Search Resources

12 Results

View
Selected filters:
  • Games
The Art of Serious Game Design: A hands-on workshop for developing educational games: Facilitator guide
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

The materials within this guide are intended to support multidisciplinary teams in or during the pre-production phase of serious game design as they collaborate in a facilitated workshop. It is critical that the workshop facilitators are familiar with the conceptual framework and proposed methodology in order to better support participants as they collaborate in the game design brainstorming and protoyping steps.

Subject:
Education
Material Type:
Textbook
Provider:
Ryerson University
Author:
The Chang School
Date Added:
04/24/2019
Behavioral Economics and Finance, Spring 2004
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

Surveys research which incorporates psychological evidence into economics. Prospect theory. Biases in probabilistic judgment. Self-control and mental accounting with implications for consumption and savings. Fairness, altruism, and public goods contributions. Financial market anomalies and theories. Impact of markets, learning, and incentives. Some evidence on memory, attention, categorization, and the thinking process.

Subject:
Finance
Economics
Psychology
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Gabaix, Xavier
Date Added:
01/01/2004
Decision Making in Large Scale Systems, Spring 2004
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

Introduction to the theory and application of large-scale dynamic programming. Markov decision processes. Dynamic programming algorithms. Simulation-based algorithms. Theory and algorithms for value function approximation. Policy search methods. Games. Applications in areas such as dynamic resource allocation, finance and queueing networks, among others.

Subject:
Finance
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Pucci De Farias, Daniela
Date Added:
01/01/2004
Decisions, Games, and Rational Choice, Spring 2008
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

Foundations and philosophical applications of Bayesian decision theory, game theory and theory of collective choice. Why should degrees of belief be probabilities? Is it always rational to maximize expected utility? If so, why and what is its utility? What is a solution to a game? What does a game-theoretic solution concept such as Nash equilibrium say about how rational players will, or should, act in a game? How are the values and the actions of groups, institutions and societies related to the values and actions of the individuals that constitute them?

Subject:
Arts and Humanities
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Stalnaker, Robert
Date Added:
01/01/2008
Game Design, Fall 2010
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

This course provides practical instruction in the design and analysis of non-digital games. Students cover the texts, tools, references and historical context to analyze and compare game designs across a variety of genres, including sports, game shows, games of chance, card games, schoolyard games, board games, and role–playing games. In teams, students design, develop, and thoroughly test their original games to understand the interaction and evolution of game rules. Students taking the graduate version complete additional assignments.

Subject:
Computer Science
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Begy, Jason
Tan, Philip
Date Added:
01/01/2010
Game Design, Spring 2008
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

" An historical examination and analysis of the evolution and development of games and game mechanics. Topics include a large breadth of genres and types of games, including sports, game shows, games of chance, schoolyard games, board games, roleplaying games, and digital games. Students submit essays documenting research and analysis of a variety of traditional and eclectic games. Project teams required to design, develop, and thoroughly test their original games."

Subject:
Anthropology
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Fernandez-Vara, Clara
Juul, Jesper
Rusch, Doris
Tan, Philip
Date Added:
01/01/2008
Interactive and Non-Linear Narrative: Theory and Practice, Spring 2004
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

Techniques of creating narratives that take advantage of the flexibility of form offered by the computer. Study of the structural properties of book-based narratives that experiment with digression, multiple points of view, disruptions of time and of storyline. Analysis of the structure and evaluation of the literary qualities of computer-based narratives including hypertexts, adventure games, and classic artificial intelligence programs like Eliza. With this base, students use authoring systems to model a variety of narrative techniques and to create their own fictions. Knowledge of programming helpful but not necessary. This course explores the properties of non-linear, multi-linear, and interactive forms of narratives as they have evolved from print to digital media. Works covered in this course range from the Talmud, classics of non-linear novels, experimental literature, early sound and film experiments to recent multi-linear and interactive films and games. The study of the structural properties of narratives that experiment with digression, multiple points of view, disruptions of time, space, and of storyline is complemented by theoretical texts about authorship/readership, plot/story, properties of digital media and hypertext. Questions that will be addressed in this course include: How can we define 'non-linearity/multi-linearity', 'interactivity', 'narrative'. To what extend are these aspects determined by the text, the reader, the digital format? What kinds of narratives are especially suited for a nonlinear/ interactive format? Are there stories that can only be told in a digital format? What can we learn from early non-digital examples of non-linear and interactive story telling?

