ºÝºÝߣshows by User: rodmyers / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: rodmyers / Mon, 10 Nov 2014 08:45:14 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: rodmyers Using Pattern Matching to Assess Gameplay /slideshow/using-pattern-matching-to-assess-gameplay/41354047 usingpatternmatchingtoassessgameplay20141106-141110084514-conversion-gate01
In this study, Analysis of Patterns in Time (APT) is used to analyze gameplay to provide evidence of a learner’s understanding of concepts modeled in a game. Gameplay data form an APT map of joint and sequential patterns. An algorithm compares these patterns with patterns based on optimal strategies derived from the game’s conceptual model. We discuss the results of using APT for analysis of game sessions of the online Diffusion Simulation Game. Ted Frick and I presented this at the November, 2014 AECT conference in Jacksonville, FL.]]>

In this study, Analysis of Patterns in Time (APT) is used to analyze gameplay to provide evidence of a learner’s understanding of concepts modeled in a game. Gameplay data form an APT map of joint and sequential patterns. An algorithm compares these patterns with patterns based on optimal strategies derived from the game’s conceptual model. We discuss the results of using APT for analysis of game sessions of the online Diffusion Simulation Game. Ted Frick and I presented this at the November, 2014 AECT conference in Jacksonville, FL.]]>
Mon, 10 Nov 2014 08:45:14 GMT /slideshow/using-pattern-matching-to-assess-gameplay/41354047 rodmyers@slideshare.net(rodmyers) Using Pattern Matching to Assess Gameplay rodmyers In this study, Analysis of Patterns in Time (APT) is used to analyze gameplay to provide evidence of a learner’s understanding of concepts modeled in a game. Gameplay data form an APT map of joint and sequential patterns. An algorithm compares these patterns with patterns based on optimal strategies derived from the game’s conceptual model. We discuss the results of using APT for analysis of game sessions of the online Diffusion Simulation Game. Ted Frick and I presented this at the November, 2014 AECT conference in Jacksonville, FL. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/usingpatternmatchingtoassessgameplay20141106-141110084514-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this study, Analysis of Patterns in Time (APT) is used to analyze gameplay to provide evidence of a learner’s understanding of concepts modeled in a game. Gameplay data form an APT map of joint and sequential patterns. An algorithm compares these patterns with patterns based on optimal strategies derived from the game’s conceptual model. We discuss the results of using APT for analysis of game sessions of the online Diffusion Simulation Game. Ted Frick and I presented this at the November, 2014 AECT conference in Jacksonville, FL.
Using Pattern Matching to Assess Gameplay from Rod Myers
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Designing Games for Learning /slideshow/designing-games-forlearning20141031/41353648 designinggamesforlearning20141031-141110083745-conversion-gate01
This presentation is based on a report by the authors that was commissioned by the U.S. Air Force Research Laboratory to provide up-to-date information and guidance on the design of serious games to support learning. It provides a vision of serious games, followed by elaborations on the elements of the game space and the instructional space. Charles Reigeluth and I presented this in a Presidential Session at the November, 2014 AECT conference in Jacksonville, FL.]]>

This presentation is based on a report by the authors that was commissioned by the U.S. Air Force Research Laboratory to provide up-to-date information and guidance on the design of serious games to support learning. It provides a vision of serious games, followed by elaborations on the elements of the game space and the instructional space. Charles Reigeluth and I presented this in a Presidential Session at the November, 2014 AECT conference in Jacksonville, FL.]]>
Mon, 10 Nov 2014 08:37:45 GMT /slideshow/designing-games-forlearning20141031/41353648 rodmyers@slideshare.net(rodmyers) Designing Games for Learning rodmyers This presentation is based on a report by the authors that was commissioned by the U.S. Air Force Research Laboratory to provide up-to-date information and guidance on the design of serious games to support learning. It provides a vision of serious games, followed by elaborations on the elements of the game space and the instructional space. Charles Reigeluth and I presented this in a Presidential Session at the November, 2014 AECT conference in Jacksonville, FL. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/designinggamesforlearning20141031-141110083745-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation is based on a report by the authors that was commissioned by the U.S. Air Force Research Laboratory to provide up-to-date information and guidance on the design of serious games to support learning. It provides a vision of serious games, followed by elaborations on the elements of the game space and the instructional space. Charles Reigeluth and I presented this in a Presidential Session at the November, 2014 AECT conference in Jacksonville, FL.
Designing Games for Learning from Rod Myers
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Assessment of Strategies in the Diffusion Simulation Game /slideshow/assessment-of-strategies-in-the-diffusion-simulation-game/4499960 glsdsgstrategiesrdm1-100614144636-phpapp02
Presentation by Jake Enfield and Rod Myers at the 2010 Games+Learning+Society (GLS) conference.]]>

Presentation by Jake Enfield and Rod Myers at the 2010 Games+Learning+Society (GLS) conference.]]>
Mon, 14 Jun 2010 14:46:27 GMT /slideshow/assessment-of-strategies-in-the-diffusion-simulation-game/4499960 rodmyers@slideshare.net(rodmyers) Assessment of Strategies in the Diffusion Simulation Game rodmyers Presentation by Jake Enfield and Rod Myers at the 2010 Games+Learning+Society (GLS) conference. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/glsdsgstrategiesrdm1-100614144636-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation by Jake Enfield and Rod Myers at the 2010 Games+Learning+Society (GLS) conference.
Assessment of Strategies in the Diffusion Simulation Game from Rod Myers
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https://cdn.slidesharecdn.com/profile-photo-rodmyers-48x48.jpg?cb=1522935381 My research is broadly oriented toward exploring how to design and use emerging technologies to create meaningful and memorable learning experiences. My current research focuses on how online learning experiences—games and simulations in particular—can be designed so that they effectively promote learning while remaining engaging and motivating. Some of the broad questions I’m addressing include: • How can online learning experiences be designed to assess a learner’s prior knowledge, skills, and attitudes? • How can online learning experiences be designed to provide individualized, optimally challenging learning experiences? • How can online learning be measured and assess... www.webgrok.com https://cdn.slidesharecdn.com/ss_thumbnails/usingpatternmatchingtoassessgameplay20141106-141110084514-conversion-gate01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/using-pattern-matching-to-assess-gameplay/41354047 Using Pattern Matching... https://cdn.slidesharecdn.com/ss_thumbnails/designinggamesforlearning20141031-141110083745-conversion-gate01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/designing-games-forlearning20141031/41353648 Designing Games for Le... https://cdn.slidesharecdn.com/ss_thumbnails/glsdsgstrategiesrdm1-100614144636-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/assessment-of-strategies-in-the-diffusion-simulation-game/4499960 Assessment of Strategi...