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PL
Aktualnie, w tak zwanej erze cyfrowej, edukacja opierająca się na wykorzystaniu gier komputerowych (game-based learning – GBL) staje się coraz bardziej powszechna. Niniejsze opracowanie przedstawia przegląd rozwiązań wykorzystujących gry komputerowe w procesie poszerzania umiejętności programistycznych wśród dzieci i młodzieży. Szczególny nacisk położono na przedstawienie kluczowych zalet stosowania tego rodzaju programów w dydaktyce oraz ich wpływu na proces nauczania programowania.
EN
Currently, in the so-called digital age, education based on the use of computer games (usually called game-based learning or GBL) is becoming more and more common.This paper presents an overview of solutions using computer games in the process of improving programming skills among children and young people. Particular emphasis was placed on presenting the key advantages of using such programs in teaching and their impact on the teaching process of programming.
EN
A study from the OECD published that Cancer is one of the main causes of mortality in developed societies, with remarkably high prevalence, incidence and mortality rates for both sexes. This study closely examines nine digital games to elucidate how they conceptualize a disease like cancer around a narrative concerning the sickness, patients, treatments and outcomes. Discourse and content analysis techniques were applied to the message contained in the games looking to illuminate the connection between the narrative core, the audio-visual representation and the interactive aspects of the game, within the parameters of values-conscious design applied to digital games. This provides some evidence about the cultural and visual aspects of how game designers conceptualize the disease as a part of society. This research uncovers culturally embedded themes and reveals the prevalence of metaphor use in cancer discourse which relied on science, social support and spiritual convictions for social empowerment, building empathy and identification.
3
Content available remote Visualization of the human eye
94%
EN
Simulators designed to simulate real organs or activities can be valuable tools in the process of medical training. The main purpose of screen-based computer simulators is to train and assess knowledge and decision-making in medical practice. The presented application is in the form of an educational game, which is a subcategory of serious games. The game is supposed to help learn the anatomy of a normal and a pathological human eye. It is dedicated mainly to high school students in biology classes and medical professionals. The interaction mode is a single player. Users have three main ways of learning the eye anatomy: the Anatomical Model, the Quiz, and the Disorder Catalogue. The Anatomical Model presents the elements of the normal anatomy of the visual system as well as its detailed description. In the “Quiz” mode, users can check their own knowledge of the eye anatomy in the question and answer mode. The “Disorder Catalogue” contains a description of the selected eye defects and models displaying vision before and after correction.
EN
The paper presents the model of the serious game designed to develop firearm handling skills. The game is dedicated to act as an educational tool. Its aim is to teach how to disassembly and assembly weapons. The main aim of the paper is to present and discuss educational value of this kind of serious games. Detailed results were obtained after end user examination. What is more, the aspect of ergonomic and usability is also covered. The paper presents also the game design and development process.
5
94%
EN
This article contains the description of a web application created in order to help children and adolescents with intellectual disabilities. The application gathers simple serious games that are supposed to be an addition to the daily therapy, widening and intensifying its results. The article starts with a quick review of already created serious games for people with the autism spectrum and the Down syndrome. Later, it focuses on formal and technical details of the chosen solution. The main part of the publication contains descriptions of the particular games created for the application. The article explains the rules of each game and depicts it with a screenshot from the application. Finally, the reader can find the results of the tests conducted with the help of the parents of pupils attending one of Cracow’s special needs school. The tests, during which the children were encouraged to use the web application in their homes, lasted for a little more than 3 weeks. The final section also contains opinions of the therapists with more than 20 years of experience.
6
Content available remote Importance of computer games in children’s life in the 21st century
94%
EN
This paper discusses the level of acceptation of different kinds of computer games and the changes of the attitude depending on the respondents’ knowledge and context of playing activity. The forms of entertainment for the young generations are the extremely popular computer games. The main goal of this paper is to show the attitude of people toward the game industry and the correlation between the ways of spending spare time and the level of acceptation of computer games. The study is based on a questionnaire in which respondents could declare their opinions in open questions. The study included more than 60 parents, both men and women. It is not surprising that, despite the popularity of computer games, they still arouse much controversy, particularly as they relate to children. Collected parents’ opinions give the picture of the most important pros and cons of playing games and the goals and circumstances of the game activity. When respondents have been informed about term “serious games”, they have changed their previous perceptions of computer games, and the acceptance to the children’s activity grows.
