11,245 research outputs found

    A Learning Outcome-oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual Information

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    Schmitz, B., Klemke, R., & Specht, M. (in press). A Learning Outcome-oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual InformationMobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective learning outcomes, we propose employing game design patterns for mobile games and context information. Context information, in the course of this article, is introduced as an additional characteristic feature of mobile game design patterns. With the proposed framework we aim at understanding how pervasive game content may support learning. Findings from our research indicate that context information directs the use and presentation of content within a game and thus influences learning effects of individual patterns. This work perorates with a discussion on the shortfalls and potentials, which our framework for analysis provides

    A Preliminary Study of Integrating Flipped Classroom strategy for Classical Chinese Learning

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    [[abstract]]This is a multiphase study which aims to investigate how to provide learners with an method to acquire classical Chinese through integrating mobile technology with the flipped classroom approach. Currently, in the first phase of study, the researcher adopts informant design through questionnaire survey to understand students' and instructors' perceptions of using mobile learning devices for classical Chinese learning, and afterwards the researcher constructs the system based on the pilot results. The pilot questionnaire results, structure of the developed mobile learning system and the practical application of the developed system for classical Chinese teaching and learning are described in the paper.[[notice]]補正完

    Emerging technologies for learning report (volume 3)

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    Mobile Games for Learning:A Pattern-Based Approach

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    The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions

    Kiddo disleksia mobile application: a dyslexia screen tool in Malay language

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    Identification of potential dyslexic among Malaysia student is crucial to ensure earlier intervention is given. Current practice in the Malaysian school system, screening test has been given based on teacher’s observation and intervention. The low number of student enrol in special education indicate this task is difficult. It is due to untrained and lack of awareness regarding dyslexia among Malaysia teacher. Therefore, the easy, simple and accurate screen test tool are required. Kiddo Disleksia, a dyslexia screening tool based on mobile application has been designed and developed. The application exploits the uses of text, video, audio and graphic in multimedia to screen student with dyslexia based on visual and auditory. Kiddo Disleksia is developed by using Malay language as it’s specifically develops for student in earlier learning to recognize and distinguish the alphabet. Besides, this application able to use as learning tool for dyslexia student to identify alphabet letter and phonic (alphabet sound). The mobile gamed based approach is used to screen the student with fun and innovative way. A usability study has been conducted towards 20 dyslexia students and result shows 85% of respondent feel the application able to help them learn easier. They agree that Kiddo Disleksia able to screen the dyslexia student with fun and easy way

    To take or not to take the laptop or tablet to classes, that is the question

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    In recent decades, so-called mobile learning or m-learning has become a new paradigm in education as a consequence of technological advances and the widespread use of mobile devices to access information and for communication. In this context, this paper analyzes different profiles depending on students’ preferences for taking mobile devices (specifically tablets and/or laptops) to economics classes at the University of Seville (Spain). A survey-based field study of a sample of 412 students and the application of bivariate probit models show a low level of mobile device integration in teaching (devices taken to class by only 29.8% of respondents) with a slight predominance of laptops. The results also show differences between users of the two types of devices. Students who take their laptops to class usually live at home with their family, have already used them in pre-university levels, and are concerned about recharging their devices in class. However, although users who take their tablets to class also live with their parents, they are much more active on social network sites and more concerned about the quality of the internet connection. These findings enable the design of strategies to encourage students to attend class with their own mobile devices
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