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Articles 61 - 76 of 76
Full-Text Articles in Game Design
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis
Staff Scholarship - Australia & Dubai
This monograph explores Active Learning as a student-centred pedagogical model that bridges theory and practice in screen education. It examines constructivist approaches, metacognition, and situated learning, arguing for performative, embodied teaching methods. The paper highlights tensions between traditional instruction and experiential learning, proposing adaptable frameworks for enhancing engagement, autonomy, and transferable skills.
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 3: Engagement, Motivation And Classroom Management, Strutts Psyridis
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 3: Engagement, Motivation And Classroom Management, Strutts Psyridis
Staff Scholarship - Australia & Dubai
Part 3 of this continuing series on Active Learning examines engagement, motivation, and classroom management within active learning environments, arguing that meaningful engagement is performative, designed, and context-dependent. Drawing on creative industries, intrinsic motivation theory, flipped classroom models, and digital pedagogies, it proposes that effective teaching integrates facilitation, structure, and adaptive strategies to sustain learner agency, participation, and deep learning.
Sk8er Skull, David Norton
Sk8er Skull, David Norton
College of Computing and Digital Media Dissertations
Sk8r Skull is a single player video game where players must traverse the environment as a skull on a skateboard, in an effort to defeat the wizard who has stolen the rest of the skull’s body. Players must move, destroy, and grind their way through the level in order to reach the wizard. By traversing the area, players will learn the mechanics of the game, as well as some of the in-game world’s backstory. The production of Sk8r Skull was driven by examining game feel, and the “flow” state.
The Son Becomes, Katherine Zhang
The Son Becomes, Katherine Zhang
College of Computing and Digital Media Dissertations
The Son Becomes is an interactive Twine game that explores generational trauma through a time loop of narrative across three generations of inherited pain. Trapped in a recurrence of pain, players will take the roles of different family members of a father, his son, and grandson and navigate through a relentless cycle of choices, mirroring the suffocation that can happen within a family that may be going through generational trauma. Through the interactive dialogue, players confront the recurring patterns, often making them feel powerless as the choices keep repeating, making it seem like there isn’t a light at the end …
Floodfriend, Lauren Watson
Floodfriend, Lauren Watson
College of Computing and Digital Media Dissertations
Floodfriend is a two-dimensional puzzle-platformer game with two main characters that are trying to navigate their way out of a cave system. The player controls both the human and the monster of the duo: the hiker responds to direct arrow key input, while the monster can only be persuaded by using the hiker’s flashlight to swim and climb to otherwise inaccessible areas. The game is equal parts a simulation and a toy, encouraging the player to try different methods of interaction to garner the results they want to see. From a design perspective, the game is centered on the push …
In The Light, Z Sarkissian
In The Light, Z Sarkissian
College of Computing and Digital Media Dissertations
In The Light, a first-person adventure mystery video game, seeks to explore the process of grief and its effect on memory through experimental level design and game mechanics. Through atmospheric, experiential storytelling and a soundscape derived from my own home videos, I aim to guide the player through my own personal experience of learning to grieve the truth behind traumatic memories with the goal of supporting those who have been through similar struggles in life. Additionally, I aim to experiment with the idea of games as a space for memorialization; my project attempts to utilize the video game artifact as …
Project Blaze: Rhythmic Shape Creation Roguelike, Austin Edwin Tepe
Project Blaze: Rhythmic Shape Creation Roguelike, Austin Edwin Tepe
Computer Science and Software Engineering
Create circles with player movement to build a pivot meter, to then expend the pivot meter to enter slow mode. In slow mode, the player can make polygon shapes that destroy monsters.
Queerness Through The Lens Of Abjection, Games, And Ai, Ryan Nguyen
Queerness Through The Lens Of Abjection, Games, And Ai, Ryan Nguyen
HMC Senior Theses
I have always understood queerness in relation to the heteronormative standards that our modern society imposes. That is, despite being queer, my own perception of my identity has been that it is abject. The abject is what disturbs identity, system, order, and what does not respect borders, positions, and rules. I have been indoctrinated to believe that queerness is a disturbance to the current system, that it is unnatural and repulsive. However, there is value in abjection. When faced with a primal repulsion, the boundaries between the Self and the Other are confronted and begin to break down. By breaking …
Die Baukästen Des Bauhauses: Futurität Und Affekt In Entwürfen Von Alma Siedhoff-Buscher, Clara R. Louden
Die Baukästen Des Bauhauses: Futurität Und Affekt In Entwürfen Von Alma Siedhoff-Buscher, Clara R. Louden
Scripps Senior Theses
In den frühen 1900er Jahren manifestierte sich die wachsende Besorgnis über Kinder und ihre Entwicklung in den Arten von Spielzeug, die entwickelt und vermarktet wurden. Die Entwürfe von Alma Siedhoff-Buscher, einer Bauhaus-Schülerin, verkörpern am besten die Zukunftsorientierung der Designschule und die latenten Ängste, die um die nächste Generation kreisen. Durch die Analyse ihres Schiffbauspiels und des Kinderspielschranks werden die Fragen nach Normalität, Kreativität und dem „richtigen“ Kind deutlich.