7
Content available remote Computer Aided Shaping of Safe Behavior at Work Place
83%
EN
Lack of necessary caution and making mistakes during conducting of tasks causes accidents and loss. Lack of knowledge about correct performance of actions and lack of awareness about possible results of risky behavior is the root cause. This knowledge should be provided not only during training but also by access to knowledge resources during work. In the article two types of knowledge resources that aid shaping safe behavior at workplace are presented: serious games and interactive technical manuals. The first one is intended to be used as training material and the later one - as tool that supports workers during performing operation and maintenance activities.
EN
Innovative technological solutions are becoming more and more popular in cultural institutions. Among such novelties as interactive exhibitions, specially designed applications, virtual tours, and augmented reality there is also a place for video games. This results in the emergence of new groups of game users, which leads to questions about the methods of designing this type of games. Based on her own experience and an analysis of the video game market, the author presents a strategy for designing video games that might be used in promoting cultural institutions. The important point in the analysis is designing engaging games for players usually uninterested in this medium. Elements taken into account include the use of commonly available design rules in the context of the discussed type of games, platform selection, choice of aesthetics, designing of mechanics, and testing.
PL
Innowacyjne rozwiązania technologiczne cieszą się coraz większą popularnością w instytucjach kultury. Oprócz interaktywnych wystaw, specjalnie zaprojektowanych aplikacji, wirtualnych spacerów i rozszerzonej rzeczywistości wykorzystywane są także gry wideo. Skutkuje to wytworzeniem się nowych grup odbiorców gier, co skłania do zadawania pytań na temat metod projektowania produkcji tego typu. Autorka na podstawie własnych doświadczeń oraz analizy badań rynku gier wideo przedstawia propozycję strategii projektowania gier wideo na potrzeby promocji instytucji kultury. Analizie zostają poddane kwestie projektowania angażujących gier dla odbiorców zazwyczaj niezainteresowanych tym medium. Uwzględniane są takie elementy jak zastosowanie powszechnie dostępnych reguł projektowania w kontekście omawianego rodzaju gier, wybór platformy, dobór estetyki, projektowanie mechaniki i przeprowadzanie testów.
EN
Serious games have been gaining increasing attention in the field of digital game-based language learning (DGBLL). However, to incorporate serious games into foreign/second language (L2) classrooms, teachers must be prepared with requisite knowledge and skills. To this end, following PRISMA guidelines, this study conducted a systematic review of research on serious digital language learning games with two aims. The main objective of this study was to map out the issues pertaining to serious digital language learning games that are currently being addressed in empirical studies in the DGBLL area. The secondary objective was to leverage the findings to inform the development of a research-based framework of expertise for L2 teachers intending to incorporate serious digital game-based language learning (S-DGBLL) in their classrooms. Fifty articles published until April 2023 were analysed in terms of research methodologies, pedagogical characteristics, game design, and outcomes. The findings have implications for the proposal of an S-DGBLL teacher competence framework.
PL
Gry poważne stanowią programy, których celem nie jest tylko dostarczenie samej rozrywki. W swym założeniu mają realizować z góry zdefiniowane, mierzalne cele dydaktyczne. Co za tym idzie sukces i postęp w grach poważnych będąc normatywnym celem nauczania wiąże się ze zdobywaniem konkretnych, zamierzonych umiejętności. W celu sprawdzenia skuteczności działania takiej gry powinno się ją poddać procesowi ewaluacji. Artykuł opisuje projekt ewaluacji gry poważnej na podstawie stworzonego prototypu gry dla dzieci w wieku przedszkolnym zorientowanej na cele psychologiczne.
