11,316 research outputs found

    Evaluation of the game development process of a location-based mobile game

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    There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework for involving stakeholders in the design and development of a game-based awareness campaign based on a user-centered software design methodology and assesses its effectiveness in a concrete use case: the development of the location-based mobile game City Jam. The goal was to develop a game-based road safety campaign to confront adolescents with road traffic situations with the aim to positively influence road safety attitude and behavior. Mobile technologies offer new opportunities to embed digital game based learning by in different contexts. Given the nature of the road safety campaign, a location-based game format was chosen, aiming to facilitate learning by means of an extended three-way interaction (human interaction, game and context). Different user-centered design methods were deployed throughout several phases of the game development process: In phase one (the opportunity identification) a literature review was performed to investigate relevant fields for the game’s goal. In phase two (the game concept development) expert interviews and a focus groups were conducted with relevant stakeholders and in phase three (the game concept design) co-design sessions and a focus group resulted in a game design document. In phase four (game development and testing) the beta version of City jam was developed and tested in an iterative field testing design and resulted in the final game. Results obtained throughout the game development process provided us the opportunity to evaluate several major aspects. Firstly the impact of stakeholder involvement on the different phases of the design process and the final product resulted in a game that was tailored to the preferences and needs of the target group. Secondly translating the game concept into practice, such as game elements, proposed educational game elements, were evaluated based on the usability, playability principles and social and technological aspects. Benefits and challenges of user-centered design methods are discussed and how budget constraints and differing desired outcomes of different stakeholders challenge but also enrich the process

    Preprocessing and Content/Navigational Pages Identification as Premises for an Extended Web Usage Mining Model Development

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    From its appearance until nowadays, the internet saw a spectacular growth not only in terms of websites number and information volume, but also in terms of the number of visitors. Therefore, the need of an overall analysis regarding both the web sites and the content provided by them was required. Thus, a new branch of research was developed, namely web mining, that aims to discover useful information and knowledge, based not only on the analysis of websites and content, but also on the way in which the users interact with them. The aim of the present paper is to design a database that captures only the relevant data from logs in a way that will allow to store and manage large sets of temporal data with common tools in real time. In our work, we rely on different web sites or website sections with known architecture and we test several hypotheses from the literature in order to extend the framework to sites with unknown or chaotic structure, which are non-transparent in determining the type of visited pages. In doing this, we will start from non-proprietary, preexisting raw server logs.Knowledge Management, Web Mining, Data Preprocessing, Decision Trees, Databases

    In the eye of the storm: preliminary evidence on the use of online learning diaries

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    The surprising lack of pressure and speed in the centre of the vortex of a storm are in stark contrast to the force and destruction often experienced at its periphery. Many spectators watching a developing storm will be caught between fear and a desire to escape. The metaphor of a storm has been applied here to the emotions experienced by many students enrolling in online learning courses. Not only do the requirements of studying online collide with personal and professional commitments, the experience of learning online (often in groups) results in many students feeling displaced, scared or out of control. Learning diaries, especially in an online environment, present students with an opportunity to reach the centre of the vortex, though this may not be as quiet and safe as we may have presumed. This paper reports on students’ reflections in their learning diaries as a prescriptive part of the Professional Certificate in Management offered by the Open University. The research focused on the unstructured learning diary entries of 12 students from one tutor group over an 18 day period of a short compulsory online course. This phenomenographic study used grounded theory as methodology to analyse and describe students’ use of their learning diaries. The research found ample evidence that online learning diaries provide students with a safe space to reflect on the vortex around them. Without a quiet and reflective centre, students may be overwhelmed by the wider forces impacting on them. Students’ postings provided rich descriptions of the vortex of studying online and the function of having a centre to which to withdraw. There is, however, also evidence that posting reflections in learning diaries can itself be a dislocating and uncomfortable experience for some learners, while others question its usefulness. The work provides practical and useful information for managers of online learning experiences, instructional designers and curriculum developer

