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This paper presents a methodology to identify the students' gamification profiles for educational projects. Gamification is the application of game elements and game principles in non-game contexts. We propose a process to identify profiles in gamification through the use of ludic activities and gamification driven questionnaires. The choice of activities follows some information of the target audience,...
Preparing for crisis and incidents have gained an increased focus, also within the educational system. At The Inland University of Applied Sciences, Campus Rena, in Norway, a Bachelor study is developed to cater for the increased need for educating staff not only in municipalities, but also in private organizations. Regulations and governmental instructions have also created a void between staff that...
This project is inserted in the research and practice areas that support the development of educational resources, such as, serious games and training simulation, to understand how they should be planned, developed, evaluated, validated and used for the learning and assessment purposes. In this study, we have proposed and specified an agile, integrative and open method for educational resources development,...
In this paper, we present how student teams appliedScrum in their capstone projects and compare how the Scrum usage differed between the high and low performing teams. 16 student teams of 7–9 persons were taught Scrum during a lecture and a 4-hour Scrum simulation game, after which they applied Scrum in their capstone projects developed for external industrial customers during a six month period....
This paper analyses the changes we have made in teaching agile methodologies, practices, and principles in four courses in order to address a specific dilemma: students need to apply agile methods in order to learn them, but when complementing our courses with applied content, we face the problem that students perceive the learning and application of agile methods as less important than delivering...
Videogames and Serious games share technology and the goal enjoinment, however it uses are different. Serious games, besides entertain also have another goal, which is to communicate, educate, sell or train. In this article we present a videogame to reveal and promote heritages appropriation. Serious videogames are an invaluable tool to spread culture. It cannot be denied the videogame�s potential...
Helping college freshmen to learn basic computer programming is a longstanding research topic. Various environments, tools and languages have been developed to ease the initial steps of novice programmers. However, to be used to their full extent, such artifacts should be better combined with an appropriate learning approach. This work describes pre-term workshops offered to Computer Engineering undergraduate...
This paper presents an idea for teaching and learning through creating games in ScratchJr, which is an extension of the existing curriculum available for ScratchJr. It discusses our experience of running half-day camps with K-2nd graders using ScratchJr and how essential skills such as designing and planning, sequencing, problem solving, thinking about thinking (metacognition), and sharing can be...
Education is one of the important things in the children life, without exception for special need children. Mental retardation is a part of them, who often encountered some constraints in learning process due to their limitations. One of the obstacles encountered is to understand the learning material. In this research, it started from a believe that learn with interesting learning media through utilizing...
The paper presents a framework to support human skill acquisition of game tactics (e.g., chess playing). We argue that cooperative work for defining heuristic constituents carried out by a learner should be alternated with simulated competitions to provide a formal, rating based feedback during the training phase. Firstly, our general definition of tactic concepts is bound to heuristic knowledge formalisations...
Advances on Information and Communications Technology (ICT) have influenced education, and transformed the teaching-learning processes, among others aspects. It has been established that teachers' knowledge on digital media, their design and pedagogical application, is extremely relevant to improve their teaching activities. As Salinas (1997) says "teachers are essential at the time of initiating...
Although schools and government agencies actively provide career guidance service in Taiwan, most college graduates are still troubled about their career choices. This study attempts to design a digital game for career planning. The advantage of digital games is to improve people's motivation and interest for career direction seeking, and guiding them to explore career that suit them. This paper aims...
Diabetes mellitus is one of the chronic diseases that leads to great concerns worldwide. This study uses a model of lifestyle change to enhance serious gaming in healthcare. Seven healthcare providers were interviewed in a pre-study, Six patients tested the prototype in a focus group and nine patients co-operated in an evaluation. The theoretical contributions show that it is difficult to design a...
Software engineering mobile software solutions for learning and use in education is becoming a very popular research focus. However, there is a lack of research on what learning modeling approach to use as more appropriate when developing mobile learning software solutions and especially its conjunction and correlation with the instructional strategies. The research focuses on software development...
Thanks to the attractions of the multimedia, namely interactivity and multimodality, it seems that web sites and CD-ROMs have the capacity to transmit heritage information to the public. But ultimately they miss real cognitive or educational purposes. Consequently, this article suggests enriching the conception of educational products, combining the potential of video games with the methods of representation...
The dynamics of business and software engineering in the flattened world poses both challenges and opportunities in terms of pedagogical exploration and innovative experiments. A generic pedagogical scenario is to serve the purpose by incorporating two empiricist approaches in management education to emphasize situated authentic experiences in context. A case contextualized game for software project...
Teaching (and therefore learning) extreme programming (XP) in a university setting is difficult because of course time limitations and the soft nature of XP that requires first-hand experience in order to see and really learn the methods. For example, iterations are either shorter or fewer than appropriate. In this paper we present the properties to tune when designing an eXtreme programming course...
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