246,943 research outputs found

    Fostering the reduction of assortative mixing or homophily into the class

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    Human societies from the outset have been associated according to race, beliefs, religion, social level, and the like. These behaviors continue even today in the classroom at primary, middle, and superior levels. However, the growth of ICT offers educational researchers new ways to explore methods of team formation that have been proven to be efficient in the field of serious games through the use of computer networks. The selection process of team members in serious games through the use of computer networks is carried out according to their performance in the area of the game without distinction of social variables. The use of serious games in education has been discussed in multiple research studies which state that its application in teaching and learning processes are changing the way of teaching. This article presents an exploratory analysis of the team formation process based on collaboration through the use of ICT tools of collective intelligence called TBT (The best team). The process and its ICT tool combine the paradigms of creativity in swarming, collective intelligence, serious games, and social computing in order to capture the participants’ emotions and evaluate contributions. Based on the results, we consider that the use of new forms of teaching and learning based on the emerging paradigms is necessary. Therefore, TBT is a tool that could become an effective way to encourage the formation of work groups by evaluating objective variable of performance of its members in collaborative works.Postprint (published version

    Determination Of The Features Of Instructional Computer Games

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    The ultimate goal of computer based education is to design an education-application which interactively presents all the relevant information in the best possible way. Imagine an expert systemwith all the advanced capabilities presents the information by using all sorts of different media, including virtual reality, accesses a rich knowledgebase, and interacts with students as an expert in the field. This kind of a system would provide the knowledge and experience of the best teacher to a large group of people. Today, the use of computers in education is generally an effort to imitate the conventional education by using the computer. But it may be necessary to adapt a totally different approach in order to fully utilize the capabilities of a computer. One of the best ways to utilize the power of the computers in education may be to present the instructional material in the form of an instructional computer game. Computer games can enhance learning while affecting the motivation and retention of knowledge and skills positively. In the context of this paper, learning is defined as enhancing the learning outcomes proposed by Gagné (1985). A game becomes an intentional education tool when the rules which govern the play of the game demand the development and use of educationally valuable skills, the acquisition of important knowledge, or exploration of a worthwhile world of experience

    Interactive real-time physics: an intuitive approach to form-finding and structural analysis for design and education

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    Real-time physics simulation has been extensively used in computer games, but its potential has yet to be fully realised in design and education. We present an interactive 3D physics engine with a wide variety of applications. In common with traditional FEM, the use of a local element stiffness matrix is retained. However, unlike typical non-linear FEM routines, elements forces, moments and inertia are appropriately lumped at nodes following the Dynamic Relaxation Method. A semi-implicit time integration scheme updates linear and angular momentum, and subsequently the local coordinate frames of the nodes. The Co-Rotational formulation is used to compute the resultant field of displacements in global coordinates including large deformations. The results obtained compare well against established commercial software. We demonstrate that the method presented allows the making of interactive structural models that can be used in teaching to develop an intuitive understanding of structural behaviour. We also show that the same interactive physics framework allows real-time optimization that can be used for geometric and structural design application

    Future Teachers’ Attitudes about Certain Aspects of Information and Communication Technologies

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    Uporaba informacijskih i komunikacijskih tehnologija (ICT-a) zauzela je važno mjesto u odgojU i obrazovanjU. Računala su prisutna u velikom broju kućanstava, dječjih vrtića i gotovo u svim osnovnim školama. Stalno obrazovanje roditelja, odgojitelja i učitelja o primjeni ICT-a ima važno mjesto u odgoju i obrazovanju djece. Važno je upoznavanje djece s pozitivnim i negativnim posljedicama uporabe novih tehnologija i pravovremeno interveniranje svih osoba uključenih u odgojno-obrazovni proces ako je riječ o štetnim utjecajima korištenja ICT-a. Uvodno se polazi od razmatranja važnosti uloge roditelja u uporabi ICT-a u odgoju i obrazovanju djece, neadekvatnoj i prekomjernoj uporabi računala, igranju računalnih igara i određenim oblicima ponašanja, prikazuju se američki tehnologijskih standardi potrebni za rad nastavnika i nastavnih sadržaja iz područja informacijskih i komunikacijskih tehnologija. U radu se prikazuje istraživanje provedeno na Sveučilištu Jurja Dobrile u Puli o stavovima budućih učitelja o njihovim i o roditeljskim kompetencijama u primjeni ICT-a i negativnim posljedicama prekomjerne uporabe računala i igranja računalnih igara. Dominantni su stavovi da bi roditelji trebali biti bolje upoznati sa sadržajem računalnih igara i da učitelji nisu dovoljno upoznati sa sadržajima računalnih igara, vrstama (žanrovima) igara i s negativnim posljedicama prekomjerne uporabe računala. Iznenađuje „konzervativan" stav ¼ studenata o potrebi permanentnog obrazovanja o ICT-u u budućem radu.The use of information and communication technologies (ICT) has an important place within the process of education. Personal computers are present in numerous households, kindergartens, and almost all primary schools. Permanent education of parents, educators and teachers about the application of ICT has an important role in the process of children's education. Familiarising children with positive and negative consequences of the application of new technologies and timely involvement of all persons involved in the process of education contributes to adequate and quality use of new technologies. In the introductory part, the paper deals with the importance of parents' role regarding the use of ICT in children's education, inadequate and excessive use of computers, playing computer games and particular modes of behaviour, and describes the American national educational technology standards for teachers and courses in the field of information and communication technology. The paper brings the research conducted at the University of Juraj Dobrila in Pula on the attitudes of future teachers and parents about their competence in applying ITC and negative consequences of excessive use of computers, that is, playing computer games. The dominant attitudes are that parents should be more familiar with the content of computer games and those teachers are not sufficiently familiar with the content of computer games, types (genres) of games and negative consequences of frequent use of computers. It is surprising that even ¼ of students have "conservative" attitude about the need of continuing educatio

