12 research outputs found

    Identifying game design factor for the development of educational digital games

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    Designing and developing educational digital games are complicated processes.In both cases, multidisciplinary teams are required. Moreover, designing a diverse range of educational digital games from start to end can be different in each case. This paper introduces a concise model for designing digital games with an aim to assist and support both educators and game designers. In addition, this model will bridge the gap between educators and game designers, so as to achieve the common goal of developing effective educational digital games.This study intends to investigate and conduct a comprehensive review of the main features and factors for developing educational digital games suitable for different educational contents and platforms.Furthermore, the proposed model is believed to bring benefits to both educators and game designers who are involved in the game design process for digital game-based learnin

    FOURTH SEMESTER STUDENTS’ PERCEPTION TOWARD SPEAKING ACTIVITIES AT ENGLISH EDUCATION DEPARTMENT OF UIN SULTAN SYARIF KASIM RIAU

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    ABSTRAK Abdurrahman (2022): Persepsi Mahasiswa Terhadap Kegiatan Berbicara Pada Semester IV Jurusan Pendidikan Bahasa Inggris Universitas Islam Negeri Sultan Syarif Kasim Riau Berdasarkan studi pendahuluan, ditemukan bahwa mahasiswa Jurusan Pendidikan Bahasa Inggris UIN Sultan Syarif Kasim Riau memiliki masalah dalam kegiatan kelas berbicara. Tujuan dari penelitian ini adalah untuk mengetahui persepsi mahasiswa tentang Kegiatan Kelas Berbicara Bahasa Inggris dan kegiatan apa yang disukai oleh mereka. Penelitian ini berbentuk penelitian deskriptif kuantitatif. Populasi penelitian ini adalah mahasiswa semester IV (114 mahasiswa) Jurusan Pendidikan Bahasa Inggris UIN Sultan Syarif Kasim Riau. Jumlah sampel sebanyak 24 mahasiswa (20% dari 114 mahasiswa). Dalam pengumpulan data, peneliti menyebarkan angket secara online kepada mahasiswa melalui Google form. Hasil penelitian menunjukkan bahwa Persentase total persepsi mahasiswa tentang kegiatan dalam kelas berbicara, “Lamanya Kegiatan Pendidikan” adalah 37% yang tergolong dalam kategori tingkat rendah. “Persepsi Menarik” adalah 45% yang tergolong dalam kategori tingkat menengah. “Menambah lebih banyak kegiatan pendidikan” adalah 75% yang tergolong dalam kategori tingkat tinggi. Kemudian jenis kegiatan yang disukai siswa adalah “Diskusi” yang terlihat dari total nilai 83%

    La ricostruzione digitale al servizio della memoria: Messina 1780

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    [EN] In recent years, the study of the evolution of the appearance and conformation of cities over the centuries has found new forms of representation through the use of digital modelling and related immersive techniques. These technologies, spread through the gaming industry, are now finding more and more space also in the world of archaeology and the rediscovery of cultural heritage to allow us to catapult ourselves into scenarios that belonged to the past. These investigation methods lend themselves remarkably well in the case of large urban places that no longer exist due to destructive events but of which there is a sufficient amount of documentation such as to be able to reconstruct its appearance with excellent detail and high reliability. This project aims to rebuild the city of Messina as it appeared in the eighteenth century before being razed to the ground by natural disasters.Giannone, L.; Verdiani, G. (2020). Digital reconstruction at the service of memory: Messina 1780. EGE Revista de Expresión Gráfica en la Edificación. 0(13):115-127. https://doi.org/10.4995/ege.2020.14800OJS11512701

    Visualizing Archaeology - with Virtual Reality tools

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    This thesis is concerning how archaeologists can use virtual reality for the 3D visualization of archaeological data. By studying different case studies concerning virtual reality and archaeology, I will try to define how the use of this technology is employed today to transfer knowledge in the sector of Cultural Heritage. During this work I will develop a virtual reality system about Bishops cellar (Biskopskällaren), an archaeological site located in Scania, Sweden. This work will allow me to design and analyze a workflow data construction for the creation of visualization system, the results of this work will be analyzed and discussed

