18 results on '"Aditya Anupam"'
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2. 'We found no violation!': Twitter's Violent Threats Policy and Toxicity in Online Discourse.
- Author
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Pooja Casula, Aditya Anupam, and Nassim Parvin
- Published
- 2021
- Full Text
- View/download PDF
3. Essential Workers: A Multiplayer Game for Enacting Patterns of Social Interdependency in a Pandemic.
- Author
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Aditya Anupam, Colin Stricklin, Jordan Graves, Kevin Tang, Michael Vogel, Marian Dominguez-Mirazo, and Janet Murray
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- 2020
- Full Text
- View/download PDF
4. Beyond Motivation and Memorization: Fostering Scientific Inquiry with Games.
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Aditya Anupam, Shubhangi Gupta, Azad Naeemi, and Nassim Parvin
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- 2019
- Full Text
- View/download PDF
5. International Journal of Role-playing 13 -- Full Issue -- IJRP
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Sarah Lynne Bowman, William J. White, Evan Torner, Maryanne Cullinan, Jennifer Genova, Josefin Westborg, Aditya Anupam, Shuo Xiong, Ruoyu Wen, Huijuan Zheng, Miguel Angel Bastarrachea Magnani, Ayça Durmus, Sedef Topcuoglu, Giuseppe Femia, and Albert R. Spencer
- Abstract
IJRP 13: Full Issue Table of Contents Sarah Lynne Bowman, William J. White, and Evan Torner, "Editorial: Transformative Play Seminar 2022: Education,Personal Development, and Meaning Making” This special issue is the first of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University Campus Gotland in Visby, Sweden on October 20-21, 2022. Maryanne Cullinanand Jennifer Genova, “Gaming the Systems: A Component Analysis Frameworkfor the Classroom Use of RPGs” This article presents guidelines for constructing educational experiences with learning role-playing games (LRPGs) based on specific learning objectives, including academic skills, social emotional skills, and executive functioning skills. Josefin Westborg, “The Educational Role-Playing Game Design Matrix:Mapping Design Components onto Types of Education” This article offers categories for understanding different facets of learning and role-playing games, including setting, purpose, framing, type of processing, and learning objectives. Types of games categorized include leisure, stand-alone educational RPGs, RPGs in education, and Educational RPGs. Aditya Anupam, "Playing the Belly of the Beast: Games for Learning Strategic Thinking in Tech Ethics" This article discusses the design of an interactive digital narrative the author is developing called Lights Out Warehouse, which is geared toward engineering students in universities. The game explores ethical issues around automated labor and organizing. Xiong Shuo,Ruoyu Wen, andHuijuan Zheng, “The Player Category Research of Murder Mystery Games” This article introduces the development process of Jubensha in China. Inspired by Bartle’s (1996) Player Taxonomy the authors build a model of a player typology for MMG, including the professor, braggart, conqueror, detective, actor, politician, socializer, and viewer. Miguel Angel BastarracheaMagnani, “A Coin with Two Sides:Role-Playing Games as Symbolic Devices” This article explores RPGs through the lens of philosophy and depth psychology. He discusses their ritual and mythic nature and how these elements converge as symbols. Ayça Durmus andSedef Topcuoglu, “Self Arcana: A Self-Reflective, Story-Based Tarot Game” This article discusses the development of Self Arcana, a role-playing game involving drawing one’s own tarot cards and engaging in storytelling in order to achieve greater self-insight. The authors offer a duoethnography featuring their experiences designing and playing the game. Giuseppe Femia, “A Reparative Play in Dungeons & Dragons” This article highlights RPGs’ potential for reparative play in which participants can express queer identities. The author includes an autoethnographic account of his experiences in Dungeons & Dragons, which allowed him to express his assexuality in meaningful ways. Albert R. Spencer, “The Vampire Foucault:Erotic Horror Role-Playing Games as a Technologies of the Self” This article describes the potential of erotic horror role-playing games such as in the World of Darkness to provide opportunities for transformative bleed.
