33,707 research outputs found

    Game-based learning or game-based teaching?

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    Emerging technologies for learning report - Article exploring games based learning and its potential for edcuatio

    Female Under-Representation in Computing Education and Industry - A Survey of Issues and Interventions

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    This survey paper examines the issue of female under-representation in computing education and industry, which has been shown from empirical studies to be a problem for over two decades. While various measures and intervention strategies have been implemented to increase the interest of girls in computing education and industry, the level of success has been discouraging. The primary contribution of this paper is to provide an analysis of the extensive research work in this area. It outlines the progressive decline in female representation in computing education. It also presents the key arguments that attempt to explain the decline and intervention strategies. We conclude that there is a need to further explore strategies that will encourage young female learners to interact more with computer educational games

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    CGAMES'2009

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    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Coming Out of the Dungeon: Mathematics and Role-Playing Games

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    After hiding it for many years, I have a confession to make. Throughout middle school and high school my friends and I would gather almost every weekend, spending hours using numbers, probability, and optimization to build models that we could use to simulate almost anything. That’s right. My big secret is simple. I was a high school mathematical modeler. Of course, our weekend mathematical models didn’t bear any direct relationship to the models we explored in our mathematics and science classes. You would probably not even recognize our regular gatherings as mathematical exercises. If you looked into the room, you’d see a group of us gathered around a table, scribbling on sheets of paper, rolling dice, eating pizza, and talking about dragons, magical spells, and sword fighting. So while I claim we were engaged in mathematical modeling, I suspect that very few math classes built models like ours. After all, how many math teachers have constructed or had their students construct a mathematical representation of a dragon, a magical spell, or a swordfight? And yet, our role-playing games (RPGs) were very much mathematical models of reality — certainly not the reality of our everyday experience, but a reality nonetheless, one intended to simulate a particular kind of world. Most often for us this was the medieval, high-fantasy world of Dungeons & Dragons (D&D), but we also played games with science fiction or modern-day espionage settings. We learned a lot about math, mythology, medieval history, teamwork, storytelling, and imagination in the process. And, when existing games were inadequate vehicles for our imagination, we modified them or created new ones. In doing so, we learned even more about math. Now that I am a mathematics professor, I find myself reflecting on those days as a “fantasy modeler” and considering various questions. What is the relationship between my two interests of fantasy games and mathematics? Does having been a gamer make me a better mathematician or modeler? Does my mathematical experience make me a better gamer? These different aspects of my life may seem mostly unconnected; indeed, the “nerd” stereotype is associated with both activities, but despite public perception, the community of role-players includes many people who are not scientifically-minded. So we cannot say that role-players like math, or math-lovers role-play, because “that is simply what nerds do.” To get at the deeper question of how mathematics and role-playing are related, we first need to look at the processes of gaming, game designing, and modeling
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