    OneMile: An Interactive Journey to Wellness for Those with Chronic Illness

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    Using interaction design, video, and social media to create an application that will encourage people to maintain or improve their quality of life when dealing with a chronic illness. There are many tools, both tangible and online, for people with debilitating illnesses. There are websites and apps that focus on symptom management, medication monitoring or general wellness. The majority of these resources are mainly used for rehabilitation. There is technology used to help people, both healthy and those with an illness, to improve their health–featuring exercise, eating healthy, tips and tricks. Most people with a chronic illness are looking for ways they can be healthy, or ways to maintain their health; they want to be pro-active in their healthy journey. Multiple Sclerosis is one of these chronic illness–the people who have it may be active and mobile and they are looking for something to help them stay motivated and/or to improve their health. They are not looking for something to help with rehabilitation, because most of these people do not need rehab; they want something to encourage them on quest to healthy and wellness. The needs of the target audience (people with MS) would benefit from a combination of mediums that would lend itself to the idea of activities to fully explore all of the potential aspects of a person’s illness and to motivate them to life a healthy life. The purpose of the activities would be so each user could choose exactly what he or she wants and needs to work on. Cognitive exercises, fine motor skill exercises, social connections and suggested physical movement and recipes will help the user stay motivated. Elements of gamification will help create an active environment for the user and allow them to be motivated and excited to pursue wellness in their lives

    Atlaantis, the first light : nature-inspired design for city building in virtual reality : an exegesis presented in partial fulfillment of the requirements for the degree of Master of Design at Weta Workshop's School at Massey University, Wellington, New Zealand

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    In the past century, some architectural movements like Modernism and Brutalism have caused unfavourable psychological effects for inhabitants. However, contemporary studies suggest that nature-inspired design and unconventional urban planning can create living environments that have a positive impact on the well-being and productivity of their users. Using an original narrative inspired by Plato’s Atlantis, this project develops a six minute proof of concept animation for a speculative fiction Virtual Reality experience, which mixes cinematic entertainment with education tools to “edutain” late teens and young adults about biophilic design, leading-edge fabrication methods and urban planning. Cities around the world are rapidly growing, with the UN Population Reference Bureau predicting an increase of up to three billion in the urban population by 2050 (PRU, 2007). New digital fabrication methods and scientific research into the psychological impact of architecture offer a range of new solutions to create more beneficial human habitats, however progress is slow. This project proposes education through awe-inspiring entertainment as a way to help mitigate this fact and aims to resolve the question: How can we as concept designers help broaden an audience's perspective on nature-inspired architecture and urban design? Drawing from research in the fields of psychogeography, biophilia and biomimicry as well as the concepts of Utopia and Dystopia, and also the potential of awe-inspiring cinematics for edutainment, the project employs a variation of the design thinking methodology that offers an organic problem solving strategy to help answer this question

    Moving College Students to a Better Understanding of Substrate Specificity of Enzymes Through Utilizing Multimedia Pre-Training and an Interactive Enzyme Model

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    Scientists’ progress in understanding enzyme specificity uncovered a complex natural phenomenon. However, not all of the currently available biology textbooks seem to be up to date on this progress. Students’ understanding of how enzymes work is a core requirement in biochemistry and biology tertiary education. Nevertheless, current pre-college science education does not provide students with enough biochemical background to enable them to understand complex material such as this. To bridge this gap, a multimedia pre-training presentation was prepared to fuel the learner’s prior knowledge with discrete facts necessary to understand the presented concept. This treatment is also known to manage intrinsic cognitive load during the learning process. An interactive instructional enzyme model was also built to motivate students to learn about substrate specificity of enzymes. Upon testing the effect of this combined treatment on 111 college students, desirable learning outcomes were found in terms of cognitive load, motivation, and achievement. The multimedia pre-training group reported significantly less intrinsic cognitive load, higher motivation, and demonstrated higher transfer performance than the control and post-training groups. In this study, a statistical mediation model is also proposed to explain how cognitive load and motivation work in concert to foster learning from multimedia pre-training. This type of research goes beyond simple forms of “what works” to a deeper understanding of “how it works,” thus enabling informed decisions for multimedia instructional design. Multimedia learning plays multiple roles in science education. Therefore, science learners would be some of the first to benefit from improving multimedia instructional design. Accordingly, complex scientific phenomena can be introduced to college students in a motivating, informative, and cognitively efficient learning environment

    Convergência de games e realidade virtual para treinamento de manutenção em redes de energia em linha viva