    Big Data as a Technology-to-think-with for Scientific Literacy

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    This research aimed to identify indications of scientific literacy resulting from a didactic and investigative interaction with Google Trends Big Data software by first-year students from a high-school in Novo Hamburgo, Southern Brazil. Both teaching strategies and research interpretations lie on four theoretical backgrounds. Firstly, Bunge's epistemology, which provides a thorough characterization of Science that was central to our study. Secondly, the conceptual framework of scientific literacy of Fives et al. that makes our teaching focus precise and concise, as well as supports one of our methodological tool: the SLA (scientific literacy assessment). Thirdly, the "crowdledge" construct from dos Santos, which gives meaning to our study when as it makes the development of scientific literacy itself versatile for paying attention on sociotechnological and epistemological contemporary phenomena. Finally, the learning principles from Papert's Constructionism inspired our educational activities. Our educational actions consisted of students, divided into two classes, investigating phenomena chose by them. A triangulation process to integrate quantitative and qualitative methods on the assessments results was done. The experimental design consisted in post-tests only and the experimental variable was the way of access to the world. The experimental group interacted with the world using analyses of temporal and regional plots of interest of terms or topics searched on Google. The control class did 'placebo' interactions with the world through on-site observations of bryophytes, fungus or whatever in the schoolyard. As general results of our research, a constructionist environment based on Big Data analysis showed itself as a richer strategy to develop scientific literacy, compared to a free schoolyard exploration.Comment: 23 pages, 2 figures, 8 table

    Mapping Big Data into Knowledge Space with Cognitive Cyber-Infrastructure

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    Big data research has attracted great attention in science, technology, industry and society. It is developing with the evolving scientific paradigm, the fourth industrial revolution, and the transformational innovation of technologies. However, its nature and fundamental challenge have not been recognized, and its own methodology has not been formed. This paper explores and answers the following questions: What is big data? What are the basic methods for representing, managing and analyzing big data? What is the relationship between big data and knowledge? Can we find a mapping from big data into knowledge space? What kind of infrastructure is required to support not only big data management and analysis but also knowledge discovery, sharing and management? What is the relationship between big data and science paradigm? What is the nature and fundamental challenge of big data computing? A multi-dimensional perspective is presented toward a methodology of big data computing.Comment: 59 page

    Human-AI Collaboration for Smart Education: Reframing Applied Learning to Support Metacognition

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    This chapter investigates the profound influence of intelligent virtual assistants (IVAs) on the educational domain, specifically in the realm of individualized learning and the instruction of writing abilities and content creation. IVAs, incorporating generative AI technologies such as ChatGPT and Stable Diffusion, hold the potential to bring about a paradigm shift in educational programs, emphasizing the enhancement of advanced metacognitive capacities rather than the fundamentals of communication. The subsequent recommendations stress the need to cultivate enduring proficiencies and ascertain tailored learning approaches for each learner, which will be indispensable for success in the evolving job market. In this context, prompt engineering is emerging as a vital competency, while continuous reskilling and lifelong learning become professional requisites. The proposed innovative method for teaching writing skills and content generation advocates for a reconfiguration of curricula to concentrate on applied learning techniques that accentuate the value of contextual judgment as a central pedagogical tenet and the mastery of sophisticated metacognitive abilities, which will be pivotal in the future of work

    Scoping analytical usability evaluation methods: A case study

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    Analytical usability evaluation methods (UEMs) can complement empirical evaluation of systems: for example, they can often be used earlier in design and can provide accounts of why users might experience difficulties, as well as what those difficulties are. However, their properties and value are only partially understood. One way to improve our understanding is by detailed comparisons using a single interface or system as a target for evaluation, but we need to look deeper than simple problem counts: we need to consider what kinds of accounts each UEM offers, and why. Here, we report on a detailed comparison of eight analytical UEMs. These eight methods were applied to it robotic arm interface, and the findings were systematically compared against video data of the arm ill use. The usability issues that were identified could be grouped into five categories: system design, user misconceptions, conceptual fit between user and system, physical issues, and contextual ones. Other possible categories such as User experience did not emerge in this particular study. With the exception of Heuristic Evaluation, which supported a range of insights, each analytical method was found to focus attention on just one or two categories of issues. Two of the three "home-grown" methods (Evaluating Multimodal Usability and Concept-based Analysis of Surface and Structural Misfits) were found to occupy particular niches in the space, whereas the third (Programmable User Modeling) did not. This approach has identified commonalities and contrasts between methods and provided accounts of why a particular method yielded the insights it did. Rather than considering measures such as problem count or thoroughness, this approach has yielded insights into the scope of each method
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