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It is fact that technology has positively influenced educational field, like the education based on digital games. Besides that, one of the technologies that has gained recent notoriety is Virtual Reality, that can provide disruptive approaches of interaction on games. Even that the approach to learn using digital games is very motivating, it is not known the effectiveness of this method using immersive...
Gamification is the application of game-design elements and game principles in non-game contexts. Gamification is a relatively new trend that has been applied in various domains, including Software Engineering. However, few studies have explored the potential of gamification in the context of Software Engineering education. In this paper, we describe an experience of introducing two game elements,...
Social Studies play a big role in one's life. One of the main ideologies that the subject social studies discuss is the history. The said subject helps to mold one's behavior and culture. History helps people to be aware of their civic duties to the society. However, many of them are being misguided to learn the true essence of the subject. There are several factors affecting the interest of the students...
In this research, a tool for evaluating algorithmic thinking ability of the primary schoolchildren was developed. This tool is based on the three categories of operations used to construct algorithms, namely, sequential operations, conditional branching operations, and iterative operations. Each question in the tool checks to see if the examinee understands the concept of one of the three categories...
The amount of data is exploding, and by all estimations will continue its exponential growth. This has led to an increased demand for engineers and data scientists. However, courses imparting crucial ideas from data design, administration and maintenance to data analytics and knowledge discovery remain under-subscribed due to perceived difficulty, low interest and motivation. This motivation can be...
This paper tackles stalking problem that has become socially serious. Various approaches have been proposed to prevent becoming a victim of stalking behavior, but there are few ones to prevent becoming a stalker. In this paper, we proposed a mathematical model of stalkers' behavior. Next on the basis of the model, we proposed a game for education which provides simulated experience of stalkers. It...
The inclusion of Information Communication Technologies (ICT) in education is something that has been working from different initiatives worldwide. Concern is on how these resources can enhance the teaching-learning process. Video games are an alternative, given that they present an opportunity to work on different themes in a motivating way. Children and young people can access the different contents...
The profusion of embedded information and communication technologies makes them increasingly used in educational processes. Through convergent media in the digital world and its different approaches, new possibilities for education emerge. It is sought from the qualitative approach and the exploratory and descriptive study, this article present possibilities to incorporate transmedia strategies, into...
Software testing is a relevant activity to provide evidence of qualifty of software products. However, there is a lack of qualified professionals in this area. This can be caused due to difficulty in teaching software testing through approaches that use only theoretical classes and traditional tools. In addition, there is a lack of motivation due to the work environment and the strategies of allocation...
The lack of success of advertising campaigns on drug use is attributed to the use of inappropriate language at a young audience. It is believe that an approach based on digital games can achieve greater success because they offer the attractive environment. This article aims to demonstrate the use of a Digital Game developed for the prevention of drug use, with a language and approach for a younger...
In recent years, use of and interest in active learning techniques has been on the rise. In this special session, participants will be immersed in kinesthetic experiential learning activities that emphasize the “active” in active learning. Participants will be guided through a number of in-class activities and the underlying pedagogical philosophy. The session will end with open discussion and Q&A,...
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,...
In our research we address the common and important problem of measuring users' experience in multimedia cultural heritage applications. Our objective is to develop a simple and efficient instrument capable to highlight both main qualities and major difficulties in using such applications for different types of users. We address specific objectives of usability for multimedia cultural heritage applications:...
There has been a recent surge in the need for computer science educational resources. Often, this need is addressed with computer-based learning tools. However, many of these tools target coding skills and software design rather than teaching foundational topics. This work proposes an interactive tool for teaching process management using the common abstraction of the Dining Philosophers Problem....
Left-right confusion occurs across the entire population and refers to an impeded ability to distinguish between left and right. In medicine this phenomenon is particularly relevant as left and right are always defined with respect to the patient's point of view, i.e. the doctor's right is the patient's left. Traditional anatomy learning resources such as illustrations in textbooks naturally consider...
One of the challenges in children education is the inclusion of students with Down syndrome in regular schools. Some studies have discussed the advantages of using technological resources as mediation tools in literacy processes, as well as the impact of these resources in the distance education modality. However, an issue identified in the current state of the art is the lack of initiatives related...
This paper presents results of an exploratory study that examined the effects of different types of correctness feedback on children's actual and perceived performance with a math app. In the study, forty-flve grade-2 students solved easy, moderate, and hard drill questions with a math app augmented with textual, icon, and emoticon correctness feedback. Results suggested that, for the most part, neither...
The contemporary world has been “dominated” by Information and Communication Technologies (TIC) in the various social sectors, especially in the educational sector. However, it is noted that not only the presence of the technologies in the school, it is necessary that these are thought and articulated with the education, being placed in its favor. Thus, the purpose of this article is to present, through...
Several studies have shown the use of digital games in education and their contributions to the teaching-learning process. However, many of these educational games do not have mechanisms to monitor the learner's performance and/or to reconfigure the game to new situations. This article aims to present a digital game environment for support teaching mathematics, integrated with a management tool that...
This paper studies the first computing education summer camp of its kind in Sweden. Semi-structured interviews were performed with six of the camp's instructors focusing on their teaching experiences in relation to the instructional content and the children. The instructors struggled with meeting the wide range in children's programming experience, suggesting a lack of pedagogical knowledge. The results...
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