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    Orientador : Prof. Dr. Klaus de GeusCoorienntador: Prof. Dr.Sérgio ScheerTese (doutorado) - Universidade Federal do Paraná, Setor de Ciencias Exatas e Setor de Tecnologia, Programa de Pós-Graduação em Métodos Numéricos em Engenharia. Defesa: Curitiba, 2011Bibliografia: fls. 116-135Área de concentração: Mecanica computacionalResumo: T_ecnicas de manuten_c~ao em linha viva s~ao aquelas desempenhadas em redes de distribui _c~ao de energia sem que haja interrup_c~ao no servi_co. Essa pr_atica evita custos e transtornos, por_em _e considerada de alto risco. Assim, a efetividade de treinamento pr_evio _e de grande import^ancia e, portanto, constantes esfor_cos v^em sendo feitos no sentido de buscar recursos que possam melhorar a reten_c~ao de conhecimento e a qualidade da informa_c~ao a ser adquirida. Neste sentido, novas tecnologias tais como aquelas utilizadas nos modernos videogames e em sistemas de Realidade Virtual podem proporcionar experi^encias pr_aticas que outros mecanismos de aprendizado di_cilmente contemplariam, adicionando vantagens relacionadas a seguran_ca e custo. Este trabalho apresenta o desenvolvimento de um sistema de treinamento de atividades em linha viva, baseado nas tecnologias de Games e Realidade Virtual. Aspectos relativos ao desenvolvimento de uma solu_c~ao abrangente, contemplando todos os dispositivos de hardware para visualiza_c~ao e intera_c~ao, al_em do conjunto de sistemas de software utilizados, s~ao discutidos com foco em quest~oes tais como custo, facilidade de acesso e manuten_c~ao, tend^encias de mercado, facilidade de uso, aprendizado e durabilidade do equipamento. A pesquisa que fundamenta a proposta da plataforma _nal fornece um levantamento de caracter__sticas e limita_c~oes que at_e o presente momento t^em posto empecilhos ao uso mais amplo e abrangente de sistemas baseados em Games e Realidade Virtual para treinamento de atividades cr__ticas. Aspectos chave relacionados a usabilidade, ergonomia, design instrucional e interface de sistema, al_em do comportamento humano e do sistema cognitivo, entre outros, s~ao identi_cados e tratados. O desenvolvimento proporcionou como resultado pr_atico o prot_otipo de uma plataforma para treinamento de atividades em linha viva, a qual utiliza dispositivos como o Nintendo Wii RemoteR e televisores estereosc_opicos para prover um novo modelo de intera _c~ao e visualiza_c~ao focado na aplica_c~ao contemplada. Um cen_ario completo, incluindo modelos geom_etricos precisos, foram criados e integrados ao prot_otipo, o qual permite a simula_c~ao completa de uma atividade recorrente de manuten_c~ao em linha viva. Funcionalidades foram implementadas incluindo o comportamento f__sico dos objetos da cena, um modelo de navega_c~ao e visualiza_c~ao, e um modelo de sele_c~ao e manipula_c~ao de objetos virtuais. Esses dois modelos complementam-se em um mecanismo de intera_c~ao com o ambiente virtual inspirado em conceitos da computa_c~ao ub__qua e interfaces tang__veis. Uma proposta de avalia_c~ao preliminar do sistema desenvolvido _e apresentada juntamente com os resultados obtidos em sua aplica_c~ao a pro_ssionais da _area. Por _m, as contribui_c~oes cient___cas focadas no aprendizado mediante tecnologias de Games e Realidade Virtual s~ao discutidas.Abstract: Live line maintenance techniques live line are those performed in power distribution networks without the need for service interruption. This practice avoids costs and inconveniences, but is considered a high risk activity. Thus, the e_ectiveness of prior training is of great importance and, therefore, constant e_orts have been made to _nd mechanisms that can improve knowledge retention and the quality of information to be acquired. In this respect, new technologies such as those used in modern video games and virtual reality systems can provide practical experiences that other learning mechanisms hardly account for, adding advantages related to safety and cost. This work presents the development of a training system for live line activities, based on the paradigms of Games and Virtual Reality. Aspects related to the development of a comprehensive, which accounts for all hardware devices used for visualization and interaction, as well as all software systems used, are discussed. focusing on issues such as cost, ease of access and maintenance, market trends, ease of use, learning and durability. The research that supports the proposal of the _nal platform provides an overview of characteristics and limitations that until now have put obstacles to a wider and more comprehensive use of systems based on Games and Virtual Reality for training on critical activities. Key aspects related to usability, ergonomics, instructional design and system interface, as well as human behaviour and cognitive system, among others, are identi_ed and treated. The development of this work has provided, as practical result, a prototype of a training platform for live line activities, which uses devices such as Nintendo Wii Remote R and stereoscopic television sets to provide a new model of interaction and visualization focused on the application. Geometric models were created and integrated into the prototype, which allows full simulation of a recurring activity in live line maintenance. Features have been implemented including the physical behaviour of objects in the scene, a model for navigation and viewing, and a model for selection and manipulation of virtual objects. These two models complement each other, making up an interaction mechanism inspired on concepts of ubiquitous computing and tangible interfaces. A proposal for a preliminary evaluation procedure for the developed system is presented together with results obtained after its application to end users. Finally, the scienti_c contributions focused on technology-based learning through Games and Virtual Reality are discussed

