2019
Haaranen, Lassi
Game-related learning and exposure in computer science Väitöskirja
Tietotekniikka, Aalto-yliopisto, 2019, ISBN: 978-952-60-8386-5.
Abstract | Links | BibTeX | Avainsanat: achievement badges, computer science education, englanninkieliset väitöskirjat, game-related approaches, gamification, informal learning, interoperability, online learning management systems
@phdthesis{Haaranen2019,
title = {Game-related learning and exposure in computer science},
author = {Lassi Haaranen},
url = {http://urn.fi/URN:ISBN:978-952-60-8386-5},
isbn = {978-952-60-8386-5},
year = {2019},
date = {2019-01-01},
school = {Tietotekniikka, Aalto-yliopisto},
abstract = {Given the importance of computers, and by extension computer science (CS), in contemporary society, it is crucial to provide the best possible education in the field. This dissertation looks at two different game-related approaches in computer science education: how digital games and gaming communities expose people to CS concepts; and how game-related approaches can be used to improve computer science education (CSE) in universities.
In order to structure this dissertation as well as future research, we present a classification of game-related approaches focused specifically on CSE. We see three broad approaches with games and CS: gameful approaches (e.g. gamification), designing and programming games, and entertainment games with learning content.
Modern digital games are complex systems that the players need to learn and master. With certain games, programming and CS concepts can be used to enhance the playing experience. This provides a spark of interest in computing for some that might eventually lead to studying CS or related fields in a university. This phenomenon was studied by interviewing students as well as through reflection essays in which the students not only outlined how games had piqued their interest in computers and CS but also how game development as a career was appealing to some of them.
Modern games are not just played in isolation or with a group of friends on the same couch. Instead, there are online gaming communities in which games are discussed and the actual gameplay is also recorded and either broadcasted live to an audience or uploaded to a video sharing service. We investigated two different online gaming communities in which CS and programming were a part of the games featured. We did this by gathering data on the interactions between the audience members. Through the discussion that we analyzed, we found that these communities are places where people are exposed to CS and programming. Moreover, these communities are places where both experienced programmers and newcomers come and discuss CS topics.
Using games in formal education was researched with two approaches. Firstly, we implemented two software systems, Acos and Daechschen, to support gamification in online learning management systems. The core design principles behind these systems strive for interoperability and extensibility so that they continue to be relevant and used in fast pacing ecosystems of modern online learning tools. Secondly, we investigated implementing achievement badges on a course with Daechschen. We looked into students' reactions to the badges and found out that overall it was slightly positive with a large group of students being indifferent to them.},
keywords = {achievement badges, computer science education, englanninkieliset väitöskirjat, game-related approaches, gamification, informal learning, interoperability, online learning management systems},
pubstate = {published},
tppubtype = {phdthesis}
}
Given the importance of computers, and by extension computer science (CS), in contemporary society, it is crucial to provide the best possible education in the field. This dissertation looks at two different game-related approaches in computer science education: how digital games and gaming communities expose people to CS concepts; and how game-related approaches can be used to improve computer science education (CSE) in universities.
In order to structure this dissertation as well as future research, we present a classification of game-related approaches focused specifically on CSE. We see three broad approaches with games and CS: gameful approaches (e.g. gamification), designing and programming games, and entertainment games with learning content.
Modern digital games are complex systems that the players need to learn and master. With certain games, programming and CS concepts can be used to enhance the playing experience. This provides a spark of interest in computing for some that might eventually lead to studying CS or related fields in a university. This phenomenon was studied by interviewing students as well as through reflection essays in which the students not only outlined how games had piqued their interest in computers and CS but also how game development as a career was appealing to some of them.
Modern games are not just played in isolation or with a group of friends on the same couch. Instead, there are online gaming communities in which games are discussed and the actual gameplay is also recorded and either broadcasted live to an audience or uploaded to a video sharing service. We investigated two different online gaming communities in which CS and programming were a part of the games featured. We did this by gathering data on the interactions between the audience members. Through the discussion that we analyzed, we found that these communities are places where people are exposed to CS and programming. Moreover, these communities are places where both experienced programmers and newcomers come and discuss CS topics.
