131,720 research outputs found
PERANCANGAN GAME "YUK, SUKSES UN!" SEBAGAI MEDIA PEMBELAJARAN PARA SISWA DALAM PERANGKAT SMARTPHONE
Games are entertainment media with the highest growth among other smartphone features suchas music, Tv, and movies. Besides having a huge potential in the field of economic and entertainment, thegame also has the potentia/field of instructional media. The students assume the National Examinationas a fear factor can utilize the smartphone as a learning medium, especially students who come from ruralareas who have difficulty in accessing the textbook exercises.By utilizing the game functions as a medium of learning the game design " Yuk, UNSuccess! " In the android operating system which includes a question bank content package, asummary of the material, the lattice, and the discussion of the UN is expected to increase the graduationrate of students nationallyKeywords: Game, Medium of/earning, Android
An Ensemble Model with Ranking for Social Dialogue
Open-domain social dialogue is one of the long-standing goals of Artificial
Intelligence. This year, the Amazon Alexa Prize challenge was announced for the
first time, where real customers get to rate systems developed by leading
universities worldwide. The aim of the challenge is to converse "coherently and
engagingly with humans on popular topics for 20 minutes". We describe our Alexa
Prize system (called 'Alana') consisting of an ensemble of bots, combining
rule-based and machine learning systems, and using a contextual ranking
mechanism to choose a system response. The ranker was trained on real user
feedback received during the competition, where we address the problem of how
to train on the noisy and sparse feedback obtained during the competition.Comment: NIPS 2017 Workshop on Conversational A
Playful and creative ICT pedagogical framing : A nursery school case study
This article reports on the findings of a one-year qualitative study in which a nursery school used information and communication technology (ICT) and a digital media consultant as a catalyst for cultural change leading to teachersā improved pedagogical framing and childrenās enhanced learning dispositions. The pedagogic framing included the children making mini-movies and avatars which were uploaded onto the nursery website. It is argued that such innovative and creative ICT pedagogy was strongly motivational and afforded opportunities for coconstruction and sustained shared thinking (SST) as it engaged with childrenās and familiesā digital cultural habitus. The research reports on field notes, interviews and observations (n Ā¼ 15) of child peer interactions and teacher child interactions
Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real
Entertainment in the 21st Century: Is an Independent Networked Multimedia Production and Promotion Firm a Viable Business Option in the Modern Entertainment Industry?
āArtists are being stifled by the āmajor labelā stance that exclusively demands whatās ours is ours and can only be handled by us. It should be more about creative freedomā (Monstercat Manifesto). Over the past fifteen years, we have witnessed how the internet has changed how entertainment is distributed and consumed. This has led to a change in behavior from major entertainment production firms, and has given way to the surge of independent labels and production houses. Now, entertainers can lead successful careers by reaching their audience through digital platforms, successfully decreasing production and distribution costs. Consumers can find an unlimited amount of ad-supported content that they can access for free. Understanding these change is vital in finding and solving the problems these changes have produced
The Cowl - v.62 - n.17 - Mar 19, 1998
The Cowl - student newspaper of Providence College. Vol 62 - No. 17 - Mar 19, 1998. 28 pages
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