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- 2023
6. BitBlox: A Redesign of the Breadboard.
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Kayla DesPortes, Aditya Anupam, Neeti Pathak, and Betsy DiSalvo
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- 2016
- Full Text
- View/download PDF
7. Circuit diagrams vs. physical circuits: The effect of representational forms during assessment.
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Kayla DesPortes, Aditya Anupam, Neeti Pathak, and Betsy DiSalvo
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- 2016
- Full Text
- View/download PDF
8. Teaching scientific inquiry as a situated practice: A framework for analyzing and designing Science games
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Aditya Anupam
- Subjects
Media Technology ,Education - Published
- 2022
9. Can Digital Games Teach Scientific Inquiry?
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Aditya Anupam
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Pragmatism ,Computer Networks and Communications ,Distancing ,Process (engineering) ,media_common.quotation_subject ,Science education ,Epistemology ,Human-Computer Interaction ,Problematization ,Situated ,Sociology ,Affordance ,Social Sciences (miscellaneous) ,media_common - Abstract
Digital games are increasingly being used to teach the processes of scientific inquiry. These games often make at least one of four key assumptions about scientific inquiry: that inquiry is a problem-solving process which is value-neutral, bounded by strict subject-matter constraints, and conducted by practitioners separable from society. However, feminist, STS, and pragmatist scholars have demonstrated the flawed nature of these assumptions. They highlight instead that: inquiry is a process of problematization that is value-laden, unbounded by subject-matter, and conducted by practitioners who socially, politically, and culturally situated. In this paper, I argue that three of the key affordances of digital games-their procedural, evaluative, and fictional qualities-can constrain their ability to teach inquiry understood as such. I examine these affordances and their relationship to the nature of scientific inquiry through a design case examining our game Solaria designed to teach students how to inquire into the development of solar cells. Specifically, I ask: To what extent can the procedural, evaluative, and fictional affordances of digital games (designed to teach students about solar cells) support the learning of scientific inquiry as a problematizing, situated, and value-laden process, unbounded by subject-matter constraints? I discuss how these affordances of games supported but ultimately limited the design of the game by trivializing real situations, predetermining criteria for progress, and distancing students from real-world risks and responsibilities, respectively. In conclusion, I briefly discuss how understanding these limitations can support the design of educational environments to complement digital games for teaching scientific inquiry.
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- 2021
10. Mess and Making Matters in Feminist Teaching
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Nassim Parvin, Rebecca Rouse, Diana Alvarez, Sanaz Haghani, Sharon Clark, Nettrice R. Gaskins, Anne Sullivan, Erin Mergil, Jessica Pelizari, Aditya Anupam, Pooja Casula, and Shubhangi Gupta
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General Medicine - Abstract
How do materials and making come to matter in the messy practices of feminist teaching? This Lab Meeting shares examples of interdisciplinary work in feminist making and teaching across a range of contexts (AI portraiture, printmaking, quilting, musical performance, game design, theater, storytelling, and more) to extend the discussion of materials in feminist thought, a topic of long-standing importance in the field. As a group of theorist-practitioners, the contributors to the Lab Meeting share an interest in bridging the conceptual and material via a scrappy mode of making and inquiry that does not seek to remediate chaos but rather engage it, in all its complexities. Each contributor captures multiple interpretations of mess, making, storytelling, and education from a feminist perspective. Together, they offer insights into the liberatory promise of material engagements.
