gaming community. The current study looks to examine how women define themselves as (")gamers(") while negotiating this marginalized status. By adopting an identity work perspective, this research examines if and how women gamers perform identity work strategies, and more specifically the generic social processes defined by Schwalbe et al (2000) and expanded upon by Ezzell (2009). Drawing from interviews with 12 collegiate women gamers, this study explores how women define themselves as gamers through the identity codes of the gaming community, specifically through forms of commitment such as their time or honing their expertise. The data additionally explore how women negotiate a gendered gamer identity, as the identity codes they use to define themselves as gamers are often associated with gendered stereotypes, such as the (")girl gamer(") stereotypes, causing the women to utilize identity work processes, such as othering and subordinate adaptation, in order to maintain their gamer identity. As little research has looked to explore women gamers and their gamer identity construction, the present study addresses this gap in the literature through the unique theoretical lens of the identity work perspective.
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Date Issued
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2017
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Identifier
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CFE0006786, ucf:51811
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0006786
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Title
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DIGITAL INTERACTIVE GAMES FOR ASSESSMENT: A STUDY OF THE EFFECTIVENESS OF A DIGITAL GAME AS A MEASURE OF STUDENTS' UNDERSTANDING OF BOOLEAN LOGIC.
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Creator
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Haji Mohammad Ali Sabbagh, Shabnam, Moshell, Jack, Underberg, Natalie, Lindgren, Robb, University of Central Florida
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Abstract / Description
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Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge...
Show moreDigital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology?This study investigates the effectiveness of using a digital interactive game as an assessments method (-) in this case a mini-game that was designed to assess the student's knowledge on basic Boolean logic. The study reports on the performance differences of the students who participated in this study and correlations between the performance of these students in a digital interactive game, written tests and their in-class performance to examine the effectiveness of using a digital game as a new knowledge assessment method.
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Date Issued
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2014
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Identifier
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CFE0005343, ucf:50494
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0005343
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Title
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CYBER SEXY:ELECTRONIC GAME PLAY AND PERCEPTIONS OF ATTRACTIVENESS AMONG COLLEGE-AGED MEN.
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Creator
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Wack, Elizabeth, Tantleff Dunn, Stacey, University of Central Florida
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Abstract / Description
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The current study was conducted to determine whether or not electronic gaming is related to the formation of certain body ideals and appraisals of attractiveness. A sample of 219 college-aged males (age 18 to 32) completed a variety of measures designed to gather information about their game play habits, their perceptions of their own attractiveness (MBSRQ, SMAQ), and their perceptions of women's attractiveness (BCRS, FRS, photographs of women of different BMIs). Results indicate that men...
Show moreThe current study was conducted to determine whether or not electronic gaming is related to the formation of certain body ideals and appraisals of attractiveness. A sample of 219 college-aged males (age 18 to 32) completed a variety of measures designed to gather information about their game play habits, their perceptions of their own attractiveness (MBSRQ, SMAQ), and their perceptions of women's attractiveness (BCRS, FRS, photographs of women of different BMIs). Results indicate that men's ratings of women's attractiveness vary across the genres of games most frequently played but that frequency of play and age of commencement of game play are not related to self-perceptions of physical attractiveness, the association of positive attributes with muscularity, or the drive to become more muscular. However, results suggest that men's appearance satisfaction and the degree to which they value muscularity are influenced by the extent to which they compare their own appearance to that of the characters they play in the games. Results indicate that unlike other forms of media, electronic gaming is not related to decreased appearance satisfaction in players or the formation of unrealistic standards of attractiveness for women.
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Date Issued
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2007
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Identifier
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CFE0001661, ucf:47243
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0001661
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Title
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GAME ON: THE IMPACT OF GAME FEATURES IN COMPUTER-BASED TRAINING.
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Creator
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DeRouin-Jessen, Renee, Fritzsche, Barbara, University of Central Florida
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Abstract / Description
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The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was estimated at $7 million. Given their increasing use and high costs, it is important to understand whether game-based learning systems perform as...
