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Comprehension and Literacy
Comprehension and Literacy
Brock Dubbels
In this phenomenological interview, the lived experience of a successful adolescent learner learning the video game Dance Dance Revolution is presented. The question driving this investigation is “why did she sustain engagement in learning?” The interview provided a narrative that described the process of learning as identity construction and that this process of identity construction, who I am and who I am not (choices), informs motivation and engagement in learning. The intention of the interview and methodology was to explicate and understand the factors that led to her motivation to learn a complex activity in a social space constructed, located, and mediated outside of traditional, formal educational environments. The discourse of the learning contexts that position Play as discourse in contrast to Work provides insight into the Ethos (Sutton-Smith 1996; Wohlwend, 2007) of the experience and inform s the process of extrinsic motivation to engage versus intrinsic, or learner-valued purpose to engage. The phenomenological interview is intended to gather thick descriptions that include thoughts, feelings, perceptions, and experience so that the interviewee moves beyond responding to questions with their reasoning and provides a narrative that provides thick descriptions through what van Manen (2002), called the Fundamental Life World Themes F.L.T.s. In this interview, the young woman, Ellen, initially had difficulty moving beyond reasoning into remembering and describing her experiences. The meaning of These experiences in promoting motivation and engagement were then analyzed using a framework constructed from work that explores issues of identity construction and exploration of literacy as semiotic domains across time and space—specifically, the contextual elements of Communities of Practice and Affinity Groups and the Ethos of the discourse contextualizing the activities, groups, and identity associated with them. These were places in the context of adolescent identity construction as a rite of passage and the powerful role of play in the stages of initiation and transformation are explored to understand the activity and how it informs motivation and engagement and reinforcement through identity construction. Implications of this study include understanding the potential construction of autonomy supporting learning environments and the elements that motivate and sustain engagement in learning and the importance of identity construction for teachers to motivate and engage their students.
Dance Dance Education Games Learning Society 2008 Dubbels
Dance Dance Education Games Learning Society 2008 Dubbels
Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding. Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion. Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
How to Design the Fun Out of Things with UX -- Minnebar10 2015
How to Design the Fun Out of Things with UX -- Minnebar10 2015
Brock Dubbels
In this presentation, we discuss aspects pf repurposing photo curation software for an eHealth application. We focus on the development process, documentation, and assumptions.
Repurposing Software to an eHealth Game
Repurposing Software to an eHealth Game
Brock Dubbels
Ludica medica
Ludica medica
Brock Dubbels
Fhs talk
Fhs talk
Brock Dubbels
Psychophysics for interface
Psychophysics for interface
Brock Dubbels
Using Play and COTS Games for Academic Curriculum
Using Play and COTS Games for Academic Curriculum
Brock Dubbels
Recommended
Comprehension and Literacy
Comprehension and Literacy
Brock Dubbels
In this phenomenological interview, the lived experience of a successful adolescent learner learning the video game Dance Dance Revolution is presented. The question driving this investigation is “why did she sustain engagement in learning?” The interview provided a narrative that described the process of learning as identity construction and that this process of identity construction, who I am and who I am not (choices), informs motivation and engagement in learning. The intention of the interview and methodology was to explicate and understand the factors that led to her motivation to learn a complex activity in a social space constructed, located, and mediated outside of traditional, formal educational environments. The discourse of the learning contexts that position Play as discourse in contrast to Work provides insight into the Ethos (Sutton-Smith 1996; Wohlwend, 2007) of the experience and inform s the process of extrinsic motivation to engage versus intrinsic, or learner-valued purpose to engage. The phenomenological interview is intended to gather thick descriptions that include thoughts, feelings, perceptions, and experience so that the interviewee moves beyond responding to questions with their reasoning and provides a narrative that provides thick descriptions through what van Manen (2002), called the Fundamental Life World Themes F.L.T.s. In this interview, the young woman, Ellen, initially had difficulty moving beyond reasoning into remembering and describing her experiences. The meaning of These experiences in promoting motivation and engagement were then analyzed using a framework constructed from work that explores issues of identity construction and exploration of literacy as semiotic domains across time and space—specifically, the contextual elements of Communities of Practice and Affinity Groups and the Ethos of the discourse contextualizing the activities, groups, and identity associated with them. These were places in the context of adolescent identity construction as a rite of passage and the powerful role of play in the stages of initiation and transformation are explored to understand the activity and how it informs motivation and engagement and reinforcement through identity construction. Implications of this study include understanding the potential construction of autonomy supporting learning environments and the elements that motivate and sustain engagement in learning and the importance of identity construction for teachers to motivate and engage their students.
