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Articles 1 - 9 of 9
Full-Text Articles in Education
Chapter 07: What Can Instructional Designers Learn From Graphic Designers?, Mark Richard Parsons
Chapter 07: What Can Instructional Designers Learn From Graphic Designers?, Mark Richard Parsons
Instructional Message Design, Volume 3
Instructional message design uses learning theories to effectively communicate information using technology. The instructional designer identifies the main objectives and skills to be learned to devise and deliver a strategy for the learner. The graphic designer plays a role by helping guide the learner through the material without distraction. Graphic design plays a vital role with visual learners. Using instructional and graphic design principles is important for effective instructional message design. This chapter looks at the importance of graphic design in the instructional design process. It will explore what skills and strategies instructional designers can utilize from a graphic design …
Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith
Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith
Modeling, Simulation and Visualization Student Capstone Conference
Mathematics is an important subject that is pervasive across many disciplines. It is also a subject that has proven to be challenging to both teach and learn. Students face many challenges with learning math such as a lack of motivation and anxiety. To address these challenges, game-based learning has become a popular approach to stimulate students and create a more positive classroom environment. It can serve as an alternative or supplement to traditional teaching and can better engage students while developing a positive attitude toward learning. The use of games in a classroom can create a more exciting and engaging …
The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
Distance Learning Faculty & Staff Books
The message design and human performance technology in video games, especially early video games have always been fascinating to me. From an instructional design perspective, the capabilities of the technology of the classic game consoles required a careful balance of achievable objectives, cognitive task analysis, guided problem solving, and message design. Raiders on the Atari is an excellent example of this balance. It is an epic adventure game, spanning 13+ distinct areas, with an inventory of items, where those hard to find items had to be used by the player to solve problems during their quest (and who would have …
The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
Distance Learning Faculty & Staff Books
As an instructional designer and technologist, my goal with this book is remarkably simple, to consolidate and create a job aid for a complex and often frustrating/misunderstood quest. Rather than hunting all over the Internet, the map, tips, and information about the game are all gathered and summarized here. Also, rather than being an obscure Easter Egg in Amazon (like an Earnest Cline/James Halliday egg, especially on the hidden Pacman arcade game), I want to make this guide easier to find. Along with the nostalgia, classic video games and the technology and applied message design behind their creation are fascinating, …
Objective Knowledge, Subjective Knowledge, And Prior Experience Of Organic Cotton Apparel, Han Tae-Im
Objective Knowledge, Subjective Knowledge, And Prior Experience Of Organic Cotton Apparel, Han Tae-Im
STEMPS Faculty Publications
The purpose of this research is to examine the relationships between objective knowledge, subjective knowledge, and prior experience of organic cotton apparel and their effects on purchase behaviors. The sample of the present study consisted of Millennial consumers living in the United States. Multiple regression and cluster analysis were used to assess the relationship among variables. Objective and subjective knowledge related to organic cotton apparel had a weak relationship suggesting they are distinct measures of knowledge. Direct experience, indirect experience, and education level were significant predictors of subjective knowledge, however, they had insignificant effects on objective knowledge. Furthermore, consumers who …
It Could Have Been Great: An Examination Of Kandinsky's Bauhaus Paintings And The Great Synthesis Of The Arts, Deanna Brooks
It Could Have Been Great: An Examination Of Kandinsky's Bauhaus Paintings And The Great Synthesis Of The Arts, Deanna Brooks
Institute for the Humanities Theses
When Nazism descended upon the German art world in the late 1920s and throughout the 1930s, artists were treated as an expendable group of "political undesirables." Among them was Russian painter Wassily Kandinsky (1866-1944), who experienced firsthand the political pressure placed on his career, as he attempted to visualize a weltanschauung or "world view," that involved the marriage of different types of art, media, and practices. For Kandinsky the "Great Synthesis of the Arts" revealed the collective historical narrative, to which all artists contributed, and he strove to actualize this lifelong goal over the course of his teaching career at …
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
English Theses & Dissertations
The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival …
Effective Knowledge Development In Game-Based Learning Environments: Considering Research In Cognitive Processes And Simulation Design, Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore
Effective Knowledge Development In Game-Based Learning Environments: Considering Research In Cognitive Processes And Simulation Design, Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore
STEMPS Faculty Publications
Serious games are, at their core, exploratory learning environments designed around the pedagogy and constraints associated with specific knowledge domains. This focus on instructional content is what separates games designed for entertainment from games designed to educate. As instructional designers and educators, the authors want serious game play to provide learners with a deep understanding of the domain, allowing them to use their knowledge in practice to think through multifaceted problems quickly and efficiently. Attention to the design of serious game affordances is essential to facilitating the development of domain knowledge during game play. As such, the authors contend that …
An Analysis Of The Strategies Employed In Recruiting Industrial Arts Majors By Industrial Arts Teacher Education Institutions In The United States, John F. Carr
OTS Master's Level Projects & Papers
The problem of this study was to conduct a national survey to identify and analyze the methods and strategies necessary to recruit students to the industrial arts teacher education program at Old Dominion University.