216,981 research outputs found

    Ubiquitous Bugs and Drugs Education for Children Through Mobile Games

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    Increasing mobile device ownership among children makes them an attractive platform for raising awareness about health issues. At the same time, children are using mobile devices for playing games and therefore these games could be used to facilitate the delivery of important healthcare messages in an enjoyable manner. In this article we present edugames4all MicrobeQuest!, a mobile game that aims to create awareness among 9 to 12 years old on healthcare issues related to microbe transmission, food and hand hygiene, and responsible antibiotic use. This article discusses the preliminary research performed in assessing the usability of the game

    Educational mobile game design for children learning mathematics

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    Children can learn while playing computer educational games. Therefore, it is important that educational games for children are well designed and usable. This study proposes an educational mobile game design for children to learn mathematics. Based on the design, a low fidelity and high fidelity prototypes called PreMath Operations were designed and developed. A usability evaluation was conducted on the prototypes by observing children playing with the games. The result of the evaluation suggested that PreMath Operations prototypes is usable and can help children to learn math while playing. This study provides a design strategy of mathematic educational game for children to learn in a fun and interestin

    Understanding the fidelity effect when evaluating games with children

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    There have been a number of studies that have compared evaluation results from prototypes of different fidelities but very few of these are with children. This paper reports a comparative study of three prototypes ranging from low fidelity to high fidelity within the context of mobile games, using a between subject design with 37 participants aged 7 to 9. The children played a matching game on either an iPad, a paper prototype using screen shots of the actual game or a sketched version. Observational data was captured to establish the usability problems, and two tools from the Fun Toolkit were used to measure user experience. The results showed that there was little difference for user experience between the three prototypes and very few usability problems were unique to a specific prototype. The contribution of this paper is that children using low-fidelity prototypes can effectively evaluate games of this genre and style

    Android Educational Game: Introduction to Basic Logic for Children

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    Introduction to Basic Logic aims to develop children\u27s thinking abilities about numbers and quantities to teach activities that are in accordance with the development of their thinking power. Learning in children requires an educational media game facility, one of which is the Educational Game. This educational type game aims to provoke children\u27s interest in learning the subject matter while playing the game. Mobile games can be an alternative in children\u27s learning. Basically children prefer to play rather than learn. This is natural, because child psychology is playing. Based on these problems an educational game application is made for the introduction of basic logic in Android-based children, so that it can produce alternative learning for children. This educational game is intended for children aged 6-7 years because children aged 6-7 years have begun to understand the concept of numbers and develop sensitivity in solving a problem. And trials are carried out using a questionnair

    Privacy in Gaming

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    Video game platforms and business models are increasingly built on collection, use, and sharing of personal information for purposes of both functionality and revenue. This paper examines privacy issues and explores data practices, technical specifications, and policy statements of the most popular games and gaming platforms to provide an overview of the current privacy legal landscape for mobile gaming, console gaming, and virtual reality devices. The research observes how modern gaming aligns with information privacy notions and norms and how data practices and technologies specific to gaming may affect users and, in particular, child gamers. After objectively selecting and analyzing major players in gaming, the research notes the many different ways that game companies collect data from users, including through cameras, sensors, microphones, and other hardware, through platform features for social interaction and user-generated content, and by means of tracking technologies like cookies and beacons. The paper also notes how location and biometric data are collected routinely through game platforms and explores issues specific to mobile gaming and pairing with smartphones and other external hardware devices. The paper concludes that transparency as to gaming companies’ data practices could be much improved, especially regarding sharing with third party affiliates. In addition, the research considers how children’s privacy may be particularly affected while gaming, determining that special attention should be paid to user control mechanisms and privacy settings within games and platforms, that social media and other interactive features create unique privacy and safety concerns for children which require gamer and parent education, and that privacy policy language is often incongruent with age ratings advertised to children and parents. To contribute additional research value and resources, the paper attaches a comprehensive set of appendices, on which the research conclusions are in part based, detailing the technical specifications and privacy policy statements of popular games and gaming platforms for mobile gaming, console gaming, and virtual reality devices

    Mobile Game for Children

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    In order for young children to learn in school, there must be an effective way in providing good and suitable learning technique for them to understand well. Some children are having difficulties while facing mathematical problems. This is because, between 5% and 8% of school-age children have some problem of memory or cognitive deficit that may interferes with their ability to learn and interpret the concepts or procedures in mathematics. Thus, by providing puzzle game for children may help these children in learning mathematics. There are already puzzle game focuses on mathematic in the Internet, such as Sudoku, Math Lines, and many more. Still, these games only can be play by using Internet and computer. By following the technology nowadays, smart-phones in the market can be used as a platform to develop the puzzle game, providing mobility, fast, and easy to use. Moreover, most mobile games that are already in the market are not really suitable for young children to learn mathematics. As the reason to this, the author come up with mobile-based game, called Mobile Game for Children. It will be develop based on children problems and the theory of puzzle suitable to be put in this project. The prototyping methodology is being used in this project as any few refinements can be made before developing final solution. The process is divided into four stages which are planning, analysis, design, and implementation. This report will provide a findings about learning disabilities, the benefits of games towards the children, and the technology been used nowadays