    PEMANFAATAN AUGMENTED REALITY UNTUK PENGENALAN HARDWARE KOMPUTER PADA SEKOLAH DASAR BERBASIS ANDROID

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    Augmented reality is a technology that is currently being developed a lot in the field of games or entertainment. Unfortunately this augmented reality is still a little to work with in the field of education, in the field of education are currently still widely dominated the book that impressed monotonous and not liked by the children of elementary school age. Whereas such material to support the material about the devices the computer taught to elementary school students learning the media needed a more interactive and imaginative. Therefore researchers initiative to design and make the application of augmented reality hardware as a means of learning interactive and interesting and can help deliver material about the computers that will be packaged in an android-based applications. This application will display a different augmented reality applications that have been there before because using media android devices and using different marker i.e. color images of objects that are displayed. This application is created by using software Unity 3D that have plus asset Vuforia SDK

    Stavovi budućih učitelja o nekim aspektima informacijskih i komunikacijskih tehnologija

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    The use of information and communication technologies (ICT) has an important place within the process of education. Personal computers are present in numerous households, kindergartens, and almost all primary schools. Permanent education of parents, educators and teachers about the application of ICT has an important role in the process of children\u27s education. Familiarising children with positive and negative consequences of the application of new technologies and timely involvement of all persons involved in the process of education contributes to adequate and quality use of new technologies. In the introductory part, the paper deals with the importance of parents\u27 role regarding the use of ICT in children\u27s education, inadequate and excessive use of computers, playing computer games and particular modes of behaviour, and describes the American national educational technology standards for teachers and courses in the field of information and communication technology. The paper brings the research conducted at the University of Juraj Dobrila in Pula on the attitudes of future teachers and parents about their competence in applying ITC and negative consequences of excessive use of computers, that is, playing computer games. The dominant attitudes are that parents should be more familiar with the content of computer games and those teachers are not sufficiently familiar with the content of computer games, types (genres) of games and negative consequences of frequent use of computers. It is surprising that even ¼ of students have "conservative" attitude about the need of continuing education on ICT in future work.Uporaba informacijskih i komunikacijskih tehnologija (ICT-a) zauzela je važno mjesto u odgojU i obrazovanjU. Računala su prisutna u velikom broju kućanstava, dječjih vrtića i gotovo u svim osnovnim školama. Stalno obrazovanje roditelja, odgojitelja i učitelja o primjeni ICT-a ima važno mjesto u odgoju i obrazovanju djece. Važno je upoznavanje djece s pozitivnim i negativnim posljedicama uporabe novih tehnologija i pravovremeno interveniranje svih osoba uključenih u odgojno-obrazovni proces ako je riječ o štetnim utjecajima korištenja ICT-a. Uvodno se polazi od razmatranja važnosti uloge roditelja u uporabi ICT-a u odgoju i obrazovanju djece, neadekvatnoj i prekomjernoj uporabi računala, igranju računalnih igara i određenim oblicima ponašanja, prikazuju se američki tehnologijskih standardi potrebni za rad nastavnika i nastavnih sadržaja iz područja informacijskih i komunikacijskih tehnologija. U radu se prikazuje istraživanje provedeno na Sveučilištu Jurja Dobrile u Puli o stavovima budućih učitelja o njihovim i o roditeljskim kompetencijama u primjeni ICT-a i negativnim posljedicama prekomjerne uporabe računala i igranja računalnih igara. Dominantni su stavovi da bi roditelji trebali biti bolje upoznati sa sadržajem računalnih igara i da učitelji nisu dovoljno upoznati sa sadržajima računalnih igara, vrstama (žanrovima) igara i s negativnim posljedicama prekomjerne uporabe računala. Iznenađuje „konzervativan" stav ¼ studenata o potrebi permanentnog obrazovanja o ICT-u u budućem radu

    Computer game development education at university

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    This paper articulates some of the challenges for computer game development courses at university level. A typical course development of this type is described. The need to include creative methods alongside more formal software development methodologies as core elements of computer game education is proposed and placed within the context of an industry specific framework. The evolutionary nature of the computer game industry requires that computer game development programmes at university should be equally evolutionary and adaptable to change

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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