EN
Serious games are programs whose purpose is not only to provide pure entertainment. It sets out to advance should achieve specific, measurable educational objectives. Hence the success and progress in the games is major normative goal of teaching involving the acquisition of specific, desired skills. To verify the effectiveness of such game it should be evaluated. The article describes a project of evaluation a serious game prototype focused on psychological goals created for pre-school children.
EN
Aim. The study aims to explore the current state of digital game-based learning to reflect the extent, possibilities, opportunities, and limitations of its implementation in the specific field of education as visual art, especially photography. Method. The explorative study employed the method of theoretical analysis of available literature and other secondary sources related to the issue, and subsequently applied the method of an illustrative (descriptive) case study. Results. Photo modes of commercially available digital games, originally intended to increase the players’ retention and participation, have led to the birth of a new art form, virtual photography. The technology of photo modes in a larger variety of recent games has made virtual photography available to significantly more players. Photo modes provide artistic control and creative options alongside a whole catalogue of lenses, camera parameters, and other features, reducing the financial burden associated with the purchase of photographic equipment. Furthermore, photo modes offer more than just a substitutable alternative to traditional photography, as added artistic value is found within virtual worlds. Conclusions. Despite some limitations regarding the overall implementation of digital game-based learning in photography classrooms, photo modes of commercially available digital games are a suitable tool for educational efforts in photography through both self-development and measurement of outcome-based learning.
PL
Raport z badań prezentowany w artykule pokazuje wpływ podwójnej struktury gry, wdrożonej do jednego kursu akademickiego. Pierwsza gra to klasyczna kierownicza gra biznesowa, rozgrywana w 4–5-osobowych zespołach. Druga to inwestycyjna gra rozgrywana na poziomie indywidualnym. Gra inwestycyjna czerpie swoje dane z gry grupowej i jej celem jest maksymalizacja wyników inwestycyjnych bazujących na dynamicznym celu opartym na średnich wynikach z rozgrywanej gry kierowniczej. Zadaniem tej struktury gry jest motywowanie studentów do lepszego i pełniejszego analizowania raportów spółek oraz budowania lepszej strategii decyzyjnej. W artykule analizowane są wyniki gry inwestycyjnej na poziomie indywidualnym oraz gry kierowniczej w porównaniu do grupy kontrolnej.
EN
The report on research presented in the article shows the impact of the double–game structure employed in a college course. The first game is a classic managerial business game played in teams consisting of four to five people. The second is an investment–style game played on an individual level. The investment game draws on data from the group game and its objective is the maximizing of investment results based on a dynamic target grounded on average results of the managerial game. The goal of such a game structure is the motivating of students to analyze company reports better and more fully as well as to build better decision–making strategies. The article analyzes the results of the investment game on an individual level as well as of the managerial game as compared with a control group.
PL
W latach 2001 - 2010 w Centrum Edukacji Bezpieczeństwa Powszechnego (CEBP) Szkoły Głównej Służby Pożarniczej (SGSP) w Warszawie przygotowywane były i przeprowadzane symulacje pracy Centrów Zarządzania Kryzysowego (CZK) szczebla gminnego, powiatowego, wojewódzkiego i centralnego. Symulacje te, zwane Multimedialnymi Treningami Decyzyjnymi (MTD), zaliczają się do gier poważnych czasu rzeczywistego. MTD przeznaczone są przede wszystkim dla pracowników administracji publicznej, a także przedstawicieli służb, inspekcji i straży dowodzących i kierujących działaniami podczas zaistnienia sytuacji kryzysowych. W artykule zaprezentowano grę decyzyjną "WODA" - program stworzony przez pracowników CEBP, będący symulacją osadzoną w realiach zagrożenia powodziowego dla dużej aglomeracji miejskiej. Program ten jest z jednej strony aplikacją symulującą przejście przez miasto fali powodziowej, z drugiej zaś strony stanowi narzędzie do taktycznego zarządzania siłami i środkami podczas zagrożenia powodziowego. Przedstawiono również założenia koncepcji Multimedialnego Treningu Decyzyjnego jako narzędzia dydaktycznego.
