14,480 research outputs found

    A Systematic Literature Review of Empirical Studies on Learning Analytics in Educational Games

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    Learning analytics (LA) in educational games is considered an emerging practice due to its potential of enhancing the learning process. Growing research on formative assessment has shed light on the ways in which students' meaningful and in-situ learning experiences can be supported through educational games. To understand learners' playful experiences during gameplay, researchers have applied LA, which focuses on understanding students' in-game behaviour trajectories and personal learning needs during play. However, there is a lack of studies exploring how further research on LA in educational games can be conducted. Only a few analyses have discussed how LA has been designed, integrated, and implemented in educational games. Accordingly, this systematic literature review examined how LA in educational games has evolved. The study findings suggest that: (1) there is an increasing need to consider factors such as student modelling, iterative game design and personalisation when designing and implementing LA through educational games; and (2) the use of LA creates several challenges from technical, data management and ethical perspectives. In addition to outlining these findings, this article offers important notes for practitioners, and discusses the implications of the study’s results

    EARLY CHILDHOOD MOBILE PUZLE GAME FOR LEARNING HIJAIYAH LETTERS

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    The main worship activities of Muslims are praying and reading the Qur'an. Activities are carried out in Arabic which are presented in Hijaiyah letters. The ability to read Hijaiyah letters is very mandatory for Muslims, so this activity needs to be taught to children from an early age. Through learning and playing activities, TK Salman al Farisi I Yogyakarta has taught its students to learn to read Hijaiyah letters. One of the learning activities to recognize hijaiyah letters is a puzzle game. This study aims to develop a multimedia application for learning Hijaiyah letters. How applications are developed according to the needs of early childhood with the concept of a learning and playing environment through smartphone devices The method used in this study is the User-Centered Design (UCD) method, which consists of six steps: Identify Needs, Determine Context of Use, Determine Needs, Generate Solution Design, Design Evaluation, and Implementation. This research produces applications that suit the system needs and user needs with good multimedia quality. The results of the multimedia quality test show that the application gets a score of 4.53 out of a scale of 5. This score indicates that the application has a very good predicate

    Managerial Decision Making. Educational and methodological complex of the discipline

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    In the educational and methodological complex of the discipline "Management Decision Making" for students of the specialty "Management and Business Administration", an educational and thematic plan of the discipline, methodological tips for studying lecture materials, practical classes, independent work of students, methodological recommendations for performing calculation work are presented. Test tasks for testing students' knowledge and criteria for current and final control are provided. The educational complex will be useful for students of economic specialties who want to master the discipline "Making managerial decisions"

    Rationalization for Explainable NLP: A Survey

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    Recent advances in deep learning have improved the performance of many Natural Language Processing (NLP) tasks such as translation, question-answering, and text classification. However, this improvement comes at the expense of model explainability. Black-box models make it difficult to understand the internals of a system and the process it takes to arrive at an output. Numerical (LIME, Shapley) and visualization (saliency heatmap) explainability techniques are helpful; however, they are insufficient because they require specialized knowledge. These factors led rationalization to emerge as a more accessible explainable technique in NLP. Rationalization justifies a model's output by providing a natural language explanation (rationale). Recent improvements in natural language generation have made rationalization an attractive technique because it is intuitive, human-comprehensible, and accessible to non-technical users. Since rationalization is a relatively new field, it is disorganized. As the first survey, rationalization literature in NLP from 2007-2022 is analyzed. This survey presents available methods, explainable evaluations, code, and datasets used across various NLP tasks that use rationalization. Further, a new subfield in Explainable AI (XAI), namely, Rational AI (RAI), is introduced to advance the current state of rationalization. A discussion on observed insights, challenges, and future directions is provided to point to promising research opportunities

    An Overview Of Learning Support Factors On Mathematic Games

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     In this study, we examined the factors in game design that were used by developers to support the interests of mathematics learning. The aim is to overcome the lack of empirical evidence about the impact of factors in the game on learning outcomes, identify how the design of in-game activities affects learning, and develop an overview of general recommendations for designing mathematics education games. This study tries to illustrate the impact of game design factors in mathematics education games on the objectives and results of game-based learning

    Cyber Threat Intelligence based Holistic Risk Quantification and Management

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    Hybrid Systems of Soft Computing Technologies in Designing Team Decision for Supply Chain Management Systems of Organizations

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    Abstract—The main objective is development of hybrid systems for adaptive designing and supply chain management / strategizing of team decision “packages” for design work based on the use of soft computing technologies and system-creative thinking (SCT). An algorithm is proposed, and the results of case studies on predicting the effectiveness and optimal organization of team thinking, as well as designing team solutions using the technical package of social technologies are presented. They are exemplified by developing a system of products and marketing channels (points of contact) of an employer brand (EB) of an organization for individual stakeholder groups. An algorithm has been developed for using a system of hybrid “soft computing” technologies and system-creative thinking in supply chain process of project teamwork; practical calculations have been carried out using this algorithm. The algorithm and systems of models for using “soft computing” for supply chain developed allow us to obtain a synergistic effect from controlling a system of hybrid technologies at various stages of teamwork. The package includes a “basic” technology comprising “training teams”, and also the formation of a KPI system that characterize team work (units 1 and 2), “product” technologies comprising analysis of team organization thinking, forecasting team performance, team productivity management, as well as supply chain management of project (units 4, 5, 6), and also “closing” technology being a strategizing (adaptive management) of team work (dynamic control of the algorithm as a whole)

    A Case of Sesame Seeds: Growing and Nurturing Credentials in the Face of Mimicry

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    The purpose of this paper is to put the study of mimicry on the information security research map. Mimicry in humans has received little scholarly attention. Sociologist Diego Gambetta has constructed a framework that enables reasoning about episodes of mimicry based on trust in signs. By looking at the problem of phishing the applicability of this framework to problems of mimicry in information security system was tested. It was found that while the framework offers valuable insights, it needs to be updated since the assumptions that it makes do not hold in practice. A new framework is proposed, built on the core ideas of Gambetta’s framework, and extended with results from a literature study of phishing and other sources. This framework has been used for finding possible solutions to problems in web browser interface design. Because the nature of authentication was found to be the observation of discriminatory signals the paper also discusses the ethical issues surrounding the use of credentials. We hope that this paper will help system designers in finding and choosing appropriate credentials for authentication. By using the proposed framework a system can be analysed for the presence of credentials that enable the discrimination between genuine users and impostors. The framework can also serve as a method for identifying the dynamics behind user verification of credentials. The two problems that the framework can help address are the impersonation of providers and the impersonation of users. Like much other security research the results of this paper can be misused by attackers. It is expected that the framework will be more useful for defenders than attackers, as it is of an analytical nature, and cannot be used directly in any attacks. Since this study is of an exploratory nature the findings of the study need to be verified through research with greater validity. The paper contains directions for further research
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