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- 2022
11. Quantum games and interactive tools for quantum technologies outreach and education
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Zeki C. Seskir, Piotr Migdał, Carrie Weidner, Aditya Anupam, Nicky Case, Noah Davis, Chiara Decaroli, İlke Ercan, Caterina Foti, Paweł Gora, Klementyna Jankiewicz, Brian R. La Cour, Jorge Yago Malo, Sabrina Maniscalco, Azad Naeemi, Laurentiu Nita, Nassim Parvin, Fabio Scafirimuto, Jacob F. Sherson, Elif Surer, James Wootton, Lia Yeh, Olga Zabello, Marilù Chiofalo, Mind and Matter, Department of Physics, Karlsruhe Institute of Technology, Quantum Flytrap, University of Bristol, Georgia Institute of Technology School of Interactive Computing, Ncase, University of Texas at Austin, National Quantum Computing Centre, Delft University of Technology, Quantum Phenomena and Devices, Quantum AI Foundation, University of Pisa, Centre of Excellence in Quantum Technology, QTF, Quarks Interactive, IBM Research Zurich, Aarhus University, Middle East Technical University, IBM, Hochschule Offenburg, Department of Applied Physics, Aalto-yliopisto, and Aalto University
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REALITY ,Physics - Physics and Society ,Technology ,IMPACT ,quantum games ,quantum tools ,quantum education ,education ,interactive tools ,storytelling ,FOS: Physical sciences ,Physics and Society (physics.soc-ph) ,114 Physical sciences ,PHYSICS ,JAMS ,Physics Education (physics.ed-ph) ,BOSE-EINSTEIN CONDENSATION ,Quantum Physics ,General Engineering ,Physics - Physics Education ,113 Computer and information sciences ,Atomic and Molecular Physics, and Optics ,ComputerSystemsOrganization_MISCELLANEOUS ,MECHANICS ,516 Educational sciences ,Quantum Physics (quant-ph) ,PARTICLE ,ddc:600 - Abstract
In this article, we provide an extensive overview of a wide range of quantum games and interactive tools that have been employed by the community in recent years. The paper presents selected tools, as described by their developers. The list includes Hello Quantum, Hello Qiskit, Particle in a Box, Psi and Delta, QPlayLearn, Virtual Lab by Quantum Flytrap, Quantum Odyssey, ScienceAtHome, and The Virtual Quantum Optics Laboratory. Additionally, we present events for quantum game development: hackathons, game jams, and semester projects. Furthermore, we discuss the Quantum Technologies Education for Everyone (QUTE4E) pilot project, which illustrates an effective integration of these interactive tools with quantum outreach and education activities. Finally, we aim at providing guidelines for incorporating quantum games and interactive tools in pedagogic materials to make quantum technologies more accessible for a wider population., 39 pages, 17 figures
- Published
- 2022
12. 'We found no violation!': Twitter's Violent Threats Policy and Toxicity in Online Discourse
- Author
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Nassim Parvin, Aditya Anupam, and Pooja Casula
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050101 languages & linguistics ,021110 strategic, defence & security studies ,business.industry ,media_common.quotation_subject ,05 social sciences ,0211 other engineering and technologies ,Public debate ,02 engineering and technology ,Public relations ,Discretion ,Moderation ,Craft ,Political science ,Reading (process) ,Criticism ,0501 psychology and cognitive sciences ,Social media ,business ,Threat assessment ,media_common - Abstract
Threat moderation on social media has been subject to much public debate and criticism, especially for its broadly permissive approach. In this paper, we focus on Twitter's Violent Threats policy, highlighting its shortcomings by comparing it to linguistic and legal threat assessment frameworks. Specifically, we foreground the importance of accounting for the lived experiences of harassment—how people perceive and react to a tweet—a measure largely disregarded by Twitter's Violent Threats policy but a core part of linguistic and legal threat assessment frameworks. To illustrate this, we examine three tweets by drawing upon these frameworks. These tweets showcase the racist, sexist, and abusive language used in threats towards those who have been marginalized. Through our analysis, we highlight how content moderation policies, despite their stated goal of promoting free speech, in effect, work to inhibit it by fostering an online toxic environment that precipitates self-censorship in fear of violence and retaliation. In doing so, we make a case for technology designers and policy makers working in the sphere of content moderation to craft approaches that incorporate the various nuanced dimensions of threat assessment toward a more inclusive and open environment for online discourse. CONTENT WARNING: This paper contains strong and violent language. Please use discretion when reading, printing, or recommending this paper.
