Knowledge Games

Knowledge Games
Author: Karen Schrier
Publisher: JHU Press
Total Pages: 281
Release: 2016-06-15
Genre: Business & Economics
ISBN: 1421419203

Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

Knowledge Games

Knowledge Games
Author: Karen Schrier
Publisher: JHU Press
Total Pages: 281
Release: 2016-06-15
Genre: Education
ISBN: 1421419211

Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze breast cancer data—are already being used by researchers to gain scientific, psychological, and humanistic insights. Schrier argues that knowledge games are potentially powerful because of their ability to motivate a crowd of problem solvers within a dynamic system while also tapping into the innovative data processing and computational abilities of games. In the near future, Schrier asserts, knowledge games may be created to understand and predict voting behavior, climate concerns, historical perspectives, online harassment, susceptibility to depression, or optimal advertising strategies, among other things. In addition to investigating the intersection of games, problem solving, and crowdsourcing, Schrier examines what happens when knowledge emerges from games and game players rather than scientists, professionals, and researchers. This accessible book also critiques the limits and implications of games and considers how they may redefine what it means to produce knowledge, to play, to educate, and to be a citizen.

399 Games, Puzzles & Trivia Challenges Specially Designed to Keep Your Brain Young.

399 Games, Puzzles & Trivia Challenges Specially Designed to Keep Your Brain Young.
Author: Nancy Linde
Publisher: Workman Publishing
Total Pages: 425
Release: 2012-09-25
Genre: Games & Activities
ISBN: 0761168257

Based on the science that shows that people middle-aged or older who solve word games and brainteasers have a significant cognitive advantage over those who do not, 399 Games, Puzzles & Trivia Challenges is the illustrated game book specifically created to cross-train the brain. Here are 399 games to stretch, challenge, and push the reader, all of which stimulate the formation of neurons—literally, regrowing the brain. Plus they’re not only good for you, but just plain good—these games are fun. 399 Games, Puzzles & Trivia is a lively mix of challenges, riddles, and brainteasers—all vetted by a neuroscientist who specializes in aging brains and designed to work the six key areas of cognitive function that are vulnerable in normal aging: long-term memory, working memory, executive functioning, attention to detail, multitasking, and processing speed. The games are arranged from easiest to most difficult and are labeled according to which cognitive functions they exercise so they can be mixed and matched into a custom “workout.” In just 15 minutes a day, anyone can improve his brain’s strength, flexibility, and long-term health.

Encyclopaedia Britannica

Encyclopaedia Britannica
Author: Hugh Chisholm
Publisher:
Total Pages: 1090
Release: 1910
Genre: Encyclopedias and dictionaries
ISBN:

This eleventh edition was developed during the encyclopaedia's transition from a British to an American publication. Some of its articles were written by the best-known scholars of the time and it is considered to be a landmark encyclopaedia for scholarship and literary style.

Gamestorming

Gamestorming
Author: Dave Gray
Publisher: "O'Reilly Media, Inc."
Total Pages: 290
Release: 2010-07-14
Genre: Business & Economics
ISBN: 1449395902

Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution

Universal Access in Human-Computer Interaction

Universal Access in Human-Computer Interaction
Author: Margherita Antona
Publisher: Springer Nature
Total Pages: 655
Release: 2023-07-08
Genre: Computers
ISBN: 303135897X

This two-volume set constitutes the refereed proceedings of the 17th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2023, held as part of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, during July 23-28, 2023. The total of 1578 papers and 396 posters included in the HCII 2022 proceedings was carefully reviewed and selected from 7472 submissions. The UAHCI 2023 proceedings were organized in the following topical sections: Part I: Design for All Methods, Tools and Practice; Interaction Techniques, Platforms and Metaphors for Universal Access; Understanding the Universal Access User Experience; and Designing for Children with Autism Spectrum Disorders. Part II: Universal Access to XR; Universal Access to Learning and Education; Assistive Environments and Quality of Life Technologies.

17th International Conference on Intellectual Capital, Knowledge Management & Organisational Learning

17th International Conference on Intellectual Capital, Knowledge Management & Organisational Learning
Author: Anthony Wensley
Publisher: Academic Conferences International limited
Total Pages: 446
Release: 2020-10-15
Genre: Business & Economics
ISBN: 1912764733

These proceedings represent the work of contributors to the 17th International Conference on Intellectual Capital, Knowledge Management & Organisational Learning (ICICKM 2020), hosted by ACI and the University of Toronto, Canada on 15-16 October 2020. The Conference Chairs are Dr. Anthony Wensley, from the University of Toronto and Dr. Max Evans, from McGill University. The Programme Chair is Dr. Ilja Frissen from McGill University.

Resonant Games

Resonant Games
Author: Eric Klopfer
Publisher: MIT Press
Total Pages: 267
Release: 2018-07-17
Genre: Games & Activities
ISBN: 0262037807

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.

User Modeling 2007

User Modeling 2007
Author: Cristina Conati
Publisher: Springer
Total Pages: 503
Release: 2007-08-28
Genre: Computers
ISBN: 3540730788

This book constitutes the refereed proceedings of the 11th International Conference on User Modeling, UM 2007, held in Corfu, Greece in July 2007. Coverage includes evaluating user/student modeling techniques, data mining and machine learning for user modeling, user adaptation and usability, modeling affect and meta-cognition, as well as intelligent information retrieval, information filtering and content personalization.