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Articles 1 - 14 of 14
Full-Text Articles in Art and Design
Capturing And Scaffolding The Complexities Of Self-Regulation During Game-Based Learning, Daryn Dever
Capturing And Scaffolding The Complexities Of Self-Regulation During Game-Based Learning, Daryn Dever
Electronic Theses and Dissertations, 2020-
Game-based learning environments (GBLEs) can offer students with engaging interactive instructional materials while also providing a research platform to investigate the dynamics and intricacies of effective self-regulated learning (SRL). Past research has indicated learners are often unable to monitor and regulate their cognitive and metacognitive processes within GBLEs accurately and effectively on their own due mostly to the open-ended nature of these environments. The future design and development of GBLEs and embedded scaffolds, therefore, require a better understanding of the discrepancies between the affordances of GBLEs and the required use of SRL. Specifically, how to incorporate interdisciplinary theories and concepts …
Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad
Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad
Electronic Theses and Dissertations, 2020-
Despite some ongoing debates over the positive or negative impact of digital games, educational games are powerful tools to increase engagement and improve learning outcomes. Scientific concepts about the weather are complicated for younger learners and deep learning often requires long-term cultivation. This thesis presents a novel interactive educational simulation called the Science of Meteorology with Interactive Learning Experience (SMILE). In it, students interact with a touchscreen monitor to change weather conditions and learn about clouds and weather science. The relationship between engagement and learning outcomes and the effectiveness of the experience is evaluated using a formal user study. Online …
Gamification: Badges And Feedback, Brian Macon
Gamification: Badges And Feedback, Brian Macon
Electronic Theses and Dissertations
Gamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a task, providing a credential for gaining a skill, or acknowledging mastery of a particular piece of knowledge. This study implemented digital badges in online courses at a …
School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn
School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn
Electronic Theses and Dissertations
School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium …
Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie
Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie
Faculty Scholarship and Creative Works
This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These …
Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel
Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel
Faculty Scholarship and Creative Works
Badge use has rapidly expanded in recent years and has benefited a variety of applications. However, a large portion of the research has applied a binary useful or not useful approach to badging. Few studies examine the characteristics of the user and the impact of those characteristics on the effectiveness of the badging system. This study takes preliminary steps toward that cause, examining the effectiveness of a badging system across two web-based university courses in relation to the individual differences of the learners. Individual differences are examined through the lens of Long-Dziuban reactive behavior types and traits. Results revealed differences …
Ar Physics: Transforming Physics Diagrammatic Representations On Paper Into Interactive Simulations., Yao Zhou
Ar Physics: Transforming Physics Diagrammatic Representations On Paper Into Interactive Simulations., Yao Zhou
Electronic Theses and Dissertations
A problem representation is a cognitive structure created by the solver in correspondence to the problem. Sketching representative diagrams in the domain of physics encourages a problem solving strategy that starts from 'envisionment' by which one internally simulates the physical events and predicts outcomes. Research studies also show that sketching representative diagrams improves learner's performance in solving physics problems. The pedagogic benefits of sketching representations on paper make this traditional learning strategy remain pivotal and worthwhile to be preserved and integrated into the current digital learning landscape. In this paper, I describe AR Physics, an Augmented Reality based application that …
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Electronic Theses and Dissertations
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 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 - …
Together, Science And Art Can Provide Answers In Search For Truth, Carla Poindexter
Together, Science And Art Can Provide Answers In Search For Truth, Carla Poindexter
UCF Forum
As we celebrate the 50th anniversary of UCF this year, we are reminded that the core benefit of an upper-level education is the opportunity to pursue and obtain insight and knowledge over blindness and ignorance.
Humanities, Sciences Must Be United -- For Our Collective Success, Carla Poindexter
Humanities, Sciences Must Be United -- For Our Collective Success, Carla Poindexter
UCF Forum
When Pablo Picasso presented his first cubist paintings to the world, even most educated people thought them hideous and irrational, yet his peers saw them to be ingenious.
Can We Own Art? Or Just Be Its Legal Guardian?, Carla Poindexter
Can We Own Art? Or Just Be Its Legal Guardian?, Carla Poindexter
UCF Forum
How can we effectively teach students to be professional artists at a time when some of society’s economic values are so unrealistic? It is true the high-end art market is thriving, but the contemporary art community is arguing whether such outrageous public auctions and private sales are good or bad for art.
Art Is Always A Series Of Questions To Contemplate, Not Solve, Carla Poindexter
Art Is Always A Series Of Questions To Contemplate, Not Solve, Carla Poindexter
UCF Forum
Why do people value a painting or drawing? An elementary-school student I know recently answered: “Because when we look at art we can see how the artist felt about things.”
Game Assessment For Miltary Application, Patricia Mcneese
Game Assessment For Miltary Application, Patricia Mcneese
Electronic Theses and Dissertations
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 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 …
Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton
Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton
Electronic Theses and Dissertations
This research focuses on technology (specifically video games and interactive software games) and their effects on the cognitive development of children ages 4-8. The research will be conducted as a meta-analysis combining research and theory in order to determine if the educational approach to this age group needs to change/adapt to learners who have been affected by this technology. I will focus upon both the physical and mental aspects of their development and present a comprehensive review of current educational theory and practice. By examining current curriculum goals and cross-referencing them to research conducted in fields other than education (i.e. …