Show moreThe term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was estimated at $7 million. Given their increasing use and high costs, it is important to understand whether game-based learning systems perform as billed. Research suggests that games do not always increase learning outcomes over conventional instruction. However, certain game features (e.g., rules/goals, fantasy, challenge) might be more beneficial for increasing learner motivation and learning outcomes than other game features. This study manipulated two specific game features: multimedia-based fantasy (vs. text-based fantasy) and reward (vs. no reward) in a computer-based training program on employment law. Participants (N=169) were randomly assigned to one of the four experimental conditions or to a traditional computer-based training condition. Contrary to hypotheses, the traditional PowerPoint-like version was found to lead to better declarative knowledge outcomes on the learning test than the most game-like version, although no differences were found between conditions on any of the other dependent variables. Participants in all conditions were equally motivated to learn, were equally satisfied with the learning experience, completed an equal number of practice exercises, performed equally well on the declarative knowledge and skill-based practice, and performed equally well on the skill-based learning test. This suggests that adding the "bells and whistles" of game features to a training program won't necessarily improve learner motivation and training outcomes.
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Date Issued
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2008
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Identifier
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CFE0002439, ucf:47714
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0002439
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Title
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Analyzing action game players' performance during distracted driving.
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Creator
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Rupp, Michael, Smither, Janan, Mouloua, Mustapha, Mcconnell, Daniel, Kincaid, John, University of Central Florida
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Abstract / Description
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Driving is a complex task that is highly reliant on attention. Research states that distrac-tions cause performance errors thus it is important to find ways to reduce driver distraction or assist drivers with ways to improve their cognitive resources if distraction is unavoidable. Moreover, research indicates that action video game players outperform non-players on lab-based tests of visual and cognitive abilities. However, research also exists that is contrary to these find-ings. Some...
Show moreDriving is a complex task that is highly reliant on attention. Research states that distrac-tions cause performance errors thus it is important to find ways to reduce driver distraction or assist drivers with ways to improve their cognitive resources if distraction is unavoidable. Moreover, research indicates that action video game players outperform non-players on lab-based tests of visual and cognitive abilities. However, research also exists that is contrary to these find-ings. Some researchers suggest that methodological deficiencies could be the cause of the significant findings in the literature. With such fervor of debate on the subject, the question re-mains of whether players acquire skills through playing action video games and if so can these games be used as research or training tools to enhance performance on realistic tasks. To answer this question, 45 male participants were tested using psychometric measures of spatial ability (Spatial orientation and visualization) and failures of attention (Cognitive Failures Question-naire), and then all participants drove four 10-minute drives in a driving simulator. The first drive was a practice, followed by a control drive. Participants were then distracted using a hands free phone conversation. Following that, participants completed a final control drive. Both overall video game experience and action video game experience was positively related to higher spatial ability scores. Additionally, participants with higher action game experience exhibited fewer lane deviations during driving overall, but not during the distraction condition. On the other hand, participants with higher spatial ability scores exhibited fewer lane deviations during the distraction condition, but not during the control drives. Furthermore, action video game ex-perience was not significant on the Cognitive Failures Questionnaire. Therefore, it was conclud-ed that individuals who have higher action game experience do not show improvements on any abilities of attention tested in this study. However, higher experience action video game players may perform better in simulated environments than those with less experience.
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Date Issued
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2012
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Identifier
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CFE0004434, ucf:49360
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0004434
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Title
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Cooperative vs Competitive Goals in Educational Video Games.
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Creator
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Smith, Peter, Bowers, Clint, McDaniel, Thomas, Kincaid, John, Cannon-Bowers, Janis, University of Central Florida
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Abstract / Description
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The concept of serious games, or using games and gaming technologies for purposes other than purely entertainment, became popularized with the creation of the Serious Games Initiative in 2002 and has continued to grow. While this trend may appear new, the use of games for learning has a rich history and the idea of using a game as a learning platform is an established concept that had has withstood the test of time. Research in this area must move from if games can teach, to how do we improve...
