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Articles 1 - 4 of 4
Full-Text Articles in Game Design
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 …
The Impact Of User-Generated Interfaces On The Participation Of Users With A Disability In Virtual Environments: Blizzard Entertainment's World Of Warcraft Model, Donald Merritt
Electronic Theses and Dissertations
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. …
Making Waves, Mixing Colors, And Using Mirrors: The Self-Regulated Learning Support Features And Procedural Rhetoric Of Three Whole-Body Educational Games, Emily Johnson
Electronic Theses and Dissertations
This dissertation investigates the question, "How can the procedural rhetoric of three whole-body educational games improve the understanding of self-regulated learning with digital technology?" It explores three whole-body educational games (WBEGs) using a quantitative study, a case study, and analyses of their procedural rhetoric to better understand the roles these types of games can have in teaching digital literacy and self-regulated learning (SRL) skills. The three WBEGs, Waves, Color Mixer, and Light and Mirrors, are each intended to teach science concepts to players. These games are similarly structured in that they all invite players to immerse themselves in the game …