annotated bibliography 2
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Introduction:
In this week’s blog I will be discussing six annotated bibliography’s that
relate to our multimedia project. I am writing six annotated bibliographies
because last week I only had enough time to do four instead of five therefore, I
will be completing six in this blog. In this module for multimedia development
in semester 2 we are exploring what multimedia consists of and I will be
researching further into its individual areas. I’m involved in the big group
project which means that our game will be based on the 1916 rising. It will
follow a historic story and will contain battle events too. Therefore, I will
be researching graphic design in an open world game.
The
main themes that will be included in this blog are the following: graphic
design, character design, world design, education, history.
Article
1 - Robin Hilton, (2006) "Gaming as an education
tool", Young Consumers, Vol. 7 Issue: 2, pp.14-19, https://doi.org/10.1108/17473610610701457 Permanent link to this document:
https://doi.org/10.1108/17473610610701457
The
article discuss why gaming is a benefit to young people and people in school
because it helps to engage them and encourages young people to learn
effectively through the use of problem solving games. The article states that “gaming
is in better describing processes or potential results, while the second
involves allowing experiential learning. This article will look at experiential
learning in greater depth, as problem solving and inter-relationships are the
kind of areas we feel gaming best serves. But both areas of strength for gaming
involve relating abstract processes that engage the pupil in a memorable way –
something that cannot be done through normal didactic methods.” The article
also presents findings from its research into schools in the UK. The article suggests
that virtual world games or role playing where the players actions would have consequences
actually aid the player in understanding important subjects for example,
trading standards, social skills and much more.
Victoria L. Rubin, Sarah C. Camm,
(2013) "Deception in video games: examining varieties of griefing",
Online Information Review, Vol. 37 Issue: 3, pp.369-387,
https://doi.org/10.1108/OIR-10-2011-0181 Permanent link to this document:
https://doi.org/10.1108/OIR-10-2011-0181
This article discusses how video
games have become about causing or forcing an emotional reaction out of the
player. It talks about how games try to evoke a particular emotion or reaction
from the player through use of the gameplay which, could be caused by a certain
vent in the game such as a characters death. The article brings up this point
in the purpose of paper where it says, “Though not new to online gamers, grieving
– an act of play intended to cause grief to game players – is fairly
understudied in LIS scholarship. The purpose of this paper is to expand the
inventory of grieving varieties, consider their deceptive elements and examine
attitudes towards the phenomenon.” The article presents its findings and
research through experimentation. The findings that are presented are in
support of this particular point. There are numerous experiments and tests done
and from one of the tests about eighty per cent found that this was the case
for them. The author provides a lot of data that has been collected which has
been represented in various charts.
Bill Kapralos, Stephanie Fisher,
Jessica Clarkson, Roland van Oostveen, (2015) "A course on serious game
design and development using an online problem-based learning approach",
Interactive Technology and Smart Education, Vol. 12 Issue: 2, pp.116-136,
https://doi.org/10.1108/ ITSE-10-2014-0033 Permanent link to this document:
https://doi.org/10.1108/ITSE-10-2014-0033
This article is about describing a novel
undergraduate course on serious game design and the development that integrates
both game and instructional design. The article states that this area and topic
is not fully explored as of yet. There has been very little effort put into the
teaching of this area. There are findings on this topic presented within this article. There are
results pointing to the success of the teaching of this course and the
unsuccessful teaching of this course. The article goes through all of its
findings being successful and unsuccessful. Some courses relating to this topic
were not properly thought or some were not long enough to incorporate all of
the material needed to understand this topic. In conclusion there are very few
courses dedicated to this topic but the successful ones that are included a project component
to them which, helped engage the students more effectively. The article
concludes with the results from the findings that it received from the courses
outcomes.
Jerremie
Clyde, Chris Thomas, (2008) "Building an information literacy first‐person
shooter", Reference Services Review, Vol. 36 Issue: 4, pp.366-380,
https://doi.org/10.1108/00907320810920342 Permanent link to this document:
https://doi.org/10.1108/00907320810920342
The
article is about determining the feasibility of modifying a commercial off-the-shelf
video game. The article discusses what makes a game popular and what elements
that it incorporates that drives sales up. The article states that games must
have certain elements to them in order to make them attractive to the consumer.
The article suggests that when making a game for use in an educational setting does
require certain design elements that are engaging to player as well as
educational. These elements are discussed in the article when it says, “we have
illustrated the role of genre in introducing the player to the game play;
narrative for developing player motivation; the non-traditional classroom for
new ways of learning; skill development for player learning; and persuasion for
shaping the player’s attitudes; and physical space and objects for contextualising place for the player. By integrating these six elements, it
should be possible to create an appealing and engaging game in a library
setting. Benevolent Blue is designed with these six considerations in mind and
points to a path that other institutions can follow to build their own
commercial style “serious” games.” In conclusion the author talks about even if
the game fails as a tool for teaching that the game can still have redeemable
qualities by succeeding as a tool advocacy.
David J. Miller and Derek
P. Robertson
British Journal of Educational Technology Vol 42 No 5 2011 850–864 doi:10.1111/j.1467-8535.2010.01114.x
Dr. D. J. Miller, School of Education, Social Work and Community Education, University of Dundee, Nethergate, Dundee DD1 4HN, UK. Email: d.j.miller@dundee.ac.uk https://onlinelibrary.wiley.com/doi/pdf/10.1111/j.1467-8535.2010.01114.x
British Journal of Educational Technology Vol 42 No 5 2011 850–864 doi:10.1111/j.1467-8535.2010.01114.x
Dr. D. J. Miller, School of Education, Social Work and Community Education, University of Dundee, Nethergate, Dundee DD1 4HN, UK. Email: d.j.miller@dundee.ac.uk https://onlinelibrary.wiley.com/doi/pdf/10.1111/j.1467-8535.2010.01114.x
This article is about the educational
benefits of playing educational video games in schools. The article highlights
that computer games are motivating for
children, there isn't much evidence provided of their effects on classroom
learning. A experiment was conducted, with primary school children aged 10–11
years old from schools across Scotland. The article goes through how the experiments
were conducted in schools. It was done where, schools were randomly assigned to
be either experimental or in controlled conditions. In the experimental
schools, children used a games console mostly the Nintendo for 20 minutes each
day, running a ‘brain training’ game where, they would test their abilities to
answer educational questions but it was fun game designed to engage and entertain
children. The paper goes on to discuss about the results that they got from
this experiment and how much it changed the kids attitudes towards learning and
school. The experiment seemed to change how the kids thought about school and
made learning more fun and interactive. There were numerous results from this experiment,
presented in in this paper. Some of the results were excellent while others
were not great. This paper provides a great insight into a more interactive way
of learning and engaging students.
Giovanni
Carta, (2017) "Metadata and video games emulation: an effective bond to
achieve authentic preservation?", Records Management Journal, Vol. 27
Issue: 2, pp.192-204, https://doi.org/10.1108/ RMJ-10-2016-0037 Permanent link
to this document: https://doi.org/10.1108/RMJ-10-2016-0037
In conclusion after reading and discussing all six of these articles or research papers I feel that I have gained a better understanding and insight into this. I feel that I have learned about topics that I would have known very little to nothing about prior to this writing this blog.
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