Show moreThe concept of serious games, or using games and gaming technologies for purposes other than purely entertainment, became popularized with the creation of the Serious Games Initiative in 2002 and has continued to grow. While this trend may appear new, the use of games for learning has a rich history and the idea of using a game as a learning platform is an established concept that had has withstood the test of time. Research in this area must move from if games can teach, to how do we improve games that do. Proponents of serious games suggest that they should improve motivation, time on task, motivation to learn, and a litany of other benefits based primarily on the thought that what works in an entertainment game will work in a learning game. Unfortunately, this might not always be the case. For example, a commonly held misconception in learning games is that competition will motivate learner to succeed, as it motivates players of an entertainment game to continue to play. This is, however, not well supported by the learning science literature. Cooperative goal structures commonly lead to increased motivation to learn as well as improved learning outcomes when compared to competition. This research seeks to provide a framework to view games for learning and more specifically explore the structure of challenge in the context of cooperative and competitive goal structures, as well as explore the use of the word game and how it could possibly modify the expectations of the learner.
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Date Issued
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2012
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Identifier
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CFE0004603, ucf:49913
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0004603
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Title
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EVALUATING TACTICAL COMBAT CASUALTY CARE TRAINING TREATMENTS EFFECTS ON COMBAT MEDIC TRAINEES IN LIGHT OF SELECT HUMAN DESCRIPTIVE CHARACTERISTICS.
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Creator
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Sotomayor, Teresita, Proctor, Michael, University of Central Florida
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Abstract / Description
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The use of military forces in urban operations has increased considerably over the past years. As illustrated by the current conflict in Iraq, the Army finds itself fighting its toughest battles in urban areas facing unconventional forces. Soldiers face many threats in hostile fire environments, whether conducting large-scale mechanized warfare, low-intensity conflicts, or operations other than war. Through 1970, there has been no demonstrable reduction in battlefield mortality rate as a...
Show moreThe use of military forces in urban operations has increased considerably over the past years. As illustrated by the current conflict in Iraq, the Army finds itself fighting its toughest battles in urban areas facing unconventional forces. Soldiers face many threats in hostile fire environments, whether conducting large-scale mechanized warfare, low-intensity conflicts, or operations other than war. Through 1970, there has been no demonstrable reduction in battlefield mortality rate as a percentage of all casualties since data was kept since before the Civil War. For that period of time, nearly all the reduction in overall mortality rate occurred through reduced mortality in Hospital Chain. As of 1970, about 90 percent of all combat deaths occur before a casualty reaches a definitive care facility. Tactical Combat Casualty Care (TCCC), also known as TC3, is the pre-hospital care rendered to a casualty in a combat environment. The application of TCCC principles during a tactical combat environment has proven highly effective and is a major reason why combat deaths in latest conflicts (Operation Iraqi Freedom and Operation Enduring Freedom) are lower than in any other conflict in the history of the United States. The Army continues to emphasize reducing battlefield mortality rate. Current tools and methods used for initial skills and sustainment training of combat medics throughout the Army are insufficient. New technologies are needed to provide medics with greater opportunities to develop and test their decision making and technical medical skills in multiple, COE-relevant, training scenarios. In order to address some of these requirements, the U.S. Army Research Development and Engineering Command, Simulation and Training Technology Center (RDECOM-STTC) is developing the 68W Tactical Combat Casualty Care Simulation (TC3 Sim) for the US Army Medical Department (AMEDD) Center & School at Fort Sam Houston. The Army is considering the use of the TC3 Sim game as a tool to improve the training of individual Soldiers as well as improve the readiness of combat medics. It is the intent of this research to evaluate the effectiveness of instructional games in general and the use of the TC3 game in particular for teaching the concepts of tactical combat casualty care. Experiments were conducted to evaluate the training effectiveness of this tool in supporting the 68W10 Healthcare Specialist Course program of instruction (POI). The goal of this research is to address important questions such as: Is this game an effective tool to train Soldiers the aspects of TC3? Can knowledge gain through the use of the simulation be transferred into task related situations? How can this tool be incorporated in the current POI in order to increase training effectiveness?
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Date Issued
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2008
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Identifier
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CFE0002396, ucf:47755
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0002396
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Title
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The Effect of Civics-Based Video Games on Middle School Students' Civic Engagement.