Dance Dance Education Games Learning Society 2008 Dubbels
Dance Dance Education Games Learning Society 2008 Dubbels
Brock Dubbels
There is nothing more wondrous in software than a dancing bear. Well, maybe an evil dancing bear. In this workshop, learn to express your schadenfreude through the design of software. Learn the glorious irony in the creation of pain stations: a paradise lost complete with repetitive treadmills of grinding. Alternatively, if you enjoy babygoats on trampolines and other "happy things, this session will provide a model for learn to design invoke play, and sustain it through interaction and feedback, and if you are evil, then take it away. We learn three aspects of discount design methods as simplified user testing, narrowed prototypes, and heuristic flow models for delivering software for impact and persuasion. Create live action simulation, with insights on the difference between imitation and emulation, and when they are most useful. Use ethnographic methods for conducting contextual analysis, learn about data-informed models; create documentation like procedural workflows and hierarchical flow charts for the creation of your very own WAAD (work activity affinity diagram) fro creating needs, requirements and design
How to Design the Fun Out of Things with UX -- Minnebar10 2015
How to Design the Fun Out of Things with UX -- Minnebar10 2015
Brock Dubbels
In this presentation, we discuss aspects pf repurposing photo curation software for an eHealth application. We focus on the development process, documentation, and assumptions.
Repurposing Software to an eHealth Game
Repurposing Software to an eHealth Game
Brock Dubbels
Ludica medica
Ludica medica
Brock Dubbels
Fhs talk
Fhs talk
Brock Dubbels
Psychophysics for interface
Psychophysics for interface
Brock Dubbels
Using Play and COTS Games for Academic Curriculum
Using Play and COTS Games for Academic Curriculum
Brock Dubbels
Building Serious Games for Medical Intervention and Training
Building Serious Games for Medical Intervention and Training
Brock Dubbels
Serious games for structured interventions for health, academic, productivity...
Serious games for structured interventions for health, academic, productivity...
Brock Dubbels
In this presentation, issues of planning game design for transfer and assessment are discussed. A review of the role of play is provided in relation to game design. Play can be part of a problem because of the lack of certainty in learning transfer. Serious games are developed to deliver learning outcomes. When there are specific learning outcomes, the game must make sure that learning that happens in games, does not stay in games. This is described here as the Vegas Effect. A simple methodological recommendation with examples is provided for improving validity and reliability in the independent variable (game interventions). This is known as inter rater reliability.
Building a Game for a Assessment Nursing Game
Building a Game for a Assessment Nursing Game
Brock Dubbels
This monograph describes cognitive ethnography as a method of choice for game studies, multimedia learning, professional development, leisure studies, and activities where context is important. Cognitive ethnography is efficacious for these activities as it assumes that human cognition adapts to its natural surroundings (Hutchins, 2010; 1995) with emphasis on analysis of activities as they happen in context; how they are represented; and how they are distributed and experienced in space. Along with this, the methodology is described for increasing construct validity (Cook and Campbell, 1979; Campbell & Stanley, 1966) and the creation of a nomological network Cronbach & Meehl (1955). This description of the methodology is contextualized with a study examining the literate practices of reluctant middle school readers playing video games (Dubbels, 2008). The study utilizes variables from empirical laboratory research on discourse processing (Zwann, Langston, & Graesser, 1996) to analyze the narrative discourse of a video game as a socio-cognitive practice (Gee, 2007; Gee, Hull, & Lankshear, 1996).
Cognitive ethnography
Cognitive ethnography
Brock Dubbels
Identity Informs Motivation and Engagement-- Death Match of Social Learning
Identity Informs Motivation and Engagement-- Death Match of Social Learning
Brock Dubbels
This
Mmig talk jan 245 2011
Mmig talk jan 245 2011
Brock Dubbels
This presentation was offered as a talk at Ludica Medica for the Games for Health Conference 2011. The talk emphasizes assessment, measurement, and evaluation utilizing the MTMM model for statistical analysis of construct validity and roi measures.
