3 research outputs found
Disponibilização de conteúdos LMS em dispositivos móveis
Dissertação apresentado à Escola Superior de Tecnologia e Gestão do IPL para obtenção do grau de Mestre em Engenharia Informática - Computação Móvel, orientada pelo Doutor Vítor Manuel Basto Fernandes.Actualmente, os dispositivos móveis estão cada vez mais presentes nas tarefas diárias das
nossas vidas. Devido ao rápido desenvolvimento das tecnologias de comunicações móveis
e das redes sem fio, elevando exponencialmente o número de pessoas que usam os
dispositivos móveis. Neste contexto, aparece o m-learning que estende o conceito de elearning,
onde alarga o conceito de mobilidade, especialmente com o uso de recursos
tecnológicos. Portanto, a computação móvel concentra o paradigma do "anytime,
anywhere access", oferecendo recursos para a educação à distância através dos
dispositivos móveis. Este paradigma permite que a informação seja disponibilizada aos
utilizadores com maior flexibilidade e diversidade. Fazendo com que a aprendizagem
surja em locais e horários não convencionais.
A necessidade de aprendizagem ao longo da vida, formação, mobilidade e flexibilidade
do ensino e da penetração das tecnologias móveis possibilita aos dispositivos móveis,
devido à sua principal característica - a mobilidade - o apoio e desenvolvimento de novas
abordagens no contexto educacional como instrumentos de apoio à aprendizagem.
Este estudo apresenta o trabalho realizado no âmbito da criação de uma aplicação de
suporte ao ensino à distância no ensino superior. O objectivo principal consiste na
utilização dos dispositivos móveis como ferramentas de apoio, com a finalidade de
exibirem as informações sobre as disciplinas/conteúdos disponíveis no LMS. De forma a
poder validar o estudo efectuado, foram realizados testes com os alunos do Instituto
Politécnico de Leiria e sendo o Moodle a plataforma LMS escolhida para os testes
THE INFLUENCE OF GAME DESIGN ON THE COLLABORATIVE PROBLEM SOLVING PROCESS: A CROSS-CASE STUDY OF MULTI-PLAYER COLLABORATIVE GAMEPLAY ANALYSIS
This cross-case study examines the relationships between game design attributes and collaborative problem solving process in the context of multi-player video games. The following game design attributes: sensory stimuli elements, level of challenge, and presentation of game goals and rules were examined to determine their influence on game player\u27s collaboration and joint problem solving processes. Six participants were placed into four collaborative teams and asked to play at least one video game. Three multi-player video games were utilized: Portal 2, Indiana Jones 2: The Adventure Continues, and Borderlands. Seven cases were identified based on a combination of teams and video games. Data were collected via observations of teams\u27 gameplay and discourse as well as through questionnaires filled by the participants. The data from these cases were analyzed at three levels: Within game/within case, within game/across cases, and across games.
The results of this study confirm the game design attributes\u27 potential influence on collaborative problem solving. The findings of this study indicated that the sensory stimuli elements with guidance functionality were more effective in promoting collaboration. In addition, subtle sensory stimuli elements used for guidance purposes were more effective at enhancing the collaborative problem solving activity compared to the prominent sensory stimuli elements. It was also found that when participants felt more challenged due to a complex task they were more willing to work together to solve the problems. However, the increased challenge due to a difficult gameplay mechanics did not promote collaboration especially for the inexperienced teams. The influence of presentation of goals and rules on collaborative problem solving was not robust. This study identified that ambiguous goals and rules promoted more conversation only for groups with healthy team dynamics therefore supported collaborative problem solving
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Mobile Learning using Mixed Reality Games and a Conversational, Instructional and Motivational Paradigm. Design and implementation of technical language learning mobile games for the developing world with special attention to mixed reality games for the realization of a conversational, instructional and motivational paradigm.
Mobile learning has significant potential to be very influential in further and higher education. In this research a new definition for Mobile Educational Mixed Reality Games (MEMRG) is proposed based on a mobile learning environment. A questionnaire and a quantifying scale are utilised to assist the game developers in designing a MEMRG. A ¿Conversational Framework¿ is proposed as an appropriate psycho-pedagogical approach to teaching and learning for MEMRG. This methodology is based on the theme of a ¿conversation¿ between different actors of the learning community with the objective of building the architectural framework for MEMRG. Various elements responsible for instructing and motivating learners in educational games are utilised in an instructional-motivational model. User interface design for the games incorporates an efficient navigation system that uses contextual information, and allows the players to move seamlessly between real and virtual worlds. The implementation of MEMRG using the Java 2 Micro Edition (J2ME) platform
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is presented. The hardware and software specification for the MEMRG implementation and deployment are also discussed. MEMRG has produced improvements in the different cognitive processes of the learner, and also produced a deeper level of learning through enculturation, externalising ideas, and socialising. Learners¿ enjoyment, involvement, motivation, autonomy and metacognition skills have improved. This research will assist developers and teachers to gain an insight into learning paradigms which utilise mobile game environments that are formed by mixing real and virtual spaces, and provide them with a vision for effectively incorporating these games into formal and informal classroom sessions