Addiction

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  • Topic: Video game, Game designer, Video game genres
  • Pages : 36 (12668 words )
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  • Published : December 18, 2012
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Manungas, Rudel Ralph M.
Alvarez, Mark kenly
Romero, Ian Exequiel

Topic: Factors on computer games addiction in Las Pinas East National High school

Defense of the Ancients

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Defense of the Ancients (DotA) is a multiplayer online battle arena mod for the video game Warcraft III: Reign of Chaos and its expansion,Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. The objective of the scenario is for each team to destroy the opponents' Ancients, heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the mission.[2]

The scenario was developed with the "World Editor" of Reign of Chaos, and was updated upon the release of its expansion, The Frozen Throne. There have been many variations of the original concept; the most popular being DotA Allstars, which eventually was simplified to DotA with the release of version 6.68.[3] This specific scenario has been maintained by several authors during development, the latest of whom being the anonymous developer known as "IceFrog" developing the game since 2005.

Since its original release, DotA has become a feature at several worldwide tournaments, including Blizzard Entertainment's BlizzCon and the AsianWorld Cyber Games, as well as the Cyberathlete Amateur and CyberEvolution leagues; in a 2008 article of video game industry websiteGamasutra, the article's author claimed that "DotA is likely the most popular and most-discussed free, non-supported game mod in the world".[4]Valve Corporation is currently developing a stand-alone sequel, Dota 2

Chapter 1: Graph showing an overview

Educational usage of games

What Is Game-based Learning?

GBL uses competitive exercises, either pitting the students against each other or getting them to challenge themselves in order to motivate them to learn better.

Games often have a fantasy element that engages players in a learning activity through a storyline.

In order to create a truly educational game, the instructor needs to make sure that learning the material is essential to scoring and winning.

Why Use Game-based Learning?

• Motivates students to learn

• Immerses them in the material so they learn more effectively

• Encourages them to learn from their mistakes

table of contents

1.overview of research on educational usage of computer games3

1.1.The instructional technology research starts the party3

1.2.Computer games as cognitive and audiovisual challenges7

1.3.The obsession with math and science9

1.4.The dominance of educational adventure games15

1.5.Healthy computer games can change your behaviour19

1.6.Constructionism’s dream: Virtual worlds and children as game designers22

1.7.The social-cultural approach: around the game23

1.8.Media education26

2.The impact of the different areas28

2.1.Key topics in the research area28

2.2.Learning theories across the different themes29

We are on uncharted waters according to some, when approaching learning through computer games. Kurt Squire (2004:2-3) ask the rhetorical question “What do researchers know about learning through gaming?” answering it with a resounding “NOTHING”. As have often been the case in fragmented research areas this is of course far from true as learning through computer games and educational potential have been researched since the late 1970s.

overview of research on educational usage of computer games

The findings presented below will prove to be important pieces in establishing the field of educational usage of computer games, and inform further empirical studies and theory on educational usage...
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