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Creator
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Pagnotti, John, Russell, William, Hewitt, Randall, Hopp, Carolyn, Dobson, Leonard, University of Central Florida
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Abstract / Description
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Democratic theorists argue that democratic institutions thrive when the citizens of the society robustly participate in governance (Galston, 2004; Barber, 2001). A traditional indicator of democratic participation is voting in elections or referendums. However, democratic apologetics posit that humans need to be trained in democratic processes in order to be democratic citizens (Dewey, 1916; Gutmann, 1990; Sehr, 1997; Goodlad, 2001). Citizens need to know not only the protocol of...
Show moreDemocratic theorists argue that democratic institutions thrive when the citizens of the society robustly participate in governance (Galston, 2004; Barber, 2001). A traditional indicator of democratic participation is voting in elections or referendums. However, democratic apologetics posit that humans need to be trained in democratic processes in order to be democratic citizens (Dewey, 1916; Gutmann, 1990; Sehr, 1997; Goodlad, 2001). Citizens need to know not only the protocol of participation, they also need to be trained in the processes of mind (Dewey, 1916; 1927). Educational systems in this country have been the traditional place where democratic training has been vested (Spring, 2001). It seems, though, that the methods that educators are using to train young people fail to meet this challenge as voting rates among the youngest citizens (under 30) have never been higher than slightly more than half of eligible voters in the age group. To remedy this situation, Congress and several private civic-education organizations have called for changing curricular approaches to engage more youth. One such method that may hold promise is the use of video game technology. The current generation of youth has grown up in a digital world where they have been labeled (")Digital Natives(") (Prensky, 2001a). They are (")tech savvy(") and comfortable with their lives being integrated with various forms of digital technology. Significantly, industry research suggests that over 90% of (")Digital Natives(") have played a video game in the last 30 days, and business is booming to the level that video games pulled in more money than the movie industry did in 2008 (ESA, 2009). As early as the 1970s, educational researchers have looked at the use of video game technology to engage student learning; however, this research has been limited at best. More recently, educational scholars such as James Gee (2003; 2007) and Kurt Squire (2002; 2003; 2006) have sought to make the academic conversation more mature with regard to using video games as a classroom supplement.This study continues that conversation by using quantitative methods to investigate whether or not different groups of middle school students self-report a greater propensity to be civically engaged as a result of civic-themed video gameplay. The investigator collected data from middle school students who were given access to civic-themed video games to see if there were statistically significant differences in self-reported civic-engagement scores as a result of gameplay. This investigation was conducted at a large, urban middle school in the Southeast region of the United States.
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Date Issued
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2012
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Identifier
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CFE0004422, ucf:49379
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0004422
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Title
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Keeping Quiet: Investigating the Maintenance and Policing of Male-dominated Gaming Space.
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Creator
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Charles, Christopher, Pritchard, Robert, Preston-Sidler, Leandra, Grauerholz, Liz, Corzine, Harold, University of Central Florida
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Abstract / Description
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Despite the near parity between the number of female and male gamers (Entertainment Software Association, 2014), studies on gender in videogames illustrate a culture that typically reflects hegemonic masculinity and excludes women on a multitude of levels. Because these interactions occur within real and virtual space (both online and within games), a holistic approach is warranted to analyze these mechanisms of oppression. This paper seeks to uncover the ways by which gaming culture is...
Show moreDespite the near parity between the number of female and male gamers (Entertainment Software Association, 2014), studies on gender in videogames illustrate a culture that typically reflects hegemonic masculinity and excludes women on a multitude of levels. Because these interactions occur within real and virtual space (both online and within games), a holistic approach is warranted to analyze these mechanisms of oppression. This paper seeks to uncover the ways by which gaming culture is maintained and policed as a male-dominated space, through qualitative data collection. By using ethnographic, participant observation at a large, multi-genre convention the experiences of both male and female gamers were collected and analyzed. Their stories shed light on the means by which women are silenced, or (")kept quiet,(") by voice chat profiling, verbal abuse, and hostile Internet communities. They are subject to strict policing of gamer identity, relegation as casual gamers, and their calls for inclusiveness all too often fall on game developers' deaf ears.
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Date Issued
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2016
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Identifier
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CFE0006281, ucf:51605
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0006281
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Title
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THE ROLE OF EXPECTATIONS IN THE PERCEIVED USEFULNESS AND ACCEPTANCE OF VIRTUAL REALITY AS A PREVENTATIVE TECHNIQUE FOR POST-TRAUMATIC STRESS DISORDER.
