65,572 research outputs found

    Education vs. Entertainment: A Cultural History of Children's Software

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted

    Synthesis of behavioral models from scenarios

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    Future craft:research exposition

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    CGAMES'2009

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    Special issue: Recent advances on Building Information Modeling (BIM)

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    Conclusions and implications of automation in space

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    Space facilities and programs are reviewed. Space program planning is discussed

    Optimizing the Learning Order of Chinese Characters Using a Novel Topological Sort Algorithm

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    We present a novel algorithm for optimizing the order in which Chinese characters are learned, one that incorporates the benefits of learning them in order of usage frequency and in order of their hierarchal structural relationships. We show that our work outperforms previously published orders and algorithms. Our algorithm is applicable to any scheduling task where nodes have intrinsic differences in importance and must be visited in topological order

    Realā€time interactive social environments: A review of BT's generic learning platform

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    Online learning in particular and lifelong learning in general require a learning platform that makes sense both pedagogically and commercially. This paper sets out to describe what we mean by generic, learning and platform. The technical requirements are described, and various trials that test the technical, educational and commercial nature of the platform are described Finally, the future developments planned for the Realā€time Interactive Social Environments (RISE) are discusse
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