37 research outputs found

    Autorenumgebung für Serious Games - StoryTec: Eine Autorenumgebung und narrative Objekte für personalisierte Serious Games

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    Serious Games vereinen die Charakteristik von Unterhaltungsspielen mit einem „characterizing goal“ und Spezifika dedizierter Serious Games Anwendungsbereiche. Das Potential von Serious Games ist groß, dennoch ist die Qualität oftmals nicht optimal und die Nutzerakzeptanz entsprechend gering. Auch gibt es oftmals eine falsche Erwartungshaltung gegenüber Serious Games im Hinblick auf das Kosten-Nutzenverhältnis und auf notwendige Entwicklungsbudgets für Serious Games. Daher sind innovative Methoden, Konzepte und Technologien erforderlich, die signifikant zur Qualitätssteigerung und der erfolgreichen Verbreitung von Serious Games beitragen. Im Rahmen dieser Arbeit werden hierfür mit der Autorenumgebung StoryTec und dem Modell für narrative Objekte eigene Forschungsbeiträge zur Erstellung, Steuerung und Evaluation von personalisierten, adaptiven Serious Games vorgestellt. Basierend auf dieser Ausgangssituation werden in Kapitel 2 Serious Games Technologien als Lösungsansätze zur Erstellung, Steuerung und Evaluation von Serious Games beschrieben und die eigene Arbeit in dieses komplexe Forschungsfeld eingeordnet. Kapitel 3 und 4 beschreiben die Autorenumgebung „StoryTec“ und das Modell der „Narrative Game-based Learning Objects“ (NGLOB). StoryTec fungiert als Rapid Prototyping Umgebung, bestehend aus dem Authoring Tool „StoryTec Editor“ und den beiden Abspielkomponenten (Player) „StoryPublish“ und „StoryPlay“, die speziell Autoren ohne Programmierkenntnisse bei der Entwicklung von Serious Games unterstützen. NGLOBs dienen als konzeptionelle Grundlage von personalisierten Story-basierten Lernspielen; sie vereinen narrative dramaturgische Aspekte mit benutzerindividuellen Spieler- und Lernermodellen. Das NGLOB-Konzept wurde prototypisch realisiert und vollständig in StoryTec integriert. In Kapitel 5 „Serious Games für Bildung und Gesundheit“ werden die erarbeiteten Methoden und Konzepte anhand des Geographie-Lernspiels „80Days“ und dem personalisierten Bewegungsspiel „ErgoActive“ validiert. Abschließend werden die wesentlichen Ergebnisse der Arbeit zusammengefasst und ein Ausblick für weiterführende Forschungsarbeiten skizziert – u.a. im Hinblick auf die Konzeption eines Metadaten-gestützten Informationssystems für Serious Games, das eine (standardisierte) Beschreibung und (individuelle) Suche nach (geeigneten) Serious Games ermöglicht

    Harnessing Edutainment in Higher Education: an Example of an IoT Based Game

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    In this paper the authors study the problem of designing new tools and approaches for a higher implementation of edutainment into formal e-learning. The main goal is to design an educational game in order to effectively support the teaching process in higher education. The developed game is based on Internet of things technologies and implemented as a part of a smart classroom. It includes IoT infrastructure for solving assignments within a course, a mobile application that students use to interact with the game and a component for integration with Moodle LMS. The game has been implemented within the educational process at Faculty of Organizational Sciences, University of Belgrade

    Virtualidad y pedagogía. Diseño de agentes pedagógicos virtuales en español

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    En este artículo se describe el proceso de diseño previsto para un agente pedagógico virtual de pregunta y respuesta para entrenar a jóvenes en la presentación de entrevistas de trabajo.La posibilidad de generar aplicaciones de bajo costo que permitan el trabajo con comunidades educativas marginales se enfrentan a diversas problemáticas, siendo particular la ausencia de soluciones disponibles en idioma español, así como la poca experiencia o cercanía de docentes al diseño y trabajo con humanos virtuales. Para ello se diseña una solución informática para el rápido desarrollo de personajes de pregunta y respuesta para el idioma español

    Intolerable Interference of Other Countries’ Traditions and Cultures in Myanmar & Disadvantages of Social Media

