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- 2Rockwell, Geoffrey
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- 1Bouchard, Matthew
- 1Boyd, Brandon R.
- 1Budac, Robert
- 1Burden, Michael P
- 14Graduate Studies and Research, Faculty of
- 14Graduate Studies and Research, Faculty of/Theses and Dissertations
- 2Digital Humanities Program
- 2Digital Humanities Program/Journal Articles (Digital Humanities)
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- 1Educational Psychology, Department of/Journal Articles (Educational Psychology)
Bypassing, Skipping, and Pivoting: A Behavioral Microanalysis during an Information-Based Task in Spatially-Diverse Virtual EnvironmentsDownload
Educators are looking at technology voluntarily used by students outside the classroom as a way to better engage students inside the classroom. This study examined post-secondary studentsâ behavior during an information-based task in spatially-diverse virtual environments. Cluster analysis...
The thesis consists of two papers exploring the area of digital game construction in pre-service teacher education. The first paper details the analysis of 166 pre-service teachers’ experiences constructing a digital game in the Scratch development environment (MIT, 2009). Pre-service teachers...
Ten emerging adults were interviewed about their experiences of console-based video games in their domestic context. Emerging adults were chosen because they constitute the first generation of video game natives, the first generation to grow up with video games as a ubiquitous piece of Everyday...
This thesis explores some of the qualities that make an interactive product enjoyable to use. Four categories of enjoyment attributes are discussed: challenge, curiosity, people & characters, and sensory appeal. These categories are explored through a prototype that was tested in a user study,...
Game changers: Evaluating post-secondary students’ computational thinking in a video game design classDownload
First introduced by constructionist Seymour Papert , the term Computational Thinking (CT) was popularized by Jeannette Wing in 2006 as a new literacy encompassing specific critical thinking skills and dispositions used for problem solving in broad disciplines . However, while CT is more...
Non-Player Character (NPC) behaviors in today’s computer games are mostly generated from manually written scripts. The high cost of manually creating complex behaviors for each NPC to exhibit intelligence in response to every situation in the game results in NPCs with repetitive and artificial...
Ivanhoe is both a game and a project that is documenting a discussion around play and literary criticism. This collection of papers presents our current thinking on the Ivanhoe project. Produced after three years of research conversations among the members of the Speculative Computing Lab...
Methods and Implementations of Historically Accurate Game Design for First Person Shooter Video GamesDownload
Video games have become a common and often consumed medium to portray and to learn about history. Building on the work done by historians to understand historical accuracy on film, I design and built a first person shooter (FPS) video game that could be considered historically accurate by the...
Violence is commonplace in video games, making the practice of engaging in pacifist runs — the completion of violent video games using minimal amounts of violence, or avoiding it all together — a fascinating object of study. In real life, the practice of pacifism is about opposing violence due to...