Borna Fatehi's research while affiliated with Northeastern University and other places

Publications (6)

Conference Paper
Full-text available
Gamification and serious games have the capacity to increase engagement in often non-engaging contexts such as a test. In this study, we gamified a psychological test, the Thematic Apperception Test (TAT), with the player motivation concepts of achievement, exploration, and social interactions. We used the platform Study-Crafter to implement our ga...
Conference Paper
Full-text available
While scholarly interest typically focuses on what student designers learn from creating digital games, there has been little investigation into what student designers make. This paper analyzes what design patterns emerge within a set of games from student designers who were instructed to design educational games about climate change using a partic...
Conference Paper
Full-text available
Designing games requires a complex sequence of planning and executing actions. This paper suggests that game design requires computational thinking, and discusses two methods for analyzing computational thinking in games designed by students in the visual programming language Scratch. We present how these two analyses produce different narratives o...

Citations

... Through CitSci projects like iNaturalist, 1 a wide population of people can contribute to scientific advancement. While CitSci encompasses a variety of projects, one of the most common tasks of CitSci is image classification [16,33,36] because of its low cost and complexity [35]. ...
... An advantage of using games for education is interactivity. Digital video games have been used in educational settings for the purpose of learning [9], training [10], assessment [11], and experience [12]. Using games for education promotes interactivity, engagement and increases motivation [13]. ...
... In particular, greater attention should be paid to children's awareness, agency and sustainable behavior, by considering research on the flows of environmental knowledge between the spaces of children's lives [43]. One such path taken by the community is the use of gamification mechanisms, in order to engage children on related aspects and give them incentives to act responsibly, e.g., save energy at the school or at home [15,22,35,39]. In this context, researchers have targeted a wide range of end-user groups/communities, like civil servants, office workers, public housing tenants, among others [20]. ...
... Game design represents the most common topic context for cultivating students' CT skills in STEM in our pool (12 studies). It has the advantage of quickly drawing students' attention (Bremner, 2013) and providing students with opportunities to practice programming and to learn STEM content at the same time (Hoover et al., 2016;Leonard et al., 2016a;Wu, 2018). Among these studies, the most popular programming environment for game design was Scratch (a block-based programming environment). ...