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    In Myanmar, social media has evidently impacted on human behaviors after 2010 year and this condition is declining prospect of Myanmar Traditions and Cultures. Polite consciences of Myanmar people become disappearing year after year by using social media. This study was conducted for 12 years in Myanmar among general population of 4952 people. 82% of people are deviant with Myanmar Culture and 81.6% are transforming their behaviors to rude with deviation of Tradition of Myanmar. When youths under 18 years, they were used to marry illegally and 68.2% have adulterous liaison from social media dating. The children who are not adults cannot concentrate their study and this fact is directly impact on Education of Myanmar. The physical health became prospect in bad situation due to emission of microwaves from smart devices

    Providing Hints, Next Steps and Feedback in a Tutoring System for Structural Induction

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    Structural induction is a proof technique that is widely used to prove statements about discrete structures. Students find it hard to construct inductive proofs, and when learning to construct such proofs, receiving feedback is important. In this paper we discuss the design of a tutoring system, LogInd, that helps students with constructing stepwise inductive proofs by providing hints, next steps and feedback. As far as we know, this is the first tutoring system for structural induction with this functionality. We explain how we use a strategy to construct proofs for a restricted class of problems. This strategy can also be used to complete partial student solutions, and hence to provide hints or next steps. We use constraints to provide feedback. A pilot evaluation with a small group of students shows that LogInd indeed can give hints and next steps in almost all cases.Comment: In Proceedings ThEdu'19, arXiv:2002.1189

    Using Virtual Environments as a Visual Interface for Accessing Cultural Database Contents

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    Cultural institutions have to deal with an enormous amount of data, which are stored in cultural databases usually designed for and managed by professionals. Difficulties in accessing such databases usually preclude or limit their use for the general public. Moreover, in the historic, artistic and cultural areas, an important part of the information associated to an object is related to its original historical and spatial context, an evidence that is often not disclosed, or is difficult to explain, to the non experts. For this reason, it is important to try to re-contextualize - where possible - the elements of cultural collections in the places where these objects were in the past. To this end, in this work we propose the integration of databases and Virtual Reality technologies to develop novel visual interfaces to improve the accessibility, for the non experts, to the contents of cultural databases. Virtual Reality is used to re-create the contextual environment of the objects in the database, which can be explored to gain new insights on specific elements and to improve the awareness of relationships between them. The use of two different types of Virtual Environments has been investigated in the development of the proposed visual interfaces. Results of their evaluation by a user panel, in order to assess the accessibility and effectiveness of both interfaces in relation to each other and with a classic text-based interface, are also presente

    Development of an educational game based on IoT

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    nternet of Things(IoT)in combination with game based learning offers new possibilities to improve teaching and learning. This paper presents an example of using the IoTin education through the creation of an educational interactive game. Aneducational game based on the IoThas been developed. The developed systemaims to motivate students to acquire and enhance knowledge in the field of IoT. The system is composed of a mobile application that serves as a controller for students, an administrative tool in the form of a web application used by the teachers, a set of assignments implemented within a smart educational environment, and a collection of web services used for integration of software components.The system is integrated with Moodle learning management system. The evaluation has been conducted at the Faculty of organizationalsciences, University of Belgrade, during the Summer school in Internet of Things. A group of seven students played the game, solved the knowledge test, and gave their opinions on usefulness, ease of use, ease of learning and satisfaction with the developed system. Results show that the game has a positive effect on students’ knowledge and attitudes, and therefore is suitable for application within a blended learning environment

    Human Factors in Agile Software Development

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    Through our four years experiments on students' Scrum based agile software development (ASD) process, we have gained deep understanding into the human factors of agile methodology. We designed an agile project management tool - the HASE collaboration development platform to support more than 400 students self-organized into 80 teams to practice ASD. In this thesis, Based on our experiments, simulations and analysis, we contributed a series of solutions and insights in this researches, including 1) a Goal Net based method to enhance goal and requirement management for ASD process, 2) a novel Simple Multi-Agent Real-Time (SMART) approach to enhance intelligent task allocation for ASD process, 3) a Fuzzy Cognitive Maps (FCMs) based method to enhance emotion and morale management for ASD process, 4) the first large scale in-depth empirical insights on human factors in ASD process which have not yet been well studied by existing research, and 5) the first to identify ASD process as a human-computation system that exploit human efforts to perform tasks that computers are not good at solving. On the other hand, computers can assist human decision making in the ASD process.Comment: Book Draf
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