9,187 research outputs found

    Gamification in higher education and stem : a systematic review of literature

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    In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field. Despite the availability of literature reviews about gamification and its effects, no work to this date has focused exclusively on Higher Education (HE). Next, worldwide there is an increasing demand for skilled Science, Technology, Engineering and Mathematics (STEM) professionals that meet the challenges related to scientific and technological innovations of the 21st Century. This lead to the need of strengthening STEM Higher Education. This brings us to the purpose of this work: presenting a systematic literature review of empirical studies about gamification STEM related Higher Education. This review study started from a systematic mapping design of 'Web of Science' articles, with following inclusion criteria: empirical gamification studies set up in HE, published between 2000 and 2016; focusing on undergraduate or graduate students; in the STEM knowledge field, and set up in authentic settings. An initial search resulted in 562 potentially relevant articles. After applying all selection criteria, only 18 studies could be retained. 12 additional articles were included by analyzing references from earlier literature reviews, resulting in 30 studies to be included. Analysis results show how a combination of game elements (e.g. leaderboards, badges, points and other combinations) positively affects students' performance, attendance, goal orientation and attitude towards mostly computer science related subjects. The analysis results also point at a lack of studies in certain STEM areas, a lack of studies that identify the particular game element associated with the positive differential impact on student performance; a lack of validated psychometric measurements, and lack of focus on student variables that could/should be taken into account as mediating/moderating variables clarifying the impact of gamification in the HE focus on STEM learning and teaching

    Software Engineering Education and Games: A Systematic Literature Review

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    The trend in using games in elementary level education also spreads through higher education levels and specific domains such as engineering. Recently, researchers have shown an increased interest in the usage of games in software engineering. In this paper, we are presenting a systematic review and analysis of 350 papers regarding games in software engineering education that was published in the last fifteen years. After applying our inclusion criteria and manual inspection of these studies, we have ended up with 53 primary papers. Based on a systematic process, we reported and discussed our findings with possible future research directions. The main results of this study indicate that the studies are accumulated around 5 categories: Games that learners/students play, games that learners/students develop as projects, curriculum proposals, developing/coming up with new approaches, tools, frameworks or suggestions and others

    A State-of-the-art Integrated Transportation Simulation Platform

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    Nowadays, universities and companies have a huge need for simulation and modelling methodologies. In the particular case of traffic and transportation, making physical modifications to the real traffic networks could be highly expensive, dependent on political decisions and could be highly disruptive to the environment. However, while studying a specific domain or problem, analysing a problem through simulation may not be trivial and may need several simulation tools, hence raising interoperability issues. To overcome these problems, we propose an agent-directed transportation simulation platform, through the cloud, by means of services. We intend to use the IEEE standard HLA (High Level Architecture) for simulators interoperability and agents for controlling and coordination. Our motivations are to allow multiresolution analysis of complex domains, to allow experts to collaborate on the analysis of a common problem and to allow co-simulation and synergy of different application domains. This paper will start by presenting some preliminary background concepts to help better understand the scope of this work. After that, the results of a literature review is shown. Finally, the general architecture of a transportation simulation platform is proposed

    Mediated city: Annual review 2012

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    The research projects under Mediated City explore questions that traverse through various disciplines to create new knowledge. Here, design catalyses changes in people’s practices to cross boundary domains, such as art, business, geospatial science, interaction design and creative writing. Common themes under Mediated City are:• Activating public engagement in social, environmental and political issues• Creating spaces for dialogue and diversity• Altering our perception and relationship of place• Making histories accessible and meaningful in today’s world.This report documents the 2012 research activities for Mediated City including symposia, conferences, workshops, exhibitions, prototypes, and scholarly outputs including books, book chapters, conference papers, presentations, and journal articles.&nbsp

    Digital Construction and BIM Research in Ireland 2016-2020

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    As the construction industry opens up post pandemic, new and significant challenges will demand considerable expertise, not least in financial viability, solving the housing crisis and facing the very significant climate change pressures to make the industry less wasteful and less carbon intensive. This presents an excellent opportunity to further inculcate aspects of lean construction, particularly BIM into many aspects of construction not traditionally associated with digital construction, provided the necessary expertise is available and known to exist. Following a well-received recent conference paper summarising BIM-related research published by academics in Ireland’s higher education institutions in 2020, this paper will review and identify noteworthy publications in digital technologies, including BIM, by academics of this island’s third level institutions in the last five years. Areas of expertise of individuals will be identified to act as a useful directory for both industry and fellow researchers as well as providing a valuable national resource to identify research gaps which need funding if the ambitions of the national plan for the digitisation of the industry are to be realised. Using an already proven methodology, a survey of the 16 academic institutions in Ireland will be conducted through identified representatives in each institution, seeking all conference and journal papers published in the 2016-2020 period. The assembled database will be categorised, sorted and analysed to identify academic individuals in the workforce with extant research strengths in the various themes to establish the available expertise and areas for growth in the next five years

    KYPO4INDUSTRY: A Testbed for Teaching Cybersecurity of Industrial Control Systems

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    There are different requirements on cybersecurity of industrial control systems and information technology systems. This fact exacerbates the global issue of hiring cybersecurity employees with relevant skills. In this paper, we present KYPO4INDUSTRY training facility and a course syllabus for beginner and intermediate computer science students to learn cybersecurity in a simulated industrial environment. The training facility is built using open-source hardware and software and provides reconfigurable modules of industrial control systems. The course uses a flipped classroom format with hands-on projects: the students create educational games that replicate real cyber attacks. Throughout the semester, they learn to understand the risks and gain capabilities to respond to cyber attacks that target industrial control systems. Our described experience from the design of the testbed and its usage can help any educator interested in teaching cybersecurity of cyber-physical systems
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