2,710 research outputs found

    SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality

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    Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the students’ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Videojogos 2019: 11th International Conference on Videogames Sciences and Arts: book of abstracts

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    Videojogos is an annual conference on videogame sciences and arts, promoted by the Portuguese Society of Video Games Sciences (SPCV). Since its first edition, in 2009, the conference has been promoting the scientific gathering of researchers and professionals in the expanded field of videogames. As in the first edition, Aveiro once again holds the conference. The 11th Conference on Videogame Sciences and Arts – Videojogos 2019 takes place in the University of Aveiro, Portugal, during November 27-29. The event is co-organized by the Department of Communication and Art of the University of Aveiro (DeCA), DeCA’s DigiMedia Research Center and the Portuguese Society of Video Games Sciences (SPCV). This year, 10 years after the first conference, SPCV and the co-organizers decided to convert the conference into a full international event, with English as a working language. As one of the outcomes of this decision, the proceedings of Videojogos 2019 will be published by Springer in their “Communications in Computer and Information Science” (CCIS) book series, part of a post-conference volume with the number 1164. This Book of Abstracts is more than a shortened version of the proceedings. Besides abstracts from the 20 selected papers that will be published in the book series, it contains abstracts from the research posters (8) and videogame demos (9) accepted for the conference, as well synopsis for other activities held at the conference such as keynotes (2) and workshops (3). Thanks to UA Editora, we were able to present this book in time for the conference, providing an overview into the diversity of contributions gathered in the videogame context. We would like to thank the scientific board for their contribution to guarantee and deliver the highest scientific quality, allowing the outstanding relevance of this selection. We also would like to thank the program chairs (demo, poster and workshops) and the organization team for all their concerns and efforts in the organization, an extremely important contribution for the overall success of the Videojogos 2019 Conference. Finally, a note of appreciation to the American Corner of the University of Aveiro, which provided essential logistical support, namely by ensuring the presence of Professor Ernest Adams as Keynote Speaker and to the University of Aveiro publisher, UA Editora, for their support and collaboration in this publication.publishe

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Greencoin – educational information system for ecoinclusion and empowering urban adaptability

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    The SARS-CoV19 pandemic exposed a broad spectrum of challenges for modern cities, societies and the environment at large. The post-Covid transformation requires new social, ecological and educational solutions, adjusted to modern challenges, but also equipped with technological advances that allow for digital inclusion and sustainable urban development to benefit the local economy and society. Many information systems designed to enable pro-environmental behaviours are being tested or implemented worldwide, mostly in developed countries; however, most of them focus on a sectorial approach only. On the other hand, community currencies (CCs) consider social, economic, and environmental issues yet do not fully exploit the potential of the current technological advancement. Therefore, the paper describes the process of defining the theoretical framework for Greencoin as an information system designed to be a supportive tool while shaping urban adaptability and mitigating climate change, within which a CC is embedded. The 120 social currencies and information systems (IS) analysed in this research provide valuable data that is essential to shaping the framework of the Greencoin IS, to be implemented in the subsequent stages of the project. Greencoin IS aims to operate based on an application, the work resulting from studies of existing solutions, their functionalities and technological aspects, which enable social engagement and eco-inclusion. It responds to the question of how the new types of currencies and applications enriched with gamification elements can encourage residents to get involved in shaping urban resilience. This research goal is to build a future framework for Greencoin IS based on the performed systematic literature review and case studies

    AI in Student as Manager Model Future Directions of Business Studies

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    In the business programs of Universiti Pendidikan Sultan Idris (UPSI), the Three-Pronged teaching technique is implemented as a student-centered learning process. This approach combines elements of the game, problem, and challenge-based learning with the larger goal of preparing business students to handle complicated, unanticipated global or industrial problems. It promotes an interactive and dependable classroom that calls for students' innovative contributions, teamwork, and participation in the professional world. Micro credential platforms, artificial intelligence, and a new pedagogical strategy: that's the idea for UPSI's undergraduate business. Therefore, this kind of instruction is increasingly being used in business courses like Strategic Management. Undergraduate students benefit from this teaching method since they are exposed to industrial phenomena while developing 21st- century abilities (collaborative, creative, critical thinking, and communication)

