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The experience of the department of the economic theory on the development and usage of technology for electronic testing and accompaniment of business games in the teaching of economic theory for students of technical stream is described.
Music is filled with mathematical relations. When creating music, the composer must keep in mind the rhythm, the notes, and how well they ring with each other. Our aim was to design an application that teaches these relationships and allows users to compose their own songs using numbers. Our work follows the design science research method, and we have co-designed the application together with elementary...
As web-based open data sources become increasingly accessible and rich, translating and repurposing this data towards an educational goal is a topic of interest. Significant challenges exist in taking this data and translating it to a form meaningful, relevant, and engaging to the learner, addressing the gap between information, knowledge, and understanding. Games provide a key medium through which...
Randomized controlled trials (RCTs) are the gold standard for scientific research but pose many obstacles for game- based learning (GBL) studies. This poster is intended to foster a discussion about RCTs by summarizing two recent trials performed by the authors and comparing the distinctly different protocols including length of stimulus exposure, levels of internal and external validity, and sample...
Teaching a course on game designing and development is as exciting as it is challenging. The "fun" factors have to be combined with art, narration, designing, and logic development. This paper strives to describe the pedagogy used for teaching this challenging course. Also discussed are some of the issues faced for the duration of the courses. Students' projects were implemented using Unity3d...
Understanding students' strengths and weaknesses can help in the design of teaching materials to successfully bridge identified gaps. Formal exams are useful to gauge the extent of learners' memorised information, but have been critiqued for not reflecting the true extent of learners knowledge. Diagnostic assessment assists teachers in setting task-specific plans and goals, for both individual students,...
We deployed an autonomous social robotic learning companion in three preschool classrooms at an American public school for two months. Before and after this deployment, we asked the teachers and teaching assistants who worked in the classrooms about their views on the use of social robots in preschool education. We found that teachers' expectations about the experience of having a robot in their classrooms...
Digital Game-Based Learning (DGBL) is becoming increasingly prevalent. Its participant-players are in millions and its revenues are in billions of dollars. There is a gap in how effectiveness DGBL software is to encourage students in learning and increase their motivation in learning process. This paper aims to discuss children and teenagers' education with DGBL software and the motivation design...
Early exposure to devices such as smart phones and tablets among children as a learning tool has been very common nowadays. Learning using devices like iPads and tablets can stimulate children's motivation and concentration. Therefore, evaluation and measurement of user experience for mobile learning application become crucial. There were some studies have been done in order to get feedback from users...
Conventional way of teaching Chemistry in high school is boring and not interesting enough to develop the student's interest in this field. Despite the advancement of interactive multimedia, which heavily impacts the age group from 16 to 24 years old, the technology has not been implemented progressively in the educational field. This paper presents the development of a mobile game-based tutorial...
Physics today is not taught in a way that is easy to understand and it is because of this that students lose interest in physics and eventually drop out of the subject. As physics is involved in everything in life; engineering, electronics, medicine, and space being some examples, it is vital that the basic concepts can be understood and explained. Fortunately, modern technology has the means to inject...
The integration of technology in the development of handheld mobile applications towards educational instruction is an exciting field that merits devoted research and attention. This paper documents our foray into the creation and implementation of frameworks and modules and their use in the creation of educational mobile games. Qualitative evaluation focused on the content and basic functionality...
In the past decade, computer games have been gradually seen as one of effective teaching methods and environments, and they have been widely applied in various fields. The purpose of this case study was to investigate the usability of the computer Game, Crazy Machines 2, as a digital game-based learning material through heuristic evaluation to ascertain whether the game conform to interface design...
21st century education is challenged to provide individuation, self-direction, and applicability to practical life situations. Responses include learning by doing, learning by making, and learning by teaching, and also rethinking education as a process of being and becoming. Game based learning is presented as a complement or alternative to traditional formal education, highlighting engagement, which...
Through the methods of document and mathematical statistics, this paper takes the gold-medal records of women's shot put in the Olympic Games from 1992 to 2008 as the raw data and uses GM(1,1) prediction model in Gray System Theory to predict the gold-medal result of women's shot put in the 2012 London Olympic Games. After the residual test, correlation test and posterior difference test, the model...
To motivate and engage students and, consequently, improve the quality of learning, some researchers suggest new ways of teaching, including the use of serious games in the classroom. This paper describes PlayScrum, a new card game devised to allow university-level students to learn Scrum, an agile software development method. We present the card game, its rules, and how it supports the main concepts...
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...
With the wide availability of online social and educational websites, there is now an interest in using online multimedia for education. Rather than traditional paper-and-pencil tests, audio, video and graphics are being conceived as alternative means for more effective testing in the future. In this presentation we review some examples of multimedia and games for testing. Computer games have become...
To make students have a deep understanding on ERP and to improve the students' practical ability, this paper designs a practical teaching framework of ERP course. The framework consists of three parts: experiments in the lab, extracurricular activities and internship in a certain software company. Furthermore, there are three levels of experiments in the lab: business scenario simulation, business...
Mobile game-based learning (mGBL) is a game purposely employed for learning which is played on mobile devices such as mobile phones. The development of mGBL is indeed a crucial task in ensuring the player to be motivated enough to keep playing until the game goal has been achieved. Various game development methodologies have been introduced for different types of games (genre, platform), which are...
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