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Joey R. Fanfarelli is an American professor at Marist's School of Communication and the Arts in New York who has published studies and articles on gamification, digital badges, games, and online learning.
Fanfarelli holds both a PhD (2014) and a M.S. (2012) in Modeling and Simulation, as well as a B.S. (2009) in Psychology, from the University of Central Florida. From 2015-2019, he served as an Assistant Professor for the University of Central Florida before becoming an Associate Professor for Marist College in 2019. He has worked on numerous simulation and training projects for a variety of partners, including the U.S. Department of Defense, U.S. Nuclear Regulatory Commission, and NASA. [1] Dr. Fanfarelli holds a patent on an automated system designed to simulate human judgement when comparing two digital images. Used to support simulation-based training environments, the system can also be used to help predict when a human is likely to notice a difference between two similar images [1]
The focus of Fanfarelli's research has been on gamification, digital badges, games, and online learning. Some arguments associated with this research are listed as follows:
Multimedia is a form of communication that combines different content forms such as text, audio, images, animations, or video into a single interactive presentation, in contrast to traditional mass media which features little to no interaction from users, such as printed material or audio recordings. Popular examples of multimedia include video podcasts, audio slideshows and animated videos.
A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation.
Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.
Business simulation or corporate simulation is simulation used for business training, education or analysis. It can be scenario-based or numeric-based.
Quest Atlantis (QA) was a 3D multiuser, computer graphics learning environment that utilized a narrative programming toolkit to immerse children, ages 9–16, in meaningful inquiry tasks. Quest Atlantis combined strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project was unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students. It allowed users to travel to virtual places to perform educational activities, talk with other users and mentors, and build virtual personae. The project was intended to engage children ages 9–16 in a form of transformational play comprising both online and off-line learning activities, with a storyline inspiring a disposition towards social action. More than sugar-coating content to coerce dis-empowered students into caring about disciplinary knowledge, the goal of Quest Atlantis was to establish educational worlds where children become empowered scientists, doctors, reporters, and mathematicians who have to understand disciplinary content to accomplish desired ends.
The Bartle taxonomy of player types is a classification of video game players (gamers) based on a 1996 paper by Richard Bartle according to their preferred actions within the game. The classification originally described players of multiplayer online games, though now it also refers to players of single-player video games.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
The term digital native describes a person who has grown up in the information age. Often referring to Millennials, Generation Z, and Generation Alpha, these individuals can consume digital information and stimuli quickly and comfortably through devices and platforms such as computers, mobile phones, and social media.
The Agora Center is a separate institute at the University of Jyväskylä in Central Finland. By its nature, the Agora Center is interdisciplinary and networked. Its purpose is to conduct, coordinate, and administrate top-level research and development that relates to the knowledge society and which places emphasis on the human perspective. The research and development is conducted in the form of fixed-period projects in cooperation with the University of Jyväskylä’s other faculties and separate institutes, businesses, the public sector and other relevant parties. The Agora Center also promotes researcher training through its various research projects. One of the core missions of the Agora Center is to effectively combine research and development with education. The project staff includes a high number of students and post-graduate students.
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.
An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles in non-game contexts.
Digital badges are a validated indicator of accomplishment, skill, quality or interest that can be earned in various learning environments.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.
A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. Games and learning researchers study how the social and collaborative aspects of video game play can create new kinds of learning communities. Researchers also study how the data generated by game play can be used to design the next generation of learning assessments.
The Octalysis Framework is a human-focused gamification design framework that lays out the eight core drives for humans motivation developed by Yu-Kai Chou. The framework is based on the premise that systems are “function-focused”, designed to complete a task as quickly as possible, similar to a factory process assuming workers will complete their tasks in a timely manner because they are required to do so. However, human-focused design acknowledges that people, unlike machines in a system have feelings, insecurities, and reasons why they want or do not want to do certain things, and therefore, optimizes for their feelings, motivations, and engagement.
A Behavioral Change Support System (BCSS) is any information and communications technology (ICT) tool, web platform, or gamified environment which targets behavioral changes in its end-users. BCSS are built upon persuasive systems design techniques.
Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching contain: learning efficiency, time problems, physical inaccessibility, limits due to a dangerous situation and ethical problems.
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