    TECHNOLOGIE CHMUROWE W EDUKACJI: PRZEGLĄD BIBLIOGRAFICZNY

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    The paper considers the use of cloud technologies in education through the prism of bibliographic analysis. The article characterizes the current state of cloud technologies in education, summarizes the trends, and forecasts the directions of recent scientific research. The leading research methods were bibliographic (visual and quantitative) analysis of keyword networks and qualitative discussion. The bibliographic analysis is based on publications indexed by the scientometric database Web Of Science over the past 20 years. The sample for analysis was formed by searching for the words cloud technology, education, learning, and teaching. The results of the study showed: a significant increase in the popularity of cloud technologies in education in recent years; an increase in the number of studies related to various aspects of educational activities under the influence of Industry 4.0; a gradual increase in the number of studies on the virtualization of the educational process and the use of artificial intelligence in education; dissemination of research on the effectiveness of various types of training using cloud services and teaching methods based on artificial intelligence; the relevance of the trend of visualization of educational material and visual analysis in education. The qualitative discussion provided grounds to identify general trends regarding future research directions.: development of mass online courses and learning technologies (immersive, the use of virtual, augmented, and mixed reality, gaming learning technologies, BYOD approach); further virtualization of universities; development of inclusive education, educational analytics, and assessment (formative and adaptive computer assessment); early training of teachers to use cloud technologies and specialized services in subject learning; research related to visualization (big data, design, simulation, simulation of various processes, etc.) and the designing of relevant new academic disciplines; research of STEM and STEAM education.W artykule omówiono wykorzystanie technologii chmurowych w edukacji pod kątem analizy bibliograficznej. W artykule scharakteryzowano obecny stan wykorzystania technologii chmurowych w edukacji, podsumowano trendy i prognozy kierunków odpowiednich badań naukowych. Wiodącymi metodami badawczymi były wizualna i ilościowa analiza sieci słów kluczowych oraz dyskusja jakościowa. Analiza bibliograficzna została przeprowadzona na publikacjach indeksowanych przez scjentometryczną bazę Web Of Science przez ostatnie 20 lat. Próbkę do analizy tworzy się poprzez wyszukiwanie słów words cloud technology, education, learning, teaching. Wyniki analizy wykazały: znaczący wzrost popularności technologii chmurowych w edukacji w ostatnich latach; wzrost liczby badań związanych z różnymi aspektami działalności edukacyjnej pod wpływem Przemysłu 4.0; stopniowy wzrost liczby badań nad wirtualizacją procesu edukacyjnego i wykorzystaniem sztucznej inteligencji w edukacji; upowszechnianie badań nad efektywnością różnego rodzaju szkoleń z wykorzystaniem usług chmurowych oraz metod nauczania opartych na sztucznej inteligencji; znaczenie trendu wizualizacji materiałów edukacyjnych i analizy wizualnej w edukacji. Dyskusja jakościowa dała podstawy do przewidywania kierunków odpowiednich badań: rozwoju masowych kursów online i technologii uczenia się (immersyjne, wykorzystanie rzeczywistości wirtualnej, rozszerzonej i mieszanej, technologie uczenia się w grach, podejście BYOD); dalsza wirtualizacja uczelni; rozwój uczenia się włączającego, analityki edukacyjnej i oceny (formatywna i adaptacyjna ocena komputerowa); proaktywne szkolenie nauczycieli w zakresie korzystania z technologii chmurowych i specjalistycznych usług w zakresie uczenia się przedmiotów; badania związane z wizualizacją (big data, projektowanie, symulacja, symulacja różnych procesów itp.) oraz rozwój nowych dyscyplin akademickich do prezentacji różnych danych; badanie edukacji STEM i STEAM

    A Critical Analysis Of Collaborative And Disruptive Digital-Driven Built Environment Education

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    The Covid-19 pandemic has driven the teaching and learning provisions more towards virtual platforms, exposing lack of resilience and technology preparedness. This study aims to provide a critical appraisal of existing pedagogical studies on built environment (e.g., Building Information Modelling or BIM) challenging the opportunism and agency theories in response towards remote education provision provoked by the pandemic. The study consists of critical review of two literature samples, namely how the education sector as a whole has been responding to the pandemic, and the digitalisation-based pedagogy in built environment especially how the pedagogy addresses the pandemic. The review of the second literature sample evaluates longitudinally how BIM-based built environment education had evolved. A conceptual framework incorporating multiple factors from the review of the two literature samples is finally proposed. These factors include educational theories (e.g., Bloom’s Taxonomy), curriculum development addressing assessment, student experience, collaborative learning, delivery approaches, and teaching methods. This review-based study not only provides an overview of the digital built environment pedagogical work in higher education, but also contests the opportunism response to remote or blended learning and how the post-pandemic era could embrace the remote delivery-platforms to engender a variety of pedagogical principles, for example, cross-disciplinary team-based information sharing, experiential learning, and project-based learning. The findings of this study represent a barometer and roadmap for measuring the resilience of higher education and built environment programmes towards pandemic and technological disruptions
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