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Creator
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Kreutzer, Christine, Bowers, Clint, University of Central Florida
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Abstract / Description
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Expectancy theory is based on the subjective probability (expectancy) and projected value (valence). Based on this notion, an individual chooses his or her behaviors based on the interaction between the valences perceived to be associated with the outcomes, and the appraisal of the probability of that behavior resulting in those outcomes. Expectancies have been found to be predictive of many outcomes, such as treatment outcomes, behavioral change, and training reactions. The goal of the...
Show moreExpectancy theory is based on the subjective probability (expectancy) and projected value (valence). Based on this notion, an individual chooses his or her behaviors based on the interaction between the valences perceived to be associated with the outcomes, and the appraisal of the probability of that behavior resulting in those outcomes. Expectancies have been found to be predictive of many outcomes, such as treatment outcomes, behavioral change, and training reactions. The goal of the present study is to empirically investigate this issue within the mental health field. While virtual reality appears to be a promising preventative technique for post-traumatic stress disorder, the literature has not yet accounted for expectations and their influence on reactions. More specifically, it is unknown how expectancies influence reactions. Therefore, this study examines videogame self-efficacy as a mechanism through which expectations influence reactions. In the present study 60 participants completed an expectancy scale, VGSE scale, played a serious game designed to prepare soldiers for the psychological challenges associated with deployment, and completed a reactions survey. A mediation analysis was conducted to examine if videogame self-efficacy is a mechanism through which expectations predict reactions. Analyses revealed that videogame self-efficacy partially mediated the relationship between expectancies and reactions.
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Date Issued
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2013
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Identifier
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CFH0004523, ucf:45189
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFH0004523
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Title
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INVESTIGATING FLOW, PRESENCE, AND ENGAGEMENT IN INDEPENDENT VIDEO GAME MECHANICS.
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Creator
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Dunaj, Jon, McDaniel, Rudy, University of Central Florida
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Abstract / Description
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Video games are being studied today more than ever before. The engagement that they generate with the user, if harnessed, is thought to have applications across numerous other fields. Educators especially wish to implement elements of gaming into supplemental activities to help further interest students in the learning process. Many claim that this is because classroom's today are in direct contradiction with the real home life of students. Student's today were born into the fast paced world...
Show moreVideo games are being studied today more than ever before. The engagement that they generate with the user, if harnessed, is thought to have applications across numerous other fields. Educators especially wish to implement elements of gaming into supplemental activities to help further interest students in the learning process. Many claim that this is because classroom's today are in direct contradiction with the real home life of students. Student's today were born into the fast paced world of the digital realm, frequently multi-tasking between watching television, playing games, doing homework, and socializing. As educators begin to create game like experiences to drive student engagement they will seek to create interactions that foster the psychological phenomena of flow, presence, and engagement. Each of these three processes helps play a key role in what makes video games the attention-grabbing medium that they are. When creating games it would be beneficial to know which type of game mechanics reinforce these phenomena the most. The goal of this study is to investigate, Super Meat Boy and Limbo, two very similar games with very different mechanical representations and see which game is more engaging in these three areas. Twenty- nine participants played one of the two games for forty-five minutes, completed three separate measurements, and were observed throughout the process. The results were analyzed and found one game to indeed be more engaging than the other.
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Date Issued
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2014
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Identifier
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CFH0004625, ucf:45268
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFH0004625
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Title
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FROM SHADOWMOURNE TO FOLK ART: ARTICULATING A VISION OF ELEARNING FOR THE 21ST CENTURY.
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Creator
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Kapp, Christina, Campbell, James, University of Central Florida
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Abstract / Description
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This study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based productsÃÂ--Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not...
Show moreThis study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based productsÃÂ--Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not only the voices of traditional academic and usability research, but also the ad hoc voices of the players, commentators, developers, and bloggers. These are the people who speak to the community of these sites, and their lived experiences fall somewhere in the interstices between in-site play, beta development, and external commentary (both academic and informal.) The works of experimental academic theorists play an acknowledged and fundamental role in this study, including those of Ulmer, Barab, Gee, and McLuhan. These visionary voices of academia are balanced with a consideration of both the political and financial constraints surrounding immersive educational game development. This secondary level of analysis focuses on how issues around equity of access, delivery platforms, and target disciplines can and should inform strategic goals. While this dissertation alone is unlikely to solve issues of access, emergent groups including the OLPC hold exciting promises for worldwide connectivity. My conclusion forms a synthesis of all these competing forces and proposes a pragmatic and conceptual rule-set for the development of a forward-looking and immersive educational MMORPG.