Using games in formal education was researched with two approaches. Firstly, we implemented two software systems, Acos and Daechschen, to support gamification in online learning management systems. The core design principles behind these systems strive for interoperability and extensibility so that they continue to be relevant and used in fast pacing ecosystems of modern online learning tools. Secondly, we investigated implementing achievement badges on a course with Daechschen. We looked into students' reactions to the badges and found out that overall it was slightly positive with a large group of students being indifferent to them.
In order to structure this dissertation as well as future research, we present a classification of game-related approaches focused specifically on CSE. We see three broad approaches with games and CS: gameful approaches (e.g. gamification), designing and programming games, and entertainment games with learning content.
Modern digital games are complex systems that the players need to learn and master. With certain games, programming and CS concepts can be used to enhance the playing experience. This provides a spark of interest in computing for some that might eventually lead to studying CS or related fields in a university. This phenomenon was studied by interviewing students as well as through reflection essays in which the students not only outlined how games had piqued their interest in computers and CS but also how game development as a career was appealing to some of them.
Modern games are not just played in isolation or with a group of friends on the same couch. Instead, there are online gaming communities in which games are discussed and the actual gameplay is also recorded and either broadcasted live to an audience or uploaded to a video sharing service. We investigated two different online gaming communities in which CS and programming were a part of the games featured. We did this by gathering data on the interactions between the audience members. Through the discussion that we analyzed, we found that these communities are places where people are exposed to CS and programming. Moreover, these communities are places where both experienced programmers and newcomers come and discuss CS topics.
Using games in formal education was researched with two approaches. Firstly, we implemented two software systems, Acos and Daechschen, to support gamification in online learning management systems. The core design principles behind these systems strive for interoperability and extensibility so that they continue to be relevant and used in fast pacing ecosystems of modern online learning tools. Secondly, we investigated implementing achievement badges on a course with Daechschen. We looked into students' reactions to the badges and found out that overall it was slightly positive with a large group of students being indifferent to them.
2016
Parkkila, Janne
Connecting video games as a solution for the growing video game markets Väitöskirja
Tietotekniikka, Lappeenrannan teknillinen yliopisto, 2016, ISBN: 978-952-335-031-1.
Abstract | Links | BibTeX | Avainsanat: connecting video games, englanninkieliset väitöskirjat, interoperability, player interview, video game developer interview, video game ontology
@phdthesis{Parkkila2016,
title = {Connecting video games as a solution for the growing video game markets},
author = {Janne Parkkila},
url = {https://urn.fi/URN:ISBN:978-952-335-031-1},
isbn = {978-952-335-031-1},
year = {2016},
date = {2016-01-01},
school = {Tietotekniikka, Lappeenrannan teknillinen yliopisto},
abstract = {The growth and development of the video game industry has led to fierce
competition for customers’ attention. Video game companies are using increasing
amounts of money in advertising to gain visibility in the markets. In addition,
the owners of digital distribution stores tend to favor the most successful video
games when showcasing and suggesting new games for the players. Both these
tendencies make it hard for small and new video game companies to compete in
the same video game markets with the larger and well-known companies.
The goal of this thesis is to develop a general technical solution which would
enable video games to exchange knowledge and allow video game developers
to create games that can be connected to each other, for example by sharing
common characters or items. This solution approaches the problem of visibility
and discoverability on the video game markets from the viewpoint of enabling
co-operation between video game companies. This is done by using semantic
technologies to create a general model of video game information, allowing the
video games to exchange semantically enriched knowledge about their game
contents, instead of raw data.