Designing Learning Games for Return on Investment
Designing Learning Games for Return on Investment
Brock Dubbels
presentation on 21st century pedagogy and comprehension and engagement research on games as models and artifacts for learning
Gecs talk on assessment learning by design
Gecs talk on assessment learning by design
Brock Dubbels
presentation for EAT IT 09 -- a few changes to address issues related to college tuition
The Jekyll And Hyde Effect Eat It 09
The Jekyll And Hyde Effect Eat It 09
Brock Dubbels
The Jekyll and Hyde Effect Presented Summer of 2009
The Jekyll And Hyde Effect
The Jekyll And Hyde Effect
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This slideshow was presented for Richfield Public Schools district staff development and presents the next step in integration of embodiment research and Learning Acceleration through learning by design for classrooms, training, and professional development.
vgAlt Richfield 2009
vgAlt Richfield 2009
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Games Unit Final PRESENTATION
Games Unit Final PRESENTATION
Brock Dubbels
Invited presentation for educational testing services on video games as learning tools more at www.videogamesaslearningtools.com
vgAlt ~ Video Games as Learning Tools
vgAlt ~ Video Games as Learning Tools
Brock Dubbels
Kicky The Gh Pirate
Kicky The Gh Pirate
Brock Dubbels
These slides are to be used with the blog for a final presentation of the things learned from studying a game. It should include a summary of each assignment including reasoning of game choice, work plan, group roles, role questions, game analysis rubric, reflection, contributions
Games Unit Final
Games Unit Final
Brock Dubbels
this is the template for the project overview. It should include your 1st rule of thirds, your experts, as well as your cited research to support your problem/solution
Project Overview
Project Overview
Brock Dubbels
Presentation on Rhythm & Flow. A prototype video game for becoming the music star you are. It currently uses garage band and your imagination.
Prof Prax 2007
Prof Prax 2007
Brock Dubbels
Brief to be read ahead of the Student Project Simulation event.
Spatium Project Simulation student brief
Spatium Project Simulation student brief
Association for Project Management
An introduction on the challenges that face food testing labs.
Food safety_Challenges food safety laboratories_.pdf
Food safety_Challenges food safety laboratories_.pdf
Sherif Taha
The slides are based on a workshop with practical advice and tools on supporting learners with dyslexia using generative AI.
Dyslexia AI Workshop for Slideshare.pptx
Dyslexia AI Workshop for Slideshare.pptx
callscotland1987
Wednesday 20 March 2024, 09:30-15:30.
Towards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptx
Jisc
ICT Role in 21st Century Education & its Challenges •This presentation gives an overall view of education in 21st century and how it is facilitated by the integration of ICT. •It also gives a detailed explanation of the challenges faced in ICT-based education and further elaborates the strategies that can help in overcoming the challenges.
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptx
AreebaZafar22
More Related Content
More from Brock Dubbels
Building Serious Games for Medical Intervention and Training
Building Serious Games for Medical Intervention and Training
Brock Dubbels
Serious games for structured interventions for health, academic, productivity...
Serious games for structured interventions for health, academic, productivity...
Brock Dubbels
In this presentation, issues of planning game design for transfer and assessment are discussed. A review of the role of play is provided in relation to game design. Play can be part of a problem because of the lack of certainty in learning transfer. Serious games are developed to deliver learning outcomes. When there are specific learning outcomes, the game must make sure that learning that happens in games, does not stay in games. This is described here as the Vegas Effect. A simple methodological recommendation with examples is provided for improving validity and reliability in the independent variable (game interventions). This is known as inter rater reliability.
