Browsing by Subject "Gaming"
Now showing 1 - 3 of 3
Results Per Page
Sort Options
Item Conversations (oral history interviews) with members of North Carolina State University Computer Science Department by Carol Lee and Carolyn Miller(Department of Computer Science, North Carolina State University, 2017-08-01) Bahler, Dennis; Battestilli, Lina; DeMaria, Mark; Healey, Christopher; Heckman, Sarah; Heil, Margaret; Lester, James; Mott, Bradford; Mealin, Sean; Novitsky, Melissa; Reeves, Douglas; Rouskas, George; Streck, John; Tate, Ken; Vouk, Mladen; Williams, LaurieThis is a compilation of 16 individual interviews gathered between November 2016 and February 2017 and published in August 2017 to mark the 50th Anniversary of the Department of Computer Science at N.C. State University. Interviewees ranged from undergraduate students to the Department Head. The interviewees included three students, eleven faculty, and two staff members. Their interviewees provide a broad view of the department in the decade ending in 2017. Two standard questions were asked of each interviewee: what computing devices do you use and what is computer science today? The answers reflect the personal computing technology in use at the time, as well as the definition of Computer Science from various points of view and experience. The ubiquity of computers in every facet of contemporary life is a recurring response. The primary themes are: the abundance of opportunity within computer science education and the importance of seizing it; the multi-disciplinary nature of the department, which includes the presence of the Center for the Education and Informatics; the benefit of being located in the Research Triangle Park with all its opportunities for collaboration and future employment; the cutting-edge program for undergraduate research; and the innovative capstone class combining writing and presentation skills with computer science knowledge. There is emphasis on the Professional Teaching Faculty, which includes computer science faculty members who are dedicated exclusively to teaching, with no research or grant-writing responsibilities. Also featured is the Interdisciplinary Faculty Cluster program in which faculty from many disciplines are hired in a cluster to work on a specific theme or research topic.Item A dynamic approach to social interaction: Synthetic immersive environments & Spanish pragmatics.(2008-05) Sykes, Julie M.In an effort to better understand how innovative technologies can be used to enhance second language acquisition, this study investigates the role that online immersive spaces, specifically, synthetic immersive environments (SIEs), can play in enhancing advanced language learners' pragmatic performance (i.e., their ability to perform requests and apologies in Spanish). SIEs are engineered spaces which integrate the many benefits of online gaming to produce explicitly, educationally-related outcomes in simulated, relevant, interactional contexts. The results of this study address two important components of the use of SIEs for L2 pragmatic acquisition. First, utilizing a synthesis of 120 hours of in-game behavior, survey data, and one-on-one participant interviews, this study analyzed how three potentially beneficial attributes of the SIEs were used and perceived by the participants (i.e., individualized experience, varied participant roles, and "low-risk" practice space). The results demonstrate that in-game behavior can be categorized into four distinct types of individualized experiences. Furthermore, there was not a high level of experimentation with participant roles in this study; however, the data revealed an increased importance placed on experimentation upon completion of the unit. Finally, quest completion was viewed as the primary indicator of success with quest resets carrying a connotation of failure for the majority of the students. In addition, results indicate a marked difference between actual learning outcomes (measured by pre/post DCTs) and perceived outcomes on the part of the learners. In terms of both speech acts, the DCT data revealed little change from pre- to posttest, except in the case of perspective for the apologies scenarios. The perception data exhibited an overall perceived benefit for all eight scenarios surveyed, with statistically significant improvements in the scenarios most closely emulating those that were present in the SIE. Implications for future design, implementation, and research projects are also discussedItem Gaming - The Logic of Corruption(2020-12) Velasco Lopez, MiguelCorruption is pervasive in all societies and in all walks of life. Governments, public and private companies, sports, education, religious and charitable organizations: none are untouched by corruption, which seems to be both timeless and universal. We propose that gaming, an unethical behavior on which individual agents can become dependent without being aware of it, is at the heart of corruption. Gaming can become pervasive, and upon discovery forces organizations to either stop the gaming or to engage in deception to cover it up and keep profiting from it, many choosing the latter. We present two cognitive mechanisms for this study of corruption based on gaming that allows us to explain the appearance of gaming in organizations and why it may not be stopped once it is detected, sustaining corruption. We illustrate our framework with an experimental design.