EN
Educational Center of Public Safety of the Main School of Fire Service in Warsaw was implementing in the years 2001-2010 Multimedia Decision-Making Trainings (MTD) which were simulations of crisis management centers at community, municipality, provincial and central levels. These simulations were realized for employees of local authorities and emergency services and for decision makers responsible for crisis management in face of crisis/catastrophic situations. In this paper computer program "WODA" was presented. This program was made by employees of Educational Center of Public Safety. Is a simulation of flood scenario and also a decision making game, which helps to teach how to manage the resources and how to make decisions at tactical level during flood crisis. A concept of Multimedia Decision-making Training as a didactic tool was also described in this paper.
14
Content available Escape with a Purpose
59%
Acta Ludologica
|
2024
|
tom 7
|
nr 1
108-134
EN
Escape rooms are increasingly popular all around the world. Due to their popularity, we are also seeing more variations in concept, form, and aim. For example, nowadays we can engage with physical, digital or mixed escape rooms. Escape rooms are also developed for a range of purposes beyond entertainment, including to broadcast a message, train, and/or exchange data. However, past research on escape rooms has focused mostly on analysing physical versions or on investigating if and how escape rooms can educate players. This paper aims to overcome these gaps by exploring how escape rooms (digital, physical or mixed) can be designed for a variety of purposes beyond entertainment. Hence, this paper offers two main contributions: a definition of escape rooms with a purpose and a framework that can be used to both design and analyse escape rooms with a purpose. The framework is initially implemented based on a literature review in the fields of serious games, escape rooms and puzzle design. Its efficacy is then tested through the analysis of three escape rooms with a purpose. Following this analysis, the framework is finalised to include the following key design elements: concept/idea; stakeholders (target players and others); purpose; goal/winning condition; equipment; theme; narrative (puzzle organisation and storytelling methods); puzzle design; and evaluation.
15
48%
PL
Tekst przedstawia gry cyfrowe (w tym serious games) jako środki komunikowania sytuowane w dyscyplinie nauk o mediach. Po spełnieniu określonych warunków nadają się one do efektywnego transferu wiedzy teoretycznej, praktycznej i mogą być eksploatowane jako media różnorodnego oddziaływania na użytkowników-graczy. Artykuł jest teoretyczną prezentacją ewolucji stadiów gier obrazującą, dlaczego i w jaki sposób stawały się przedmiotem zainteresowań komunikologów i medioznawców.
EN
The study presents digital games (including serious games) as a medium of communication, considered as one of the subjects in media studies. Under certain conditions, games are suitable for the effective transfer of theoretical and practical knowledge which, in turn, might affect the users. The theoretical paper looks at digital games from the perspective of their evolution. It illustrates the ways in which digital games have become a subject for communication and media researchers.
16
48%
PL
Wpływ gier komputerowych na funkcjonowanie człowieka jest przedmiotem wielu badań i doniesień naukowych. Wraz z rozwojem technologii gry wykro­czyły poza ramy konwencji planszowych i stały się częścią przemysłu medial­nego i rozrywkowego. Postęp technologiczny nie oznacza jednak końca trady­cyjnych gier. Jest tylko kwestią czasu, zanim strategie i zachowania typowe dla gier komputerowych rozprzestrzenią się na inne dziedziny życia społecznego. Ponieważ gry cieszą się tak dużą popularnością, współcześni pedagogowie odkrywają, że uczniowie łatwo angażują się w gry edukacyjne. Artykuł objaś­nia aspekty gier poważnych (SG), które definiuje się jako gry cyfrowe wyko­rzystywane do celów innych niż rozrywka. Niniejszy tekst zakreśla obszary, w których gry mogą być wykorzystywane w procesie edukacyjnym, ich sku­teczność oraz kontrowersje związane z ich wykorzystaniem.
EN
The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.
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