Jessica Hammer

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A rich element of cooperative games are mechanics that communicate. Unlike automated awareness cues and synchronous verbal communication, cooperative communication mechanics enable players to share information and direct action by engaging with game systems. These include both explicitly communicative mechanics, such as built-in pings that direct teammates'(More)
Open access and low cost make Massively Open Online Courses (MOOCs) an attractive learning platform for students all over the world. However, the majority of MOOCs are deployed in English, which can pose an accessibility problem for students with English as a Second Language (ESL). In order to design appropriate interventions for ESL speakers, it is(More)
Existing datasets tell us only a partial story about the contextual factors that impact learners in Massive Online Open Courses (MOOCs). Information about race/ethnicity, education, and income helps us understand socioeconomic status, but such data is notoriously difficult to collect in an international context. Extant MOOC studies have not paid due(More)
Multi-player computer games are increasingly being designed to engage with interpersonal bodily interactions, however, their focus is often limited to facilitating direct body contact. In contrast, we propose that designers foster varying levels of body contact through the design of shared controller interactions to introduce new types of gameplay that(More)
Although xMOOCs are not designed to directly engage students via social media platforms, some students in these courses join MOOC-associated Facebook groups. This study explores the prevalence of Facebook groups associated with courses from MITx and HarvardX, the geographic distribution of students in such groups as compared to the courses at large, and the(More)
Massive Open Online Courses (MOOCs) have the potential to bridge education and literacy gaps by offering high quality, free courses to anyone with an Internet connection. MOOCs in their present state, however, may be relatively inaccessible to non-native English speakers, as a majority of MOOC content is in the English language. While a potential solution(More)
Playtesting, or using play to guide game design, gives designers feedback about whether their game is meeting their goals and the player's expectations. We report a case study of designing, deploying, and iterating on a series of playtesting workshops for novice game designers. We identify common missteps made by novice designers and address these missteps(More)
Peer feedback systems enable students to get feedback without substantially burdening the instructor. However, current systems typically ask students to provide feedback after class; this introduces challenges for ensuring relevant, timely, diverse, and sufficient amounts of feedback, and reduces time available for student reflection. This paper explores(More)
  • Zachary O. Toups, Nicolas LaLone, +4 authors Ansgar Depping
  • CHI PLAY '17 Extended Abstracts
  • 2017
This workshop gathers researchers and practitioners interested in augmented tabletop games: physical games that include digital augmentation. Participants will compile ways of knowing for this unique research space and share their methods of research, demonstrating, where possible, through a research gaming and prototyping session. Post-workshop, we will(More)
Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the(More)