44,236 research outputs found

    Development of a videogame to improve the math skills of children with dysclaculia

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2018/2019The project consists of the development of a didactic videogame that helps to improve the skills of the children with dyscalculia. The videogame is presented as an alternative to traditional math exercises, to make it less boring for the children and that the experience is more enjoyable, attractive and fun. This will be achieved by adapting the traditional math exercises to mini-games. The difficulty will adapt to the player depending on the failures that makes in each of the mathematical exercises. The game will be available for computers and android tablets. It will be developed with Unity3D

    Student attitudes to games-based skills development: learning from video games in higher education

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    Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to explore how the game-based intervention was perceived. To this end, student attitudes to the use of specified games to develop communication skill, resourcefulness and adaptability are examined. A broadly positive perception of the games' efficacy for skills development is revealed, and the aspects of game play that students believe contribute to skills development are discussed. These aspects include the need to communicate with team mates in order to succeed, and the fluid, unpredictable nature of in-game challenges. It is suggested that while the games played an important role in skills development, interaction between students, facilitated by game play, was also a significant factor

    Cognitive and affective perspectives on immersive technology in education

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    This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Android Educational Game: Introduction to Basic Logic for Children

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    Introduction to Basic Logic aims to develop children\u27s thinking abilities about numbers and quantities to teach activities that are in accordance with the development of their thinking power. Learning in children requires an educational media game facility, one of which is the Educational Game. This educational type game aims to provoke children\u27s interest in learning the subject matter while playing the game. Mobile games can be an alternative in children\u27s learning. Basically children prefer to play rather than learn. This is natural, because child psychology is playing. Based on these problems an educational game application is made for the introduction of basic logic in Android-based children, so that it can produce alternative learning for children. This educational game is intended for children aged 6-7 years because children aged 6-7 years have begun to understand the concept of numbers and develop sensitivity in solving a problem. And trials are carried out using a questionnair

    Designing a gamified social platform for people living with dementia and their live-in family caregivers

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    In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft
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