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Date Issued
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2010
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Identifier
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CFE0003549, ucf:48906
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0003549
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Title
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ETHNOGRAPHIC REFLECTION ON GROUP FORMATION IN BLIZZARDÃÂ'S ÃÂ"WORLD OF WARCRAFTÃÂ".
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Creator
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Spottke, John, Matejowsky, Ty, University of Central Florida
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Abstract / Description
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Cyberanthropology or the anthropology of cyber space/culture is an emerging subfield of cultural anthropology that deals with the varied integration of human beings and technology. This specialized area of study focuses on topics ranging from new technologies used in ethnographic research to information and communication technologies utilized by specific societal groups. Communication technology encompasses the World Wide Web, email, and online multiperson interactive spaces such as chatrooms...
Show moreCyberanthropology or the anthropology of cyber space/culture is an emerging subfield of cultural anthropology that deals with the varied integration of human beings and technology. This specialized area of study focuses on topics ranging from new technologies used in ethnographic research to information and communication technologies utilized by specific societal groups. Communication technology encompasses the World Wide Web, email, and online multiperson interactive spaces such as chatrooms and video games. In this work, I ethnographically investigate human social interactions in the online gaming realm of World of Warcraft. On the whole, the expanding numbers of virtual communities in existence today offer new and exciting realms for social scientists in general, and anthropologists in particular, to expand their knowledge of social interaction. During the period between August 2007 and May 2009 I ÃÂ"livedÃÂ" with the players of WoW as a participant observer. The culmination of this research spotlights virtual group formation and dynamics from an anthropological perspective and is intended to pave the way for future research.
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Date Issued
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2010
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Identifier
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CFE0003462, ucf:48393
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0003462
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Title
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GAME ASSESSMENT FOR MILTARY APPLICATION.
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Creator
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McNeese, Patricia, Boote, David, University of Central Florida
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Abstract / Description
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The primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this...
Show moreThe primary purpose of conducting this research was to establish game assessment guidelines and characteristics for integrating elected characteristics of games into ongoing instructional approaches. The cost of repurposing commercial-off-the-shelf (COTS) games could offer a considerably lower cost alternative than the cost of creating a new instructional game developed for a specific instructional goal. The McNeese Game Assessment Tool (MGAT), created for the assessment of games in this usability study, is currently in a beta stage and was found to have potential for future game assessment. The overall assessment indicated that the tool was effective in analyzing game products for reuse potential and that the five instruments that make up the tool did meet the purpose of the design. However, the study also indicated that the instruments needed recommended modifications and further testing with a larger population group before the tool could be utilized. The assessment process identified in this study was a step forward in the area of game and simulation integration research. This study indicated that more research is needed in the area of instructional design to enhance instructional integration goals for future game, simulation and training applications.
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Date Issued
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2009
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Identifier
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CFE0002602, ucf:48257
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0002602
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Title
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Designing games for learning: An investigation of instructional designers, game designers, and teachers design decisions and epistemological beliefs.
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Creator
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Kepple, Michelle, Hartshorne, Richard, Boote, David, Campbell, Laurie, Smith, Peter, University of Central Florida
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Abstract / Description
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Fields within education and training have been exploring the use of educational computer-based games, often referred to as serious games (SG), in multiple disciplines of academic research including the affective, cognitive, and psychomotor domains. Traditionally, game designers tend to represent a different viewpoint about learning than instructional designers, or even teachers. More so, one of the fundamental roles designers play in making decisions is based on multiple factors, which...
