9,724 research outputs found

    Adaptive Augmented Reality Serious Game to Foster Problem Solving Skills

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    This paper describes the design of an adaptive intelligent augmented reality serious game which aims to foster problem solving skills in young learners. Studies show that our students lack computational thinking skills in high school, which raises the need to establish new methods to develop these skills in our younger learners. We believe that problem solving skills are the fundamental skills of computational thinking and are critical for STEM, in addition to a broad range of other fields. Therefore we decided to focus on those meta-cognitive skills acquired to foster problem solving, such as strategic knowledge. The game described in this paper provides a unique adaptive learning environment that aims to develop learners’ meta-cognitive skills by utilizing augmented reality technology, believable pedagogical agents and intelligent tutoring modules. It offers a great user experience and entertainment which we hope will encourage learners to invest more time in the learning process. This paper describes the architecture and design of the game from the viewpoint of educational pedagogies and frameworks for serious game design

    Virtual Reality in Mathematics Education (VRiME):An exploration of the integration and design of virtual reality for mathematics education

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    This thesis explores the use of Virtual Reality (VR) in mathematics education. Four VR prototypes were designed and developed during the PhD project to teach equations, geometry, and vectors and facilitate collaboration.Paper A investigates asymmetric VR for classroom integration and collaborative learning and presents a new taxonomy of asymmetric interfaces. Paper B proposes how VR could assist students with Autism Spectrum Disorder (ASD) in learning daily living skills involving basic mathematical concepts. Paper C investigates how VR could enhance social inclusion and mathematics learning for neurodiverse students. Paper D presents a VR prototype for teaching algebra and equation-solving strategies, noting positive student responses and the potential for knowledge transfer. Paper E investigates gesture-based interaction with dynamic geometry in VR for geometry education and presents a new taxonomy of learning environments. Finally, paper F explores the use of VR to visualise and contextualise mathematical concepts to teach software engineering students.The thesis concludes that VR offers promising avenues for transforming mathematics education. It aims to broaden our understanding of VR's educational potential, paving the way for more immersive learning experiences in mathematics education

    Impact of artificial intelligence on education for employment: (learning and employability Framework)

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    Sustainable development has been a global goal and one of the key enablers to achieve the sustainable development goals is by securing decent jobs. However, decent jobs rely on the quality of education an individual has got, which value the importance of studying new education for employment frameworks that work. With the evolution of artificial intelligence that is influencing every industry and field in the world, there is a need to understand the impact of such technology on the education for employment process. The purpose of this study is to evaluate and assess how AI can foster the education for employment process? And what is the harm that such technology can brings on the social, economical and environmental levels? The study follows a mapping methodology using secondary data to identify and analyze AI powered startups and companies that addressed the learning and employability gaps. The study revealed twelve different AI applications that contribute to 3 main pillars of education for employment; career exploration and choice, skills building, and job hunting. 94% of those applications were innovated by startups. The review of literature and study results showed that AI can bring new level of guidance for individuals to choose their university or career, personalized learning capabilities that adapt to the learner\u27s circumstance, and new whole level of job search and matchmaking

    An Instructional Designer Competency Framework for Complex Learning Designs

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    Learning design competency frameworks published by professional organizations, exist for typical instructional design efforts. However, a review of literature revealed a lack of frameworks available for the creation of complex learning designs (CLDs). The goal of this research was to develop a competency framework for the creation of CLDs. Quantitative and qualitative methods were employed in the four phases of the design and development research approach In phase one, a survey based on the Educational Technology Multimedia Competency Survey (ETMCS) was sent to instructional designers who self-reported as having experience creating CLDs. The purpose of phase one was to identify competencies that instructional designers felt were most important to the creation of complex, technology-mediated learning designs. The preliminary CLD framework was constructed during phase two, based on analysis of the ETMCS survey results. Measures of central tendency were used to identify competencies considered essential and desirable. Additionally, competencies were categorized into seven domains In phase three, semi-structured interviews were conducted with a subset of survey participants. The purpose was to gain deeper insight into the participant’s perception of the design complexities involved with each of the competencies included in the preliminary framework. In phase four, the preliminary framework was internally validated using an expert panel employing the Delphi method to build consensus. Three rounds were required to achieve consensus on all competencies within the framework. This consensus resulted in 79 competencies including 30 essential and 49 desirable competencies from the set identified as the preliminary framework during phase two. Several conclusions emerged from the creation of this framework. Though technology is often a trigger for many types of CLDs, specific technologies are certainly desirable, but not essential. The research also revealed that communication and collaboration competencies are almost universally essential due to the complexity of the designs which typically necessitates the formation of multi-discipline teams. Without these competencies, the team’s cross-profession effectiveness is often hindered due to differences in terminology, processes, and team member geographic location

    Countdown VR: a Serious Game in Virtual Reality to Develop Mental Computation Skills

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    Virtual reality (VR) can be utilized to create video games exploring novel ways to control and interact with the environment. VR can be employed to revisit, extend, and enhance old video games to give them a new lease of life. In this paper, we describe the game Countdown VR in which players must use mental computation to reach a target number. Mental computation is used in everyday life, it is used for quick calculations and estimations. Countdown VR is a serious game designed and implemented using the Learning Mechanics-Game Mechanics framework. We provide an analysis of different approaches for determining the difficulty level of the game based on a number and target to attain and a selection of numbers combined to reach the target. We assess the user's performance and user's experience in the game, with questionnaires to quantify the related workload, usability, flow, motivation, and potential symptoms of users playing the game. The results provide key information related to the relationships between the subjective and objective evaluations of the proposed VR game by players, with a high correlation between VR sickness questionnaires, and moderate correlations between usability and motivation, flow and motivation

    When games meet learning

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    International audienceIn a context characterized by a growing gap between youth digital culture and school culture some have claimed that games could "have the potential to change the landscape of education" (Shaffer, Squire, Halverson, & Gee, 2005). This paper examines the arguments and objections to using games for educational purposes. Firstly, we state that making a connection between gaming and learning is not an innovative idea, as early researchers demonstrated the potential of games in child development. Secondly, we establish arguments to consider serious games as learning environments, (or didactical situations) prior to artifacts, Thirdly, in view of the fact that the content of games can be considered as metaphors of real situations, we stipulate that teachers may address the question of the relevance of this content. Fourthly, we discuss the main arguments usually emphasized by researchers to consider that games have the power to motivate students, Fifthly, we state that games can be considered as a space of reflexivity where the learner/player is autonomous and develops skills. However, we emphasize the crucial role of the teacher in a Game-Based Learning approach
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