    PASTOR CENTER SOLUTION: MODEL KONSELING PASTORAL BAGI WARGA JEMAAT GENERASI Z DAN ALPHA YANG KECANDUAN GAME ONLINE

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    Mobile phones have a very high benefit to help humans work, communicate. However, mobile phones can also have the opposite effect if they are used to play games, spending a lot of time doing an activity that is not very useful. If there is no action of an appropriate method of accompaniment in counseling in which the church plays an important role, it will cause an even more complicated problem. The purpose of this research is to reveal a model or method for dealing with children who are addicted to playing online games. ?. The method used in this research is descriptive qualitative. The results of the study show a form of Pastor Center Solution method of pastoral counseling assistance that can be applied to Generation Z and Alpha who are addicted to playing online games, namely the Shepherd who acts as a center for solving Pastoral Counseling problems, fostering parents to become an extension of the hand who can see their children closely. Directly, do a follow-up regarding the development of children who are addicted to online games

    PENGARUH GAME ONLINE TERHADAP PEMEROLEHAN BAHASA ANAK USIA 7-13 TAHUN

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    The study entitled "The Influence of Online Games on Language Acquisition in Children Aged 7-13 Years" was conducted to explain the forms of language acquired by children due to online games and to describe the characteristics of online games that affect language acquisition in children aged 7-13 years. This study used descriptive qualitative method. Data in this study from e-books, books, and journals are used as sources of written data. The main data source is children, especially for children aged 7-13 years. Of course, those we studied were children who liked and were proficient in playing online games, both boys and girls. Data collection techniques using observation techniques, documentation techniques, note-taking techniques, and library techniques. The results of the discussion of this study are forms of language in children aged 7-13, namely with 26 terms of word forms. The morphological processes that are experienced include acronymization, substitution and modification of the blanks that form the types of verbs, nouns, and adjectives. Online games that affect children's language acquisition are Free Fire and Mobile Legends games

    Multimedia augmented reality game for learning math

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    The traditional method for learning the multiplication tables is a repetitive and boring task. Teachers try to find new methods to motivate children in this tedious duty, and one of the lines to consider is to integrate en- tertainment into educational processes. This work presents a new multimedia interaction approach in order to allow children to practice these math opera- tions and have fun. The learning process has been gamified by means of two mini-games designed for mobile platforms, based on meromictic or repetitive learning. The genre of these mini-games have been selected according to chil- dren preferences: one turn-based fighting and other throwing-objects game. A series of proposed multiplications have to be solved during the play to per- form the player actions. Moreover, in order to support learning engagement, both have been visualized through Augmented Reality, combining real and virtual reality. This paper discusses the good results of mixing entertainment with some learning tasks, due to the engagement of the children to the mobile based games. A pilot study has been performed in order to evaluate the learn- ing effectiveness and usability of the proposal. Results support that playing the video games makes this tedious multiplication practice more enjoyable and attractive for children so they improve their math skills

    A37: An Experimental Study on the Effect of Traditional Old Games on Fundamental Motor Skills of Children Aged 7-8

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    Purpose: Fundamental Motor Skills as the cornerstone of children\u27s healthy growth, its firmness determines children\u27s future development. However, with the progress of science and technology and the convenience of modern life, the physical activity level of children has decreased significantly, and the development of basic motor skills has increased rapidly. Therefore, in October 2020, it was clearly proposed to gradually improve the school physical education teaching model of health knowledge + basic sports skills + special sports skills . At the same time, as the wisdom crystallization of human development, traditional old games are increasingly replaced by the ever-changing electronic games and gradually fade out of human\u27s vision. The inheritance of excellent traditional sports culture is in urgent need of improvement. Based on this, standing at the intersection of two hundred years of history, this study takes the opportunity of the introduction of excellent traditional sports culture into the campus, fully explores the action education value of traditional old games, integrates the design and implementation of online sports intervention of traditional old games, deeply discusses the influence and effect of traditional old games on basic sports skills, and tries to expand the ideas and perspectives of the inheritance of excellent traditional sports culture. To effectively promote the healthy growth of children