Cloudcommuting: Games, Interaction, and Learning (original) (raw)

2013

This paper discusses the design, process, and results of an experimental workshop with mid-school students that introduced the theory, underlying technologies, and operational challenges of smart urban systems. Students brainstormed ideas of how to use electronics, interaction design and game theory to make bike- sharing systems that incentivize users to rebalance bikes through rewards/penalties. Furthermore they tested their ideas by collaboratively designing, prototyping, and playing an interactive board game implementing both theory and technology. Through their game students explored questions such as: how can we create coordinated behavior from self-interested players? How and when can the game reach a sustainable equilibrium? In what other systems can we apply similar concepts?

Games in E-Learning: How Games Teach and How Teachers Can Ue Them

Game-based learning is a dynamic and powerful way to engage students to develop evidence-based reasoning, analytical and critical thinking skills, problem-solving skills, systems thinking, and connect with peers, all of which are 21st century skills. Games can lead students to become participatory learners and producers instead of passive recipients. This chapter considers the following three approaches to using games with students: (1) an instructor makes a game for a specific learner outcome, (2) students make a game, and (3) an instructor uses a commercial or online game. The chapter emphasizes the second and third methods. Specific examples of how games are being used with students illustrate ways to teach with games.

Designing Ubiquitous Computing Games – A Report from a Workshop Exploring Ubiquitous Computing Entertainment

Personal and Ubiquitous Computing, 2002

We report from a Research Atelier that explored how ubiquitous computing could be applied to fun and entertainment. The Atelier lasted for five days, starting with two days of scenario development and brainstorming activities. This led to three fairly concrete – though very different – game ideas. The background and motivation for the Atelier is described, as well as the method used and the games developed.

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