The Landscape Of Virtual Reality Use In Mobility Rehabilitation From 2010-2023: A Scoping Review, Danielle T. Felsberg, Reza Pousti, Charlend K. Howard, Scott E. Ross, Louisa D. Raisbeck, Jared T. Mcguirt, Christopher K. Rhea
The Landscape Of Virtual Reality Use In Mobility Rehabilitation From 2010-2023: A Scoping Review, Danielle T. Felsberg, Reza Pousti, Charlend K. Howard, Scott E. Ross, Louisa D. Raisbeck, Jared T. Mcguirt, Christopher K. Rhea
Rehabilitation Sciences Faculty Publications
Significant advancements in virtual reality (VR) technology have occurred in the past decade, allowing clinical researchers to take advantage of these reduced barriers to explore the use of VR in patient populations. This scoping review on VR interventions to improve mobility in adults and children focuses on the literature from 2010-2023. A total of 2736 articles were screened and 126 articles met the inclusion criteria. Most of the studies were conducted in inpatient clinical settings (n = 41) and investigated VR interventions to improve balance (n = 118). Less immersive (n = 108) products such as Nintendo Wii or Xbox …
A Survival Horror Video Game's Impact On Visual Attention, Alicia D. Sprague
A Survival Horror Video Game's Impact On Visual Attention, Alicia D. Sprague
Honors Undergraduate Theses
The current study’s main research question was whether playing a survival horror video game increases the visual selective attention of a player. This project examined how visual attention and anxiety levels differ after playing a survival horror video game and whether an individual’s gaming preferences affect these concepts. The research consisted of the preliminary evaluation of participants’ visual attention abilities and anxiety levels through psychological tasks. Participants then played Resident Evil 4: Chainsaw Demo, the selected survival horror video game for this study. After playing the demo, participants repeated the previous psychological tasks, and their results were assessed. Results …
I Love Getting Mad At The Internet, Tariye George-Phillips
I Love Getting Mad At The Internet, Tariye George-Phillips
Theses and Dissertations
This book discusses the changing ecosystem of the internet in relation to my installation ‘In These Worlds’. This is not a direct translation of the installation, but shares the research and thought that informs the work, as well as sharing some of the work that preceded.
Challenged: A Practice-Based Analysis Of Simulating The Realities Of Teaching Through Play, Shanel Lara Locke
Challenged: A Practice-Based Analysis Of Simulating The Realities Of Teaching Through Play, Shanel Lara Locke
Graduate Student Theses, Dissertations, & Professional Papers
ChallengED is a classroom simulation game designed to explore the emotional and procedural realities of teaching through interactive play. Rather than attempting to manufacture empathy, the project focuses on conveying the unpredictability, humor, and fatigue that shape daily classroom life. Drawing from my own teaching experience, the game uses experiential realism and embodied interaction to communicate how educators navigate constant interruptions, shifting demands, and limited control. The development process also became a therapeutic practice, offering a way to reinterpret professional challenges through creative experimentation. Situated within practice-based research, ChallengED demonstrates how game design can function as both artistic inquiry and …
Inherited Wounds: Navigating Intergenerational Trauma Through Cooperative Play, Ayza Sheikh
Inherited Wounds: Navigating Intergenerational Trauma Through Cooperative Play, Ayza Sheikh
Theses and Dissertations
'Strength' for Pakistani women is often defined as compromise, sacrifice, and silence. This definition has shaped intergenerational struggles in which women's self-narratives are constructed through suppression. Inherited Wounds seeks to address the trauma of suppression by creating a safe space for expression that fosters reflective and emotion-driven dialogue between Pakistani mothers and daughters.
Using interactive storytelling and embodied play, I developed a choice-based, narrative-driven video game and accompanying gesture-based controller. The game unfolds across childhood, marriage, and motherhood, mirroring the cycle of intergenerational struggle. Navigating choices in the game requires physical, intimate cooperation. The game uses the protagonist’s life as …
An Overview Of Video Game Biometrics Collection And Considerations For Cyberbiosecurity, Lucas Potter, Christen Westberry, Xavier-Lewis Palmer
An Overview Of Video Game Biometrics Collection And Considerations For Cyberbiosecurity, Lucas Potter, Christen Westberry, Xavier-Lewis Palmer
Electrical & Computer Engineering Faculty Publications
Over the past fifty years, the global cost of consumer electronics has significantly decreased, leading to greater accessibility to both biosensing systems and interactive entertainment platforms. This increased access has naturally resulted in higher usage of medical and entertainment electronics. However, the intersection of these technologies, combined with invasive data harvesting practices, has raised concerns about the potential misuse of biological signals to manipulate individuals' behavior both within and beyond the video game environment. Currently, biometric data in video games are employed in various ways, such as using Heart Rate Variability (HRV) as a performance metric and integrating eye tracking …
Area Of Effect The History And Effects Of Linguistic Choices Made In The Final Fantasy Franchise, Camille Mcdermott
Area Of Effect The History And Effects Of Linguistic Choices Made In The Final Fantasy Franchise, Camille Mcdermott
Theses and Dissertations
The Final Fantasy franchise, a seminal role-playing game (RPG) series, has captivated a global audience since its inception in 1987. This thesis, titled "Area of Effect: The History and Effects of Linguistic Choices Made in the Final Fantasy Franchise," explores the intricate use of language that has shaped the series' identity and influenced its worldwide fanbase. The linguistic landscape of Final Fantasy is as diverse and dynamic as its fantastical worlds, evolving from simple text boxes to fully voiced narratives. This study examines the historical context and evolving linguistic choices throughout the series, highlighting how these decisions enrich the gaming …