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- 2021
13. Design Challenges for Science Games
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Nora Hong, Nassim Parvin, Aditya Anupam, Azad Naeemi, Shubhangi Gupta, Zhendong Li, and Ridhima Gupta
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Resource (project management) ,Process (engineering) ,Instructional design ,Computer science ,Teaching method ,Quantum mechanics ,Concept learning ,Macroscopic quantum phenomena ,Design process ,Language of mathematics - Abstract
The abstract nature of quantum mechanics makes it difficult to visualize. This is one of the reasons it is taught in the language of mathematics. Without an opportunity to directly observe or interact with quantum phenomena, students struggle to develop conceptual understandings of its theories and formulas. In this paper we present the process of designing a digital game that supplements introductory quantum mechanics curricula. We present our design process anchored on three key challenges: 1) drawing upon students’ past experiences and knowledge of classical mechanics while at the same time helping them break free of it to understand the unique qualities and characteristics of quantum mechanics; 2) creating an environment that is accurate in its depiction of the mathematical formulations of quantum mechanics while also playful and engaging for students; and 3) developing characters that are relatable to players but also do not reinforce gender stereotypes. Our design process can serve as a useful resource for educational game designers by providing a model for addressing these challenges.
- Published
- 2019
14. Essential Workers
- Author
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Colin Stricklin, Michael Vogel, Marian Dominguez-Mirazo, Janet Horowitz Murray, Kevin Tang, Jordan Graves, and Aditya Anupam
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Game mechanics ,business.industry ,media_common.quotation_subject ,05 social sciences ,Face (sociological concept) ,050801 communication & media studies ,Public relations ,Bridge (interpersonal) ,0506 political science ,Interdependence ,0508 media and communications ,Order (exchange) ,Pandemic ,050602 political science & public administration ,Emergent gameplay ,Sociology ,Multiplayer game ,business ,media_common - Abstract
In order to understand a pandemic like the COVID-19 crisis of 2020, we have to keep in mind larger patterns (e.g., information visualizations such as charts), and individual perspectives (e.g., interviews). However, it is challenging to connect these larger patterns with lived experiences. In this work-in-progress paper, we argue that interactive digital experiences such as games have the potential to bridge this gap by allowing players to explore the pandemic at multiple levels of abstraction. We present Essential Workers: an online multiplayer game which situates players as one of four workers?Nurse, Grocery Worker, Office Worker, or Delivery Driver?who face difficult dilemmas as they live through three weeks of rising infection during the COVID-19 pandemic. Through a core cooperative game mechanic, Essential Workers seeks to tie the constraints and choices of the individual to the health of their communities, and to simulate some of the interdependencies that keep our communities functional during the pandemic. We aim to illustrate our approach to key challenges commonly faced by designers seeking to model the entanglements of the individual and society.
- Published
- 2020
15. Particle in a Box: An Experiential Environment for Learning Introductory Quantum Mechanics
- Author
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Nassim JafariNaimi, Aditya Anupam, Azad Naeemi, and Ridhima Gupta
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Semi-structured interview ,Physics ,05 social sciences ,Subject (philosophy) ,050301 education ,01 natural sciences ,Experiential learning ,Classical physics ,Education ,Core (game theory) ,Engineering education ,Concept learning ,Quantum mechanics ,0103 physical sciences ,ComputingMilieux_COMPUTERSANDEDUCATION ,Probability distribution ,Electrical and Electronic Engineering ,010306 general physics ,0503 education - Abstract
Quantum mechanics (QMs) is a foundational subject in many science and engineering fields. It is difficult to teach, however, as it requires a fundamental revision of the assumptions and laws of classical physics and probability. Furthermore, introductory QM courses and texts predominantly focus on the mathematical formulations of the subject and lay less emphasis on its conceptual understanding. Consequently, students struggle to build robust mental models of the concepts. This paper posits that games can provide an effective platform for an experiential and conceptual understanding of introductory QM. Games are particularly suitable for demonstrating QM characteristics because their repetitive nature is conducive to demonstrating probability concepts that form a core part of QM. Games can also immerse students in an engaging environment that motivates them to learn. This paper presents the design and evaluation of a digital game for learning introductory QM concepts. The evaluation of the game indicates an improvement in students’ conceptual understanding of probability. Students also reported an increase in comfort level with key concepts taught in the game.
