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Articles 1 - 12 of 12
Full-Text Articles in Film and Media Studies
Marking Machinima: A Case Study In Assessing Student Use Of A Web 2.0 Technology, Graham Barwell, Christopher Moore, Ruth Walker
Marking Machinima: A Case Study In Assessing Student Use Of A Web 2.0 Technology, Graham Barwell, Christopher Moore, Ruth Walker
Christopher L Moore Dr
No abstract provided.
Figure/Ground Interviews With Professors Theo Van Leeuwen, Trevor Johnston, Aranye Fradenburg And Dawn Bennett, A/Professors Carmen Daniela Maier And Mehdi Riazi As Well As Artist, Paul Galy Oam, Judie Cross
Judith (Judie) L Cross
Figure/Ground Communication is an open-source, para-academic, inter-disciplinary collaboration who investigates central problems across academia through in-depth conversations with scholars, researchers, and university professors, artists, filmmakers, and creators of every stripe. Judie Cross interviewed Professors Theo van Leeuwen, Trevor Johnston, Aranye Fradenburg and Dawn Bennett, A/Professors Carmen Daniela Maier and Mehdi Riazi as well as artist Paul Galy OAM.
Test Candidates’ Attitudes And Their Relationship To Demographic And Experiential Variables: The Case Of Overseas Trained Teachers In Nsw, Australia, Judith (Judie) L. Cross Dr, Jill C. Murray Dr, Mehdi Riazi Assoc. Prof.
Test Candidates’ Attitudes And Their Relationship To Demographic And Experiential Variables: The Case Of Overseas Trained Teachers In Nsw, Australia, Judith (Judie) L. Cross Dr, Jill C. Murray Dr, Mehdi Riazi Assoc. Prof.
Judith (Judie) L Cross
One measure of the impact of a high-stakes test is the attitudes that test takers hold towards it. It has been suggested that positive attitudes produce beneficial effects while real or anticipated negative experiences can result in the development of attitudes that erode confidence and potentially impact negatively on performance. This study investigated test taker attitudes by exploring the opinions, beliefs, and feelings of a group of overseas trained teachers preparing for a professional gate-keeping test, and examining correlations between attitudes and demographic and experiential factors. The participants were 105 candidates who were enrolled in a preparation course for the …
Bibliography For Work In Holocaust Studies, Agata Lisiak, Louise Vasvári, Steven Tötösy De Zepetnek
Bibliography For Work In Holocaust Studies, Agata Lisiak, Louise Vasvári, Steven Tötösy De Zepetnek
Tötösy de Zepetnek, Steven & Totosy de Zepetnek, Steven
No abstract provided.
Core Elements Of Exemplary Academic Integrity Policy In Australian Higher Education, Tracey Bretag, Saadia Mahmud, Margaret Wallace, Ruth Walker, Colin James, Margaret Green, Julianne East, Ursula Mcgowan, Lee Partridge
Core Elements Of Exemplary Academic Integrity Policy In Australian Higher Education, Tracey Bretag, Saadia Mahmud, Margaret Wallace, Ruth Walker, Colin James, Margaret Green, Julianne East, Ursula Mcgowan, Lee Partridge
Ruth Walker
No abstract provided.
Marking Machinima: A Case Study In Assessing Student Use Of A Web 2.0 Technology, Graham Barwell, Christopher Moore, Ruth Walker
Marking Machinima: A Case Study In Assessing Student Use Of A Web 2.0 Technology, Graham Barwell, Christopher Moore, Ruth Walker
Ruth Walker
No abstract provided.
Digita Technologies And Educational Integrity, Ruth Walker, Christophre Moore
Digita Technologies And Educational Integrity, Ruth Walker, Christophre Moore
Ruth Walker
No abstract provided.
Ethically Notable Videogames: Moral Dilemmas And Gameplay, Jose Zagal
Ethically Notable Videogames: Moral Dilemmas And Gameplay, Jose Zagal
Jose P Zagal
In what ways can we use games to make moral demands of players and encouraging them to reflect on ethical issues? In this article we propose an ethically notable game as one that provides opportunities for encouraging ethical reasoning and reflection. Our analysis of the videogames Ultima IV, Manhunt, and Fire Emblem: Radiant Dawn highlights the central role that moral dilemmas can play towards creating ethically notable games. We discuss the different ways that these are implemented, such as placing players in situations in which their understanding of an ethical system is challenged, or by creating moral tension between the …
Peer Assessment Of Oral Presentations Using Clickers: The Student Experience, Graham Barwell, Ruth Walker
Peer Assessment Of Oral Presentations Using Clickers: The Student Experience, Graham Barwell, Ruth Walker
Ruth Walker
No abstract provided.
Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas
Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas
Jose P Zagal
This article explores the early evolution of the structure and management of gameplay in videogames. We introduce the notion of gameplay segmentation to capture the role that design elements like level, boss, and wave play in videogames, and identify three modes of segmentation. Temporal segmentation limits, synchronizes and/or coordinates player activity over time. Spatial segmentation breaks the game’s virtual space into sub-locations. Challenge segmentation presents the player with a sequence of self-contained challenges. We describe each mode, and additional sub-modes, by analyzing vintage arcade games. Our analyses illustrate how these games represent a “primordial soup” in which many current game …
Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris
Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris
Jose P Zagal
Collaborative mechanisms are starting to become prominent in computer games, like massively multiplayer online games (MMOGs); however, by their nature, these games are difficult to investigate. Game play is often complex and the underlying mechanisms are frequently opaque. In contrast, board games are simple. Their game play is fairly constrained and their core mechanisms are transparent enough to analyze. In this article, the authors seek to understand collaborative games. Because of their simplicity, they focus on board games. The authors present an analysis of collaborative games. In particular, they focus on Reiner Knizia’s LORDOFTHERINGS, considered by many to be the …
Textual Realisations, Judith (Judie) Cross
Textual Realisations, Judith (Judie) Cross
Judith (Judie) L Cross
The images in children's texts are vessels in which meaning is codified. Images are codified by their creator and decoded by the reader/viewer. This coding varies depending on the format of the text, the audience and the relationship between text and its context. Video versions of children's stories, may initially appear similar to their printed counterparts, but their meanings are usually significantly different. The reading/ viewing experience of various realisations is, in fact, essentially different although this may not be immediately apparent to the child reader / viewer. -- The profiles of ten children's stories are described in order to …