The research has been conducted by following the principles of Design Science
Research. The research started by performing a literature study to find out the
current state of the art in the research of connecting video games. In addition,
video game developers were interviewed to gather requirements and opinions on
the possibility of connecting video games with each other. Based on the interview
results, an ontology for modeling video game information was created. This model
was then used as the basis for creating a platform to enable connecting separate
video games. Also, a survey among Counter-Strike players was carried out to find
out if players could be motivated to perform physical exercises in order to gain
digital rewards in their favorite video games.
The ontology model was shown to be able to model and capture video game
information in a general manner. The ontology, combined with the developed
platform, allows video game developers to connect separate video game products
with each other and to create new models for interaction between the games. The
performed survey suggested that players are willing to do physical exercises in
order to gain bonuses in video games.},
keywords = {connecting video games, englanninkieliset väitöskirjat, interoperability, player interview, video game developer interview, video game ontology},
pubstate = {published},
tppubtype = {phdthesis}
}
The growth and development of the video game industry has led to fierce
competition for customers’ attention. Video game companies are using increasing
amounts of money in advertising to gain visibility in the markets. In addition,
the owners of digital distribution stores tend to favor the most successful video
games when showcasing and suggesting new games for the players. Both these
tendencies make it hard for small and new video game companies to compete in
the same video game markets with the larger and well-known companies.
The goal of this thesis is to develop a general technical solution which would
enable video games to exchange knowledge and allow video game developers
to create games that can be connected to each other, for example by sharing
common characters or items. This solution approaches the problem of visibility
and discoverability on the video game markets from the viewpoint of enabling
co-operation between video game companies. This is done by using semantic
technologies to create a general model of video game information, allowing the
video games to exchange semantically enriched knowledge about their game
contents, instead of raw data.
The research has been conducted by following the principles of Design Science
Research. The research started by performing a literature study to find out the
current state of the art in the research of connecting video games. In addition,
video game developers were interviewed to gather requirements and opinions on
the possibility of connecting video games with each other. Based on the interview
results, an ontology for modeling video game information was created. This model
was then used as the basis for creating a platform to enable connecting separate
video games. Also, a survey among Counter-Strike players was carried out to find
out if players could be motivated to perform physical exercises in order to gain
digital rewards in their favorite video games.
The ontology model was shown to be able to model and capture video game
information in a general manner. The ontology, combined with the developed
platform, allows video game developers to connect separate video game products
with each other and to create new models for interaction between the games. The
performed survey suggested that players are willing to do physical exercises in
order to gain bonuses in video games.
competition for customers’ attention. Video game companies are using increasing
amounts of money in advertising to gain visibility in the markets. In addition,
the owners of digital distribution stores tend to favor the most successful video
games when showcasing and suggesting new games for the players. Both these
tendencies make it hard for small and new video game companies to compete in
the same video game markets with the larger and well-known companies.
The goal of this thesis is to develop a general technical solution which would
enable video games to exchange knowledge and allow video game developers
to create games that can be connected to each other, for example by sharing
common characters or items. This solution approaches the problem of visibility
and discoverability on the video game markets from the viewpoint of enabling
co-operation between video game companies. This is done by using semantic
technologies to create a general model of video game information, allowing the
video games to exchange semantically enriched knowledge about their game
contents, instead of raw data.
The research has been conducted by following the principles of Design Science
Research. The research started by performing a literature study to find out the
current state of the art in the research of connecting video games. In addition,
video game developers were interviewed to gather requirements and opinions on
the possibility of connecting video games with each other. Based on the interview
results, an ontology for modeling video game information was created. This model
was then used as the basis for creating a platform to enable connecting separate
video games. Also, a survey among Counter-Strike players was carried out to find
out if players could be motivated to perform physical exercises in order to gain
digital rewards in their favorite video games.
The ontology model was shown to be able to model and capture video game
information in a general manner. The ontology, combined with the developed
platform, allows video game developers to connect separate video game products
with each other and to create new models for interaction between the games. The
performed survey suggested that players are willing to do physical exercises in
order to gain bonuses in video games.