100,529 research outputs found

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    How Interactive can a Lecture Become?

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    The uses of technology have been well documented and many people have tried to use the available technology. In an age of increasingly idevices dependent generation where on average students check their portable devices at least every 15 minutes for 15 seconds, the way students engage with the lecture and the lecturer has changed. The dynamic environment of the lecture is one which can be very enjoyable, demanding and noisy. It requires the attention of the student, note taking skills, teaching techniques, audio visual aids and timing of the lecture to work seamlessly. However, not only the student attitudes have changed but also their approach to learning and demands for more summarized information. They want less to read, eBook style information but mostly in the form of PowerPoint rather than books. They want access to the Google search engine and the algorithm to generate the correct answers in the very first search results. Unfortunately the standard social media interfaces are not particularly designed for lectures and there is always the temptation to read and answer the threads on your Facebook. A pilot study has been implemented in order to facilitate the use of social media, portable devices, forums and the good old chalk and talk technique to bring the big lectures back to life. Improve the student experience and the learning by engaging everyone. The dynamic environment of the lectures would be enhanced by allowing interaction on all levels from delivery of the unit to questions and answers to setting and sitting examinations and assignments. Even the feedback mechanism would need to change. The research would require a huge shift in the way everything is done and the cultural consequences of the change may be more of effect towards the academics, especially ones with longer teaching experience

    Applying the interaction equivalency theorem to online courses in a large organization

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    Finding effective ways of designing online courses is a priority for corporate organizations. The interaction equivalency theorem states that meaningful learning can be achieved as long as courses are designed with at least a high level of one of three types of interactions (learner-content, learner-teacher or learner-learner). This study aimed to establish whether the interaction equivalency theorem applies to online learning in the corporate sector. The research was conducted in a large Mexican commercial organization, and involved 147 learners (sales supervisors), 30 teachers (sales managers and directors) and 3 academic assistants (course designers, or Education support staff). Three courses of an existing Leadership Program (Situational Leadership, Empowering Beliefs and Effective Performance) were redesigned and developed to test three course designs, each emphasizing a different type of interaction (learner-content, learner-teacher or learner-learner). Data were collected through surveys (for diagnostic and evaluation purposes) and exams. All courses yielded high levels of effectiveness, in terms of satisfaction, learning, perceived readiness for knowledge transfer and return on expectations. This suggests that the interaction equivalency theorem not only applies in a business setting but might also include other indicators of course effectiveness, such as satisfaction, learning transfer and return on expectations. Further research is needed to explore the possible expansion of the theorem
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