According to the definition of Crawford, a game is an activity that involves active agents, is interactive, and has a goal. It may be for fun or for profit, and other definitions reveal that games are not always about money. Greg Costikyan, for example, defines a game as an artistic creation in which players manage resources using game tokens. Some games, such as Chutes and Ladders, Candy Land, and War, are not games.
GIGAME was conceptualized as a game that facilitates constructivist learning
A GIGAME is a virtual computer game that facilitates constructivist learning. The game incorporates elements of constructivist learning, including goal-setting theory. Goal-setting theory posits that a person’s behavior is affected by a specific goal. A game with a goal implies that the player’s actions should lead to a desired result. The goals of GIGAME are varied, with different levels of learning. All players start off with a C+ grade, and a higher grade unlocks chests.
In the research described here, GIGAME was developed using the principles of constructivism to facilitate learning in a social context. The game promotes positive reinforcement, competitive atmosphere, and learning through game-play. Students are encouraged to make decisions and experience heightened emotional states as they interact with the game. The social interaction that the game encourages further enhances immersion and increases attention to important course concepts.
It uses graphical tiles to form a board layout
The style tile process focuses on the descriptive goodness of a brand and ties that to the client. The first step is to ask stakeholders a series of questions that will help you define the key visual and content goals. This can be done via a survey or during a design kickoff meeting. Begin by listing the goals of the visuals for the site. This helps reinforce the importance of style decisions, and it breaks the ice by asking metaphorical questions.
Style tiles are composed of tangible visual design elements. They emphasize concrete language, and provide an intermediate step between mood boards and wireframes. The sample wireframe work is included to illustrate individual elements, but should not be construed as the final information architecture or interaction design. Similarly, a style tile may not contain a title or subtitle. However, it is often difficult to determine which elements belong together and which should not.
It aims to raise different types of emotions to motivate students to play
Self-regulation is a topic that can be discussed with your students through the bubble game. In this game, students must blow bubbles as fast as possible while trying not to pop them. This illustrates the feeling of holding back and how it can affect a person’s behavior. During the game, students can practice self-regulation by playing as many different types of bubbles as they can.