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The purpose of this research is to present a math education game as an alternative teaching method for students studying mathematics. The game is set to be released on personal computers (PC). The art of the game is set as 2D cartoon art. There will be 4 teaching methods that will help students learn mathematics in the game in the form of mini games. Each of these methods is the result of a previous...
This tool allows children to describe how autonomous characters in their video games should behave at the minimal cost of understanding ovals (states) and arrows (transitions). Its use in educational practices for a decade has confirmed that the tool helps children find their own talent and understand the fundamental concepts of computers such as finite state machines, concurrent processing, object...
This paper presents a study on the evolution of digital skills of a group of people with intellectual disabilities, when performing tasks such as painting, making puzzles, playing games, or word search. For the effect, we compare results in two assessment moments: in the first one, the group with intellectual disabilities had little or no experience as regards as performing universal tasks (selection,...
Reading Tang dynasty poetry may improve both character education and language proficiency of children in nursery school. However, Tang poetry is a little abstract and difficult to understand for preschool children. To overcome this difficulty, in our study, a digital Game based Tang Poetry learning system (GTPLS) is developed. An investigation was conducted of 5 to 6 years old children separated into...
We propose a topology-aware heuristic that significantly reduces the message latency for search trees of tree parallel Monte-Carlo Tree Search. There exist many communication-aware and topology-aware mappings. However, those mappings are not applicable to the hash driven parallel search techniques. This is because in hash driven parallel search each graph/tree node is randomly distributed based on...
We introduce multi-phase project planning (MPPP) as the problem of finding an executable sequence of sets of actions to achieve all hard subgoals of all milestones and achieve hard and soft subgoals optimally, using fully-specified initial state, milestones and their subgoals, preconditions and effects of operators, rewards and penalties associated achievement and cancellation of soft subgoals, rewards...
The aim of this paper the extraction of human body dimensions using the latest Microsoft Kinect device. Another focus is the analysis of various application of this device in specific branches of science and research and its application in estimation of dimensions. Brief analysis of the device itself is carried out as well. The principal output of this paper the software application that utilizes...
Making construals is a new digital skill that complements conventional programming. Its primary focus is on using computer-related technology to stage interactive experience of unprecedented richness and subtlety. This paper is a tutorial on the latest version of an instrument for making construals developed in the ongoing EU Erasmus+ CONSTRUIT! project. Its principal theme is the re-creation of "the...
Smartphones and desktop computers are ubiquitous in today's world. Due to the improved computing power and high portability of smartphone devices, users are performing more sophisticated tasks on their smartphones. This study compares the performance of a web-based task on a desktop computer with a mobile-based task on a smartphone. In addition, we have compared the overall user experience and preference...
The use of computer based games for education can improve the learning process. The design of computer based games and the way the users might interact with them is an important and open issue as there are many possibilities and variables to take into account. This paper describes the design and evaluation of shopC, an educational computer board game driven by technology, based on the traditional...
Within technical engineering courses, students may struggle with difficult concepts, overwhelming workloads, loss of motivation and a lack of classroom engagement. Studies have shown that students who are engaged and creative in their education have improved learning outcomes in technical understanding and application. This work proposes the use of gamification for the development of both creative...
Many computing students do not receive adequate training in software quality management. Some students do not have the opportunity to practice software process improvement activities even if they do see the topics covered in their course lectures and textbooks. Serious games are gaining popularity as a means of instruction in higher education. Some excellent prescriptive software process simulation...
One of the main difficulties of the literacy process is the question of the spelling of the Portuguese language, which has no regularity in relation to issue of letter-sound conversion. The advancement of technology in the educational environment has become the most dynamic and engaging lessons for students and teachers. The use of natural interfaces makes it the simplest and easiest applications...
Video games are a popular technology adopted by educators to help teach ideas. The benefits are due to pedagogically beneficial characteristics of such games including their ability to adapt to the learner, allow failure, and entertain and engage players. However, designing a video game is a significant effort that takes time and may not even teach the desired learning objective(s). In this work,...
This paper presents a novel interdisciplinary approach to aid with the growing concern about how to showcase computer science and engineering degrees to pre-university level students. This novel approach is based on empowering students to create their own music-related game using real music instruments. In order to allow the students to program their games we have used the Greenfoot Introductory Learning...
This article aims to improve the math learning process in students of rural schools. For this purpose, an educational serious game was developed for use on the web and mobile technologies. The tool was designed using a visual approach so that students reinforce their learning developed in class. The tool was tested and validated by thirty four students and four teachers of two rural schools in Apurímac-Perú...
As technology infiltrates every aspect of students' daily lives, game design acquires a bigger and more influential impact on shaping students' personalities and development of learning competencies. Considering the continuously increasing research on the use of educational games in classrooms, the researcher identifies another great interest in the constructivistic perspective of game design for...
While traditional software patches primarily fix bugs, modern online computer games use patches to change gameplay, as well. Despite the importance of gameplay changes for both game players and game designers, to the best of our knowledge, there are no published results nor available 3rd party Websites that analyze game data and patch data. We analyzed the effects of patches on gameplay in League...
An effective method for highlight generation from basketball sports videos is proposed in this paper. Video shot classification is done which classify video into three categories that is close-up view, far view and replay. For close-up and far view detection we have proposed the feature based on the percentage of edge pixels to classify the frame into Far or close-up view. A pair of logos determines...
This article presents a collaborative game based on tangible interaction, called ITCol (Tangible Interaction for Collaboration). It has been developed to tackle a specific educational need in the context of a post-graduate course at a School of Computer Science. The purpose of the application is, through a detective game, to help adult students experience and experiment with collaborative work. ITCol...
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