André ThomasTexas A&M University | TAMU · Department of Visualization
André Thomas
Master of Fine Arts
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19
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Publications (19)
The current paper is based on a large art-based project that aims to explore the art history instructors’ practice-based reflections on their adoption, implementation, and use of the educational video game, ARTè: Lumiére, which is an exploration game designed to enhance art history and art appreciation courses in the context of the birth of French...
This paper explores the art history instructors' practice-based reflections on their adoption, implementation, and use of the educational video game, ARTè: Lumiére, in relation to their undergraduate students' engagement and learning experience during the gameplay. We gathered data from three art history instructors teaching in higher education thr...
Educational games can be interactive learning tools to enrich art history education. ARTé: Mecenas is an educational video game that supports students' learning of art history topics. To explore players' enjoyment in ARTé: Mecenas, the gameplay studies were conducted at two southern public universities in the United States. The studies adopted a sc...
This paper describes a case study of designing and implementing a live-action role-playing game to deliver virtual interprofessional education activities. Given little knowledge and practices in existing research studies, our paper contributes to healthcare education by providing an alternative solution to deliver an interprofessional education lea...
Interprofessional education is required by all athletic training, medical, pharmacy, nursing, and public health students at Texas A&M University. One such opportunity for collaborative training has been Disaster Day, the nation’s largest student-led interprofessional emergency response simulation. This annual training of 500-800 students takes plac...
Blockchain technologies are already being used in many different applications to secure specific data sets. For the same purpose, blockchain is also used in digital games. This technology is not only discussed, but also actively implemented in the educational sector, for example, in such projects as “Blockcerts”. Typical applications are issuing ce...
Researchers have recognized the lack of systematic investigation on the integration of digital games into the classroom. In this study, a semi-structured interview is used to gain insights from four instructors into their teaching practices of integrating the Variant game into STEM classes. Thematic analysis is used to generate codes, define themes...
Since the advent of virtual reality (VR), there has existed a need for digital assets to populate virtual environments. Virtual training scenarios have risen in popularity in recent years, increasing the need for digital environments resembling real-world structures. However, established techniques for digitizing real-world structures as VR-ready 3...
Modern visual arts education focuses on the development of students’
creative expression but cultivating art appreciation skills is equally important in art education. Art educators might need to adopt a variety of pedagogies to teach foundational concepts of art appreciation. Regarding that, this presentation will demonstrate an art-based game pro...
This poster looks at three examples in regards to Blockchain and education developed by the team of authors. First: Gallery-Defender a Serious Game, which was adapted to serve as a demonstrator in a stand-alone version to show the possibility to carry out exams directly from within the game and store the grades and meta-data on Blockchain. Second:...
This paper looks at current projects in the field of Blockchain in education, their specific areas of application, possible advantages and weaknesses. Three examples developed by the team of authors are introduced in detail. First: Gallery-Defender a Serious Game, which was adapted to serve as a demonstrator in a stand-alone version to show the pos...
Game flow analysis has been widely used to examine
the player’s enjoyment in a game. In this paper, we presented the
game flow results of ARTé: Mecenas by adopting the EGameFlow
scale. We adapted questions in the questionnaire from the
EGameFLow scale, which formed six game flow factors –
Concentration, Goal Clarity, Challenge, Autonomy, Immersion,...
In this presentation, we demonstrated ARTé: Formal Analysis, an educational game that aims to facilitate college students in learning to write a formal analysis of art, applying basic knowledge about the formal elements of line, perspective, scale, color, value, light and composition to describe and analyze the formal structure and meaning of an ar...
In this presentation, we will demonstrate ARTé: Formal Analysis, an educational game that aims to facilitate college students in learning to write a formal analysis of art, applying basic knowledge about the formal elements of line, perspective, scale, color, value, light and composition to describe and analyze the formal structure and meaning of a...
This study, pursues the following three goals, namely the introduction and discussion regarding Blockchain technologies in education in general and serious games in particular; a definition and proposal of a category system for digital games with the aim not only to teach but also to assess; and a description of the serious game Gallery Defender, o...
Remark:
This study is based on the project ‘Blockchain technologies and their impact on game-based Education and Learning Assessment’ funded by a Max Kade NY Foundation grant, awarded by the Austrian Academy of Sciences to Alexander Pfeiffer.:
This study, pursues the following three goals, namely the introduction and discussion regarding Blockcha...
The following short paper presents the methodology used to create a game-based course (GBC) with Variant:
Limits™. The course used an educational game to make game-based learning the core of instruction in a calculus course to
increase student engagement, motivation, knowledge gain and knowledge retention. Variant: Limits, an educational video,
foc...
Educational games aimed at teaching history or other humanities are often structured as quiz games, not differing much from a typical examination. However, games have many elements that could possibly contribute in increasing user/student motivation, such as their mechanics, interactive environments, character portrayal and story. This paper explor...