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Learning companion applications in the educational field make learning activity more diverse. Studies of animal companion have suggested that the different elements would affect learners in better quality of effort-making. This study enlarges the competition element in the existing animal companion system. With this competitive game to help low-capable children build confidence and make greater efforts...
One of the recurring design issues in creating computational artifacts for children is the question of programmability. On the one hand, there is only a limited range of things that a non-programmable artifact or toy can be "taught" to do. On the other hand, the traditional trappings and cultural associations of full-scale programming (e. g., incorporating a screen within a programmable...
In this paper, we present a simulation game about financial management for children to help them learn significant concepts in the finance education. Different from traditional delivery of paper-based knowledge, simulation games can provide a number of opportunities to control and manipulate something in the virtual game environment. Thus, students, particularly children, can experience what they...
Why is design-based action research methodology important in the world of robot technology and learning? This article explores how action research and interaction-driven design can be used in the development of educational robotic tools. Our case study is the development of ??Fraction Battle?? which is about learning mathematical fractions in primary school. An outdoor digital playground is taken...
Games use high quality graphics and pre-crafted visual and auditive effects to create user experiences. Virtual environments offer new navigation and interaction methods, immersive installations, and haptic and olfactoric output. We introduce an extension to VR systems, which makes it possible to use a wide range of multimodal effects from gaming and VR to be activated and modified on a per object...
Children with autism show substantial benefits from rigorous physical activity, however it is often difficult to motivate these individuals to exercise due to their usually sedentary lifestyles. To address the problem of motivation, we have developed Astrojumper, a stereoscopic virtual reality exergame which was designed to fit the needs of children with autism. During the game, virtual space-themed...
The combination of education and games is an inevitable tendency in the information age. Educational games have injected new power to education, causing various changes. This study focuses on the innovation of teaching content, teaching manners, teacher-student relationship brought forward by educational games, to the end of understanding educational games from a different point of view.
Using a humanoid robot and a simple children's game, we examine the degree to which variations in behavior result in attributions of mental state and intentionality. Participants play the well-known children's game ??rock-paper-scissors?? against a robot that either plays fairly, or that cheats in one of two ways. In the ??verbal cheat?? condition, the robot announces the wrong outcome on several...
This paper describes the playability evaluation of serious game application, which has been developed to significantly improve a new parent's understanding and treatment of infants with feeding disorders. Feeding problems and the associated crying are a major cause of anxiety in new parents and substantial time and effort is spent by health care visitors in helping parents to tackle these issues....
For most children the first contact with the computer is through some sort of educational game. Therefore, it is important that computer games for children are well-designed and usable for the children. In order to evaluate the usability of the computer game, children must be observed while exploring and playing the game and given the chance to express their opinions. Therefore, to involve children...
This paper demonstrates that a human being using an interface can be efficiently evaluated-in real time-by embedding basic measurements in the interface and using a suitable trained artificial neural network. The approach is introduced through video games but is suitable for any machine capable of valuable measurements on user actions. Of course, the quality of the "diagnostic" depends of...
This research examines the relationships between 3 types of Information Technology (IT) use - Internet use, cell phone use and videogame playing, on children's body weight, academic performance, (grades in school and standardized test scores), social selfconcept and self-esteem. Hierarchical regression analyses was used to test 5 hypotheses about relationships between IT use and physical, cognitive,...
Cerebral palsy is a non-progressive neurological disorder caused by disturbances to the developing brain. Physical and occupational therapy, if started at a young age, can help minimizing complications such as joint contractures, and can improve limb range of motion and coordination. While current forms of therapy for children with cerebral palsy are effective in minimizing symptoms, many children...
Geelix InGame is an experimental new system to find and review serious games. The system consists of a client side tool for inserting a heads-up display in computer games, which is used to capture high quality videos of game play and uploading videos to the Web site. The Web site displays the videos and enables user driven reviews of the games.
It's never been more important to teach youth the importance of healthy eating habits. Time to Eat, a mobile-phone-based game, motivates children to practice healthy eating habits by letting them care for a virtual pet. Players send the pet photos of the food they consume throughout the day; the food's healthiness determines the game's outcome. An examination of the game's design provides insight...
An educational Flash game for preschool children is presented and analyzed, focusing on its design approach, flow chart, content, practical mode, and practical effects.
The prevalence of current internet use and progress in information technology has led to much realization of distance teaching and learning. Parents are gradually placing more importance on gaming education, mainly due to their intentions to change learners' learning motivations through characteristics of games, thereby enhance their learning experiences and attain better results from learning. Most...
Today video games and animated movies and robotics involve individual and collective character behavior. To this end, behavior algorithms are studied to identify underlying principles of how information flows between the characters and research studies consider animal behavior. The prey-predator models could be based on simple attraction / repulsion. In this paper, we will primarily restrict to the...
Harnessing and countering inappropriate Internet use to prevent children from viewing inappropriate at home, Internet cafe?? and to generate awareness of potential dangers from some Web sites and certain computer game pose to children and Internet users. In order to prevent children from exposure to inappropriate internet content and to promote confident and safe use of the Internet, government and...
According to prior studies, aggressive behavior and some other anti-social personality maybe originate from home environment, peer pressure, video game. Violent video game as one part of a violent culture that many children and adults inhabit, it plays more important role in today society. The social effect of violent video game has been discussed by many scientists concerning the juvenile violence...
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