    Recomendações para design de jogos eletrônicos no Museu de Arqueologia e Etnologia da UFPR

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    Orientador: Prof. Dr. André Luiz BattaiolaDissertação (mestrado) - Universidade Federal do Paraná, Setor de Artes, Comunicação e Design, Programa de Pós-Graduação em Design. Defesa: Curitiba, 03/08/2017Inclui referências : p. 221-237Resumo: Os Museus têm se empenhado, sobretudo nas últimas décadas, na ressignificação de seu papel institucional - a fim de quebrar um persistente senso comum de "lugar de coisa velha" - para se consolidarem como instituições participativas, que estejam de fato a serviço da sociedade. Vêm, para isso, oferecendo uma vasta gama de atividades lúdicas e comunicativas, atento às possibilidades de educação não-formal, museal e patrimonial em vários contextos que transcendem a realização de exposições, tão somente. Em iniciativa recente do Museu de Arqueologia e Etnologia da Universidade Federal do Paraná (MAE-UFPR), houve o desenvolvimento de três jogos eletrônicos voltados ao público juvenil proveniente do ensino básico. Contudo, apesar de escassos e/ou frágeis relatos sobre experiências isoladas, não se encontra na literatura brasileira sobre Game Design estudos com maior atenção sobre a especificidade dos museus, o que deixa a criação de jogos eletrônicos museais carente de fundamentos teórico-metodológicos que possam orientá-la. Existe, portanto, uma demanda latente pelo aprimoramento do design dos jogos propostos pelas instituições. Tanto essa lacuna teórica no processo de design dos jogos museais, bem como os problemas observados no desenvolvimento destes jogos no âmbito do MAE-UFPR leva a seguinte pergunta de pesquisa: "Utilizando conhecimentos da área do game design e da museologia, como é possível definir um conjunto de recomendações para o desenvolvimento de jogos para o Museu de Arqueologia e Etnologia da UFPR?". A pesquisa é desenvolvida com base na triangularização de dados obtidos de um levantamento bibliográfico tanto da área de museologia quanto de game design, e os dados coletados a partir de observações e questionários que determinam as percepções e as motivações dos jovens visitantes do MAEUFPR, bem como do posicionamento como desenvolvedores de profissionais deste museu (stakeholders). Ao final, a pesquisa resulta em um conjunto de "Recomendações para Design de Jogos Eletrônicos no MAE-UFPR", elaboradas com o objetivo de nortear os processos do design de jogos desenvolvidos pelo MAE-UFPR ou de outras entidades museológicas que delas puderem se valer. A pesquisa também contribui com reflexões acerca das experiências que o público do museu, em especial, o mais jovem, gostaria de vivenciar dentro de museus e/ou demais instituições com os mesmos fins. Palavras chave: Museus. Game Design. Educação.Abstract: In the last few decades, Museums have been striving to redimension their institutional role - both in order to break away from a persistent commonplace of "a place to showcase old stuff", as well as to consolidate themselves as participatory institutions that are truly at society's disposal. In order to do so, they have been offering a wide range of recreational and communication activities, being attentive to non-formal, museum and patrimonial possibilities in a wide array of contexts that go beyond the usual exhibition. In a recent initiative of the Museum of Archeology and Ethnology of the Federal University of Paraná (MAE-UFPR), three electronic games were developed aiming at young audiences coming out of basic education. However, in spite of only scarce and/or fragile accounts on isolated experiences, there is no specific studies on brazilian Game Design literature about the particularities of the museums, leaving the field of museum game creation in shortage of theoretical and methodological foundations capable of guiding its ways. Thus, there is a latent demand for the improvement of the design of the games proposed by these institutions. Both this theory gap in the museum game design process as well as the actual problems observed during the development of these games inside the MAEUFPR lead to the following research inquiry: "How can we define, by utilizing both game design and museology knowledge, a set of recommendations for the development of games for the Museum of Archeology and Ethnology of UFPR?". This research is developed based on the triangularization of data collected from bibliography both out of museology and game design areas and data collected from observations and questionnaire that determine the perceptions and motivations of young visitors of the MAE-UFPR as well as those of the team of professionals of the museum in their roles as game developers (stakeholders). In the end, the research results in a set of "Recommendations for Electronic Game Design on MAE-UFPR", elaborated with the objective of guiding the game design processes developed by MAE-UFPR or by other museological entities that may come to use it. The research also contributes with reflections about the experiences that the public of the museum, especially the younger one, would like to experience in museums and/or other institutions of the same kind. Keywords: Museums. Game Design. Education
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