The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At t...The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.展开更多
象棋在中国的游戏中有着悠久的历史。是一种玩法简单,趣味性强却又挑战人们的思维敏捷,和思维严谨性的双人对抗性游戏。因此,中国象棋游戏成为了极为广泛流行的棋艺活动。随着社会的不断信息技术的发展,象棋的对弈已经由现实的棋盘改革...象棋在中国的游戏中有着悠久的历史。是一种玩法简单,趣味性强却又挑战人们的思维敏捷,和思维严谨性的双人对抗性游戏。因此,中国象棋游戏成为了极为广泛流行的棋艺活动。随着社会的不断信息技术的发展,象棋的对弈已经由现实的棋盘改革到网络的平台上,以其独有的魅力吸引了大量的游戏玩家,让棋迷们可以同聚一网,欢乐对战。本文是对该游戏程序设计的介绍以及该项目程序设计思路和方法的总结。本设计是在局域网络里实现的中国象棋游戏对战。通过通信网络模块使得游戏玩家可以快捷的建立起网络连接,实现两人联机对弈。并且本设计是基于Visual studio 2008平台设计的棋牌类对战系统。展开更多
近些年来,计算机行业发展十分迅速,随着计算机软件和硬件的发展,电子游戏行业也迅速发展起来。电子游戏行业慢慢变成了国家产业的重要组成部分之一。以Visual Studio 2019为开发环境设计并开发一款酷跑小游戏。主要完成以下几项基本工...近些年来,计算机行业发展十分迅速,随着计算机软件和硬件的发展,电子游戏行业也迅速发展起来。电子游戏行业慢慢变成了国家产业的重要组成部分之一。以Visual Studio 2019为开发环境设计并开发一款酷跑小游戏。主要完成以下几项基本工作。一是对项目的需求等重要技术进行了简单的分析以及介绍;二是基于C语言对系统进行了总体设计以及流程设计;三是通过VS2019实现编程;四是对该游戏的性能和功能进行了综合的测试评估,并且给了测试用例表格。展开更多
This paper reviews virtual reality interface, application and design concept in relation with our experience in implementing a virtual bicycling environment application of the University of Indonesia Green Eco-campus....This paper reviews virtual reality interface, application and design concept in relation with our experience in implementing a virtual bicycling environment application of the University of Indonesia Green Eco-campus. The implementation of the Virtual Reality VR used 3D-Games Studio with Lite-C software. The authors also experiment with the use of a VR device, i.e. 3D E-Dimensional wireless goggle to improve the feel of presence for the user of our application. The authors created the original elements of UI campus environment, such as, buildings, trees, campus buses, cars, and bike tracks, as well as obstacle in the pathways into 3D virtual shape that resembles the real UI campus environment. The bicycle movement, camera perceptions, and object collision handling have also been implemented. Our application is subsequently tested by the users in terms of the general object condition, user's respond to the virtual reality environment and the future development. Some result of implementing the same environment using Alice has also been shown.展开更多
文摘The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.
文摘象棋在中国的游戏中有着悠久的历史。是一种玩法简单,趣味性强却又挑战人们的思维敏捷,和思维严谨性的双人对抗性游戏。因此,中国象棋游戏成为了极为广泛流行的棋艺活动。随着社会的不断信息技术的发展,象棋的对弈已经由现实的棋盘改革到网络的平台上,以其独有的魅力吸引了大量的游戏玩家,让棋迷们可以同聚一网,欢乐对战。本文是对该游戏程序设计的介绍以及该项目程序设计思路和方法的总结。本设计是在局域网络里实现的中国象棋游戏对战。通过通信网络模块使得游戏玩家可以快捷的建立起网络连接,实现两人联机对弈。并且本设计是基于Visual studio 2008平台设计的棋牌类对战系统。
文摘近些年来,计算机行业发展十分迅速,随着计算机软件和硬件的发展,电子游戏行业也迅速发展起来。电子游戏行业慢慢变成了国家产业的重要组成部分之一。以Visual Studio 2019为开发环境设计并开发一款酷跑小游戏。主要完成以下几项基本工作。一是对项目的需求等重要技术进行了简单的分析以及介绍;二是基于C语言对系统进行了总体设计以及流程设计;三是通过VS2019实现编程;四是对该游戏的性能和功能进行了综合的测试评估,并且给了测试用例表格。
文摘This paper reviews virtual reality interface, application and design concept in relation with our experience in implementing a virtual bicycling environment application of the University of Indonesia Green Eco-campus. The implementation of the Virtual Reality VR used 3D-Games Studio with Lite-C software. The authors also experiment with the use of a VR device, i.e. 3D E-Dimensional wireless goggle to improve the feel of presence for the user of our application. The authors created the original elements of UI campus environment, such as, buildings, trees, campus buses, cars, and bike tracks, as well as obstacle in the pathways into 3D virtual shape that resembles the real UI campus environment. The bicycle movement, camera perceptions, and object collision handling have also been implemented. Our application is subsequently tested by the users in terms of the general object condition, user's respond to the virtual reality environment and the future development. Some result of implementing the same environment using Alice has also been shown.