- Published
- 2018
16. Beyond Motivation and Memorization
- Author
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Aditya Anupam, Nassim Parvin, Azad Naeemi, and Shubhangi Gupta
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Game design ,Computer science ,05 social sciences ,Mathematics education ,050301 education ,0501 psychology and cognitive sciences ,Collaborative learning ,Misinformation ,0503 education ,050107 human factors ,Memorization - Abstract
Given the rise of scientific misinformation, there is a critical need for students to learn the practices of scientific inquiry along with scientific concepts. In this work-in-progress paper, we posit that digital games are conducive to learning both as they enable collaborative virtual scientific experimentation and modeling. We put forward design guidelines for games that facilitate such learning. We then illustrate one instance of employing these guidelines in the design of Psi and Delta, a collaborative science game to help students learn the basic concepts of quantum mechanics through inquiry.
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- 2019
17. Circuit diagrams vs. physical circuits: The effect of representational forms during assessment
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Aditya Anupam, Kayla DesPortes, Betsy DiSalvo, and Neeti Pathak
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Descriptive knowledge ,Knowledge management ,Computer science ,Interface (Java) ,business.industry ,05 social sciences ,Knowledge engineering ,050301 education ,Cognition ,Domain (software engineering) ,Task (project management) ,Human–computer interaction ,0501 psychology and cognitive sciences ,business ,0503 education ,050107 human factors ,Circuit diagram ,Electronic circuit - Abstract
Assessment of students' conceptual knowledge is a difficult task in all fields including electrical engineering. Recently, electrical engineering assessments have tried to isolate various types of knowledge through expert reviewed and validated tests or concept inventories, which attempt to cover the foundational concepts within a particular domain. While these tests have been fundamental in uncovering how students understand important concepts within specialties, they are traditionally administered on a static 2D interface without providing the students with tangible examples to think with or about. We report on a qualitative laboratory study to understand how different tools can change the possibilities and limitations of thinking with circuits. Specifically, we administer two versions of an assessment targeting concepts in direct current (DC) circuits in which students talked through their reasoning. One version represents the circuits as conventional symbolic diagrams, and the other version represents the circuits using physical circuit components connected with wires and solder. The participants conveyed several misconceptions within both forms with an even spread across each assessment. However, students exhibited the misconception of sequential reasoning more prevalently in the physical circuit assessment than the diagram assessment.
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- 2016
18. BitBlox
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Aditya Anupam, Betsy DiSalvo, Neeti Pathak, and Kayla DesPortes
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Computer science ,business.industry ,05 social sciences ,Physical computing ,Visibility (geometry) ,050301 education ,Construct (python library) ,Breadboard ,Modular design ,Microcontroller ,Human–computer interaction ,0501 psychology and cognitive sciences ,Set (psychology) ,business ,0503 education ,050107 human factors ,Cognitive load - Abstract
Building physical computing projects can enable learners to integrate computing into a range of interests and disciplines. However, the electronic portion of these projects can be difficult. Students are learning new concepts as well as how to work with new tools. This influx of information can be difficult for students to retain in their working memory as they construct their circuits. In this paper, we introduce BitBlox, a set of modular, solderless Breadboards for prototyping circuits. BitBlox attempts to decrease the cognitive load on the user by reducing the complexity found in the standard Breadboard by bringing visibility to the underlying connections within its modules. We present a comparative classroom study integrating the Breadboard and BitBlox into two different high school classes. Our qualitative analysis focuses on student errors, strategies, and collaborative practices, highlighting important dynamics for designing hardware tools.
- Published
- 2016
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