Subject:
Arts and Humanities
Literature
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Fendt, Kurt
Date Added:
01/01/2004
Policy and Decision Models
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

The course is a survey of models for analyzing and supporting design and decision-making in multi-actor settings. Participants: will learn to recognize the difference between games and decisions, and will identify their occurrence in public policy. will be able to apply a principled technique for resolving dilemmas through the appropriate selection of policies. will learn to formulate, design and communicate games and decisions. will learn to implement by computer (and otherwise logically analyze) games and decisions.

Subject:
Social Science
Material Type:
Assessment
Lecture Notes
Reading
Provider:
Delft University of Technology
Provider Set:
Delft University OpenCourseWare
Author:
Dr. Ir. Scott Cunningham
Date Added:
02/15/2016
Principles of Computer Programming
Unrestricted Use
CC BY
Rating

You have heard of computer games, right! Probably you might have had a chance to play with a friend or the computer itself. If you have not, try now (take five minutes); that computer you are using has a number of games including and not limited to Solitaire or Ink Ball. Wow! how does it work? how does it judge its moves? Outsmarts you ha! What are we thinking now--- it puzzles; there must be some logic behind this! True, there is, and that ‘puzzle’ is the act of programming. “A beginner in programming must emphasize the how of programming: how to develop the solution to a given problem, how to organize a program, and how to make effective use of the standard techniques that represent the “tricks” of trade” (http://users.csc.calpoly.edu).Therefore, this is a very interesting Module as we introduce what programming is and also familiarize ourselves with frequently applied terms in the programming world.

Subject:
Computer Science
Material Type:
Module
Provider:
African Virtual University
Provider Set:
OER@AVU
Author:
Noela Jemutai Kipyegen
Date Added:
02/22/2018
Theory and Practice of Non-linear and Interactive Narrative, Spring 2003
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

Techniques of creating narratives that take advantage of the flexibility of form offered by the computer. Study of the structural properties of book-based narratives that experiment with digression, multiple points of view, disruptions of time and of storyline. Analysis of the structure and evaluation of the literary qualities of computer-based narratives including hypertexts, adventure games, and classic artificial intelligence programs like Eliza. With this base, students use authoring systems to model a variety of narrative techniques and to create their own fictions. Knowledge of programming helpful but not necessary.

Subject:
Arts and Humanities
Literature
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Barrett, Edward
Date Added:
01/01/2003
Wheel of Geology
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

This game activity is meant to help liven up an exam review session. Multiple choice review questions are divided up into categories and students are organized into teams. The instructor spins a wheel to determine what category of question is asked and the teams compete to answer the question. On this Starting Point page, users can access information about the exercise's learning goals, context for use, teaching notes and tips, teaching materials, assessment ideas, references and topics covered.

Subject:
Education
Natural Science
Biology
Atmospheric Science
Chemistry
Geology
Hydrology
Oceanography
Material Type:
Activity/Lab
Assessment
Reading
Provider:
Science Education Resource Center (SERC) at Carleton College
Provider Set:
Starting Point: Teaching Entry Level Geoscience
Author:
Rebecca Teed
Date Added:
04/04/2019
Workshop I, Fall 2005
Conditional Remix & Share Permitted
CC BY-NC-SA
Rating

Provides an opportunity for a hands-on project development experience and emphasizes intellectual growth as well as the acquisition of technical skills. Students attend regular meetings to present and critique their work and discuss its implications. This course fulfills the first half of the Comparative Media Studies workshop sequence requirement for entering graduate students. The workshop sequence provides an opportunity for a creative, hands-on project development experience and emphasizes intellectual growth as well as the acquisition of technical skills. The course is designed to provide practical, hands-on experience to complement students' theoretical studies.

Subject:
Communication
Material Type:
Full Course
Provider:
M.I.T.
Provider Set:
M.I.T. OpenCourseWare
Author:
Barrett, Edward
Date Added:
01/01/2005