Show moreFields within education and training have been exploring the use of educational computer-based games, often referred to as serious games (SG), in multiple disciplines of academic research including the affective, cognitive, and psychomotor domains. Traditionally, game designers tend to represent a different viewpoint about learning than instructional designers, or even teachers. More so, one of the fundamental roles designers play in making decisions is based on multiple factors, which include personal assumptions about constraints and perceived constraints in instructional practice. In order for games to be successful in classroom environments, classroom teachers need to be involved in the design process to help identify and assist in mitigating the classroom-based challenges that will be faced during implementation. The study sought to extend research on serious game attributes by examining the instructional design decisions and beliefs of individuals involved in the design, development, or implementation of serious games in education or training environments, through a web-based survey. Within the serious game community there are multiple approaches to designing learning environments; some view serious games as virtual environments explicitly for education or training, while others include digital games, simulations, and virtual worlds. While there is debate over the type of games that are most effective for learning, researchers have provided guiding qualifications and lists of characteristics that effective games should possess to improve current practice and implementation. Two central aims guided the study: (a) to identify relationships between the mental models put forth by each discipline when selecting serious game attributes, and (b) to provide insight into each subpopulation's beliefs about learning. Suggested implications for the study extend to educational practice, policy, and future research on designing, developing, and implementing serious games in learning environments. Findings suggest that the sample portrayed similar epistemological beliefs between all subgroups. Participants had the most sophisticated beliefs toward quick learning. Limited relationships were evident between participant's epistemological beliefs and selection of serious game attributes (SGA). However, findings indicated that each discipline has unique models and frameworks for designing serious games and perspectives on serious game implementation.
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Date Issued
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2015
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Identifier
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CFE0005964, ucf:50815
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0005964
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Title
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Video game self-efficacy and its effect on training performance.
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Creator
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Ortiz, Skilan, Bowers, Clint, Fritzsche, Barbara, Joseph, Dana, Cannon-Bowers, Janis, University of Central Florida
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Abstract / Description
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This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of...
Show moreThis study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of serious games to be more effective than traditional methods of training when it comes to task performance.
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Date Issued
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2014
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Identifier
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CFE0005224, ucf:50639
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0005224
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Title
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PROTOTYPE OF AN EDUCATIONAL GAME FOR KNOWLEDGE RETENTION IN YOUTH HEALTH EDUCATION.
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Creator
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Vogel, Jennifer, Montagne, Euripides, University of Central Florida
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Abstract / Description
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There is some debate about the most effective and least controversial means of sex education in schools. In several states, state law does not require education about Sexually Transmitted Diseases and Human Immunodeficiency Virus Infection/Acquired Immunodeficiency Syndrome (STDs and HIV/AIDS.) There is also debate about the effect and pervasiveness of sexual situations in video games and its effect on the healthy sexual development of adolescents. This research therefore aims to try to solve...
Show moreThere is some debate about the most effective and least controversial means of sex education in schools. In several states, state law does not require education about Sexually Transmitted Diseases and Human Immunodeficiency Virus Infection/Acquired Immunodeficiency Syndrome (STDs and HIV/AIDS.) There is also debate about the effect and pervasiveness of sexual situations in video games and its effect on the healthy sexual development of adolescents. This research therefore aims to try to solve these two problems and answer the following question: Is it possible to represent sex in a more realistic and educational way through a video game while teaching more medically accurate and necessary information? The completion of this study will be able to provide some insights on the feasibility and benefits of widespread implementation of serious video games for health education in the United States and also point to the necessity of future research into this topic.
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Date Issued
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2014
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Identifier
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CFH0004656, ucf:45257
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFH0004656
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Title
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EFFECTS OF A COMPUTER GAME ON MATHEMATICS ACHIEVEMENT AND CLASS MOTIVATION: AN EXPERIMENTAL STUDY.
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Creator
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kebritchi, Mansureh, Hirumi, Atsusi, University of Central Florida
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Abstract / Description
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In the last few years educational computer games have gained attention as a tool for facilitating learning in different sectors of society including but not limited to military, health, and education. However, advances in computer game technology continue to outpace research on its effectiveness. Few empirical studies have investigated the effects of educational games in the context of formal K-12 settings. The purpose of this study was to examine the effects of a series of mathematics...
