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Art and Design Commons

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2015

University of Central Florida

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Articles 1 - 8 of 8

Full-Text Articles in Art and Design

Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie Sep 2015

Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie

Faculty Scholarship and Creative Works

This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool ...


Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel Jun 2015

Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel

Faculty Scholarship and Creative Works

Badge use has rapidly expanded in recent years and has benefited a variety of applications. However, a large portion of the research has applied a binary useful or not useful approach to badging. Few studies examine the characteristics of the user and the impact of those characteristics on the effectiveness of the badging system. This study takes preliminary steps toward that cause, examining the effectiveness of a badging system across two web-based university courses in relation to the individual differences of the learners. Individual differences are examined through the lens of Long-Dziuban reactive behavior types and traits. Results revealed differences ...


Controlling Randomness: Using Procedural Generation To Influence Player Uncertainty In Video Games, Travis Fort May 2015

Controlling Randomness: Using Procedural Generation To Influence Player Uncertainty In Video Games, Travis Fort

HIM 1990-2015

As video games increase in complexity and length, the use of automatic, or procedural, content generation has become a popular way to reduce the stress on game designers. However, the usage of procedural generation has certain consequences; in many instances, what the computer generates is uncertain to the designer. The intent of this thesis is to demonstrate how procedural generation can be used to intentionally affect the embedded randomness of a game system, enabling game designers to influence the level of uncertainty a player experiences in a nuanced way. This control affords game designers direct control over complex problems like ...


Between Psyche And Reality: An Investigation Of Contemporary Landscape, Shanna Stiles May 2015

Between Psyche And Reality: An Investigation Of Contemporary Landscape, Shanna Stiles

HIM 1990-2015

This body of work explores the emotional aspects of my life through the metaphor of landscape. It is a contemplation of the genre of landscape in the contemporary art dialog. By exploring the materiality of paint and the physicality of working large I discovered the question of contemporary relevancy is no longer my primary reason for this investigation. My growth as an artist has come from exploring historical and contemporary influences and how they have affected my processes and visual aesthetic. Thus, a large series of work has emerged from an unexplainable desire to connect and share the crucial moments ...


Making Waves, Mixing Colors, And Using Mirrors: The Self-Regulated Learning Support Features And Procedural Rhetoric Of Three Whole-Body Educational Games, Emily Johnson Jan 2015

Making Waves, Mixing Colors, And Using Mirrors: The Self-Regulated Learning Support Features And Procedural Rhetoric Of Three Whole-Body Educational Games, Emily Johnson

Electronic Theses and Dissertations

This dissertation investigates the question, "How can the procedural rhetoric of three whole-body educational games improve the understanding of self-regulated learning with digital technology?" It explores three whole-body educational games (WBEGs) using a quantitative study, a case study, and analyses of their procedural rhetoric to better understand the roles these types of games can have in teaching digital literacy and self-regulated learning (SRL) skills. The three WBEGs, Waves, Color Mixer, and Light and Mirrors, are each intended to teach science concepts to players. These games are similarly structured in that they all invite players to immerse themselves in the game ...


Way Of The Butterfly: A Journey Towards Transformation Through Self-Portraits In-Between, Masami Koshikawa Jan 2015

Way Of The Butterfly: A Journey Towards Transformation Through Self-Portraits In-Between, Masami Koshikawa

Electronic Theses and Dissertations

It has not been easy for me to talk about myself or describe my feelings or thoughts. Coming from Japan, a collective society, we typically are not raised to do so. Throughout the MFA program at UCF, I have shared my feelings and thoughts through my work. It is important to discuss and inform others of our cultural similarities and differences so that we may gain a better understanding of each other. This process has helped me grow not only on an artistic level, but also on a personal level. My journey towards integration has led me to a meaningful ...


The Impact Of User-Generated Interfaces On The Participation Of Users With A Disability In Virtual Environments: Blizzard Entertainment's World Of Warcraft Model, Donald Merritt Jan 2015

The Impact Of User-Generated Interfaces On The Participation Of Users With A Disability In Virtual Environments: Blizzard Entertainment's World Of Warcraft Model, Donald Merritt

Electronic Theses and Dissertations

When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game ...


Real People Acting Out Interpersonal Issues With Paper Representations, Gary Dufner Jan 2015

Real People Acting Out Interpersonal Issues With Paper Representations, Gary Dufner

Electronic Theses and Dissertations

In this thesis body of work, I have interacted and collaborated with five friends to create images exploring human relationships. The subject matter illustrates my friends and myself acting out interpersonal issues with paper representations of one another. It has been my aim to represent my imagery in a campy thematic way. I include a discussion of the images in my body of work from both my perspective and the perspective of my models. The figurative paper images "stand in" as representatives of the genders of their subjects. I have explored multiple points of view, constructing, reconstructing and deconstructing complex ...