Building a Game for a Assessment Nursing Game
Building a Game for a Assessment Nursing Game
Brock Dubbels
This monograph describes cognitive ethnography as a method of choice for game studies, multimedia learning, professional development, leisure studies, and activities where context is important. Cognitive ethnography is efficacious for these activities as it assumes that human cognition adapts to its natural surroundings (Hutchins, 2010; 1995) with emphasis on analysis of activities as they happen in context; how they are represented; and how they are distributed and experienced in space. Along with this, the methodology is described for increasing construct validity (Cook and Campbell, 1979; Campbell & Stanley, 1966) and the creation of a nomological network Cronbach & Meehl (1955). This description of the methodology is contextualized with a study examining the literate practices of reluctant middle school readers playing video games (Dubbels, 2008). The study utilizes variables from empirical laboratory research on discourse processing (Zwann, Langston, & Graesser, 1996) to analyze the narrative discourse of a video game as a socio-cognitive practice (Gee, 2007; Gee, Hull, & Lankshear, 1996).
Cognitive ethnography
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Brock Dubbels
Identity Informs Motivation and Engagement-- Death Match of Social Learning
Identity Informs Motivation and Engagement-- Death Match of Social Learning
Brock Dubbels
This
Mmig talk jan 245 2011
Mmig talk jan 245 2011
Brock Dubbels
This presentation was offered as a talk at Ludica Medica for the Games for Health Conference 2011. The talk emphasizes assessment, measurement, and evaluation utilizing the MTMM model for statistical analysis of construct validity and roi measures.
Designing Learning Games for Return on Investment
Designing Learning Games for Return on Investment
Brock Dubbels
presentation on 21st century pedagogy and comprehension and engagement research on games as models and artifacts for learning
Gecs talk on assessment learning by design
Gecs talk on assessment learning by design
Brock Dubbels
presentation for EAT IT 09 -- a few changes to address issues related to college tuition
The Jekyll And Hyde Effect Eat It 09
The Jekyll And Hyde Effect Eat It 09
Brock Dubbels
The Jekyll and Hyde Effect Presented Summer of 2009
The Jekyll And Hyde Effect
The Jekyll And Hyde Effect
Brock Dubbels
This slideshow was presented for Richfield Public Schools district staff development and presents the next step in integration of embodiment research and Learning Acceleration through learning by design for classrooms, training, and professional development.
vgAlt Richfield 2009
vgAlt Richfield 2009
Brock Dubbels
Games Unit Final PRESENTATION
Games Unit Final PRESENTATION
Brock Dubbels
Invited presentation for educational testing services on video games as learning tools more at www.videogamesaslearningtools.com
vgAlt ~ Video Games as Learning Tools
vgAlt ~ Video Games as Learning Tools
Brock Dubbels
Kicky The Gh Pirate
Kicky The Gh Pirate
Brock Dubbels
These slides are to be used with the blog for a final presentation of the things learned from studying a game. It should include a summary of each assignment including reasoning of game choice, work plan, group roles, role questions, game analysis rubric, reflection, contributions
Games Unit Final
Games Unit Final
Brock Dubbels
this is the template for the project overview. It should include your 1st rule of thirds, your experts, as well as your cited research to support your problem/solution
Project Overview
Project Overview
Brock Dubbels
Presentation on Rhythm & Flow. A prototype video game for becoming the music star you are. It currently uses garage band and your imagination.
Prof Prax 2007
Prof Prax 2007
Brock Dubbels
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Building Serious Games for Medical Intervention and Training
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Serious games for structured interventions for health, academic, productivity...
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Building a Game for a Assessment Nursing Game
Building a Game for a Assessment Nursing Game
Cognitive ethnography
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Identity Informs Motivation and Engagement-- Death Match of Social Learning
Identity Informs Motivation and Engagement-- Death Match of Social Learning
Mmig talk jan 245 2011
Mmig talk jan 245 2011
Designing Learning Games for Return on Investment
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Gecs talk on assessment learning by design
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The Jekyll And Hyde Effect Eat It 09
The Jekyll And Hyde Effect Eat It 09
The Jekyll And Hyde Effect
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vgAlt Richfield 2009
vgAlt Richfield 2009
Games Unit Final PRESENTATION
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vgAlt ~ Video Games as Learning Tools
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Kicky The Gh Pirate
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Gdc 2014 coder dojo
1.
Teaching Kids Arithmetic
and Geometry with Game Programming Intel® Innovation: Transforming the Game
2.
3.
Offerings
4.
Hello World
5.
6.
7.
Lots of Ideas
8.
laboratory
9.
10.
Co - laboratory
11.
Families Code Together
12.
If you build
it they will come