Show moreIn the last few years educational computer games have gained attention as a tool for facilitating learning in different sectors of society including but not limited to military, health, and education. However, advances in computer game technology continue to outpace research on its effectiveness. Few empirical studies have investigated the effects of educational games in the context of formal K-12 settings. The purpose of this study was to examine the effects of a series of mathematics computer games on mathematics achievement and motivation of high school students. In addition, the role of prior mathematics knowledge, computer skill, and English language skill of the participants on their mathematics achievement and motivation when they played the games were investigated. A total of 193 students and 10 teachers from an urban high school in the southeast of the United States of the America participated in this study. The teachers were randomly assigned to treatment and control groups. Students' mathematics achievement was measured using school district benchmark exams and a game performance test generated by the developers of the mathematics games. A mathematics motivation questionnaire based on Keller's (1987a) ARCS model of motivational design measured students' mathematics motivation. Multivariate Analysis of Co-Variance (MANCOVA) was conducted to analyze the data. In addition, interviews were conducted to cross validate the results of the quantitative data. The MANCOVA results indicated significant improvement of the mathematics achievement of the experimental versus control group. No significant improvement was found in the motivation of the experimental versus control group. However, a significant improvement was found on the motivation scores of the students who played the games in their school lab and classrooms compared to the ones who played the games only in the school labs. In addition, the findings indicated that prior mathematics knowledge, computer skill and English language skill did not play significant roles in achievement and motivation of the experimental group. Teachers' interviews revealed that these individual differences had indeed played significant roles in game-playing at the beginning of using the games, but the impacts gradually diminished as the students gained the required game-playing skills. The overall results indicated that the mathematics games used in this study were effective teaching and learning tools to improve the mathematics skills of the students. Using the games in mathematics education was suggested by the teachers as an appropriate alternative way of teaching, as one of the teachers stated: "This is definitely the way that we have to go to teach mathematics in the future." Mathematics games should be integrated with classroom activities if teachers want to increase mathematics class motivation. Teachers' helps and supports are vital in using the games effectively in a population with different prior mathematics knowledge, computer skills, and English language skills.
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Date Issued
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2008
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Identifier
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CFE0002066, ucf:47577
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0002066
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Title
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COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE.
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Creator
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Hess, Taryn, Gunter, Glenda, University of Central Florida
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Abstract / Description
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The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for...
Show moreThe use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p < .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p < .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.
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Date Issued
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2010
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Identifier
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CFE0003221, ucf:48566
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFE0003221
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Title
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EVALUATION OF COMPUTER-BASED SIMULATION FOR PAIN MANAGEMENT EDUCATION.
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Creator
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Gerardi, Nicole, Allred, Kelly, University of Central Florida
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Abstract / Description
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Effective pain management is an elusive concept in the acute care setting. Improving nurses' knowledge about optimal pain management is one way to improve the patient's pain experience. A computer-simulation game was developed as an alternative method of teaching the subject of pain management to nursing students. In the game, two patient scenarios are presented, one male and one female. Both patients present with acute pain and request help from the nurse. The player progresses through a...
Show moreEffective pain management is an elusive concept in the acute care setting. Improving nurses' knowledge about optimal pain management is one way to improve the patient's pain experience. A computer-simulation game was developed as an alternative method of teaching the subject of pain management to nursing students. In the game, two patient scenarios are presented, one male and one female. Both patients present with acute pain and request help from the nurse. The player progresses through a series of nine questions as the scenarios unfold, each with one best or correct answer. The purpose of this study was to evaluate the game's potential as a teaching method compared to traditional methods of teaching, such as a lecture. A total of 30 nursing students participated in the study. After playing through the game, each student was asked to complete a post-game survey consisting of 10 standard 5-point Likert scale items and five open-ended questions. The survey was used to evaluate the students' enjoyment of the game, educational benefits, preference compared to traditional teaching methods, and perceived potential to change nursing practice. Results of the survey show that the majority of nursing students enjoyed playing the game and found it captured their attention more than traditional teaching methods. Nine out of the ten Likert scale items received universal high scores. Nursing students were receptive to the computer-simulation game as a teaching method and found it preferable to traditional methods.
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Date Issued
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2013
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Identifier
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CFH0004347, ucf:44981
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Format
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Document (PDF)
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PURL
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http://purl.flvc.org/ucf/fd/CFH0004347
Pages