646 research outputs found

    Game Development Based Approach for Learning to Program: A Systematic Literature Review

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    Digitalization is advancing rapidly around the globe. Sufficient training in programming, computer science, and IT should be provided to ensure that upcoming generations do not just experience digitalization but rather actively participate in the process. One emergent educational approach aimed to lower educational barriers and increase the engagement of children and teenagers in programming is game development based learning (GDBL). In this study, we conduct a systematic literature review of empirical papers applying GDBL within programming and computer science courses. The attributes and learning outcomes of GDBL courses for various educational settings are reported and discussed. The results suggest that GDBL in computer science and programming education is an effective approach. We conclude with implications for future research and practice

    But Worse: Remaking Famous Games on a Budget as a Game Development Course

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    Hybrid toy construction

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    Este proyecto, 'Hybrid Toy Construction', se enfoca en enriquecer la experiencia de juego de los niños a través de los juguetes. Al comparar las diferentes experiencias de juego de los niños con una interfaz de usuario tangible (TUI), una interfaz de usuario física (PUI) y una interfaz de usuario gráfica (GUI), se comprobó que los niños prefieren usar un juguete con una GUI sobre una TUI o una PUI. El objetivo del proyecto es la creación de un juguete híbrido para niños de cinco a seis años. Para ello, el juguete contiene elementos físicos (PUI) en forma de un tren, pistas, estaciones y otros objetos inteligentes, así como elementos digitales (GUI) en forma de aplicación. Ambas realidades (la física y la digital) se comunican mediante Bluetooth, estando relacionadas a través de una aplicación para enriquecer la experiencia del usuario. El juguete tiene el propósito de estimular los sentidos de los niños y fomentar su desarrollo mediante el uso de la diversión y juegos educacionalesDepartamento de Teoría de la Arquitectura y Proyectos ArquitectónicosGrado en Ingeniería en Diseño Industrial y Desarrollo de Product

    Promoting Computational Thinking to Impact the Implementation of Computer Science

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    The researchers drove this action research project to integrate Computer Science into the classroom and the effect it can have on computational thinking. The researcher, a fifth-grade teacher in her third year of teaching, utilized Computer Science activities in a science class of 24 students for two weeks while monitoring their progress through Code.org. The study analyzed the correlation between Computer Science and computational thinking. The findings revealed no correlation between the two variables among students with or without a Computer Science background. This project conducted this research to impact the future classroom practices that may implement Computer Science into the everyday classroom

    Mechanical design of a four wheel omni directional mobile robot

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    Mestrado em ESTG-IPBOmni directional mobile robots have been popularly employed in several applications, especially in soccer player robots considered in Robocup competitions. Actually, the popular optimized robots are using three wheels in the mechanical structure. This situation brings the idea of omnidirectional robot at manufacturing. To design the omnidirectional wheels mobile robot respecting the requirement specifications of the factory lite competition, it’s recommended to design and optimize the proposed solution using Solidworks tool. To design a mobile robot using four omni wheels, it’s important to implement suspension system for each wheel. The suspension system will help the programmer when implementing the PID parameters and test the robot. Such a robot can respond more quickly and it would be capable of more sophisticated behaviors such as to transport materials and placed on processing machine and outgoing warehouses. This thesis has tried to focus the description of four wheel omnidirectional mobile robot to be applied to the Factory Lite competition

    Untold History of the Interaction Design Institute Ivrea (2000-2005)

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    Funded in 2000 in Northern Italy, the Interaction Design Institute Ivrea (IDII) was a two-year post-graduate program entirely devoted to educate professionals to tackle a new interpretation of the relationship between human beings, design and digital technologies.This paper retraces the history and the legacy of this Institution and how it was deeply related to Olivetti’s culture, bringing to a wider audience the experimental and visionary educational program through the lenses of some of its main characters: Mr. Franco Debenedetti, IDII Founder and President, Ms. Gillian Crampton Smith, School Director, Ms. Simona Maschi, member of the resident Faculty, and Mr. Giorgio Olivero, student and researcher at that time

    Mulsemedia in Telecommunication and Networking Education: A Novel Teaching Approach that Improves the Learning Process

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    The advent and increased use of new technologies, such as innovative mulsemedia and multi-modal content distribution mechanisms, have brought new challenges and diverse opportunities for technology enhanced learning (TEL). NEWTON is a Horizon 2020 European project that revolutionizes the educational process through innovative TEL methodologies and tools, integrated in a pan-European STEM-related learning network platform. This article focuses on one of these novel TEL methodologies (i.e., mulsemedia) and presents how NEWTON enables mulsemedia- enhanced teaching and learning of STEM subjects, with a particular focus on telecommunication and networking related modules. The article also discusses the very promising results of NEWTON case studies carried out with engineering students across two different universities in Spain and Ireland, respectively. The case studies focused on analyzing the impact on the learning process of the mulsemedia-enhanced teaching in the context of telecommunication and networking modules. The main conclusion of the article is that mulsemedia-enhanced education significantly increases students' learning experience and improves their knowledge gain

    iSTEM Teaching & Learning Conference Program 2017

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    iSTEM Conference Program 201

    Serious Toys: Teaching Computer Science Concepts to Pre-Collegiate Students

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    Advancements in science and engineering have driven innovation in the United States for more than two centuries. The last several decades have brought to the forefront the importance of such innovation to our domestic and global economies. To continue to succeed in this information-based, technologically advanced society, we must ensure that the next generation of students are developing computational thinking skills beyond what was acceptable in past years. Computational thinking represents a collection of structured problem solving skills that cross-cut educational disciplines. There is significant future value in introducing these skills as early as practical in students\u27 academic careers. Over the past four years, we have developed, piloted, and evaluated a series of outreach modules designed to introduce fundamental computing concepts to young learners. Each module is based on a small embedded device a \u27serious toy\u27 designed to simultaneously engage visual, auditory, and kinesthetic learners through lectures, visual demonstrations, and hands-on activities. We have piloted these modules with more than 770 students, and the evaluation results show that the program is having a positive impact. The evaluation instruments for our pilots consist of pre- and post-attitudinal surveys and pre- and post-quizzes. The surveys are designed to assess student attitudes toward computer science and student self-efficacy with respect to the material covered. The quizzes are designed to assess students\u27 content understanding. In this dissertation, we describe the modules and associated serious toys. We also describe the module evaluation methods, the pilot groups, and the results for each pilot study

    CUBICA: An Example of Mixed Reality

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    Nowadays, one of the hot issues in the agenda is, undoubtedly, the concept of Sustainable Computing. There are several technologies in the intersection of Sustainable Computing and Ambient Intelligence. Among them we may mention “Human-Centric Interfaces for Ambient Intelligence” and “Collaborative Smart Objects” technologies. In this paper we present our efforts in developing these technologies for “Mixed Reality”, a paradigm where Virtual Reality and Ambient Intelligence meet. Cubica is a mixed reality educational application that integrates virtual worlds with tangible interfaces. The application is focused on teaching computer science, in particular “sorting algorithms”. The tangible interface is used to simplify the abstract concept of array, while the virtual world is used for delivering explanations. This educational application has been tested with students at different educational levels in secondary education, having obtained promising results in terms of increased motivation for learning and better understanding of abstract concepts.We want to thank the faculty of the I.E.S. “Joan Coromines”, at Benicarló (Valencia, Spain), for their support while evaluating the system. In particular, the contribution of Lorenzo Otero was essential during that process. The work described in this paper was partially funded by the Spanish National Plan of I+D+i (TIN2010-17344), and by the Spanish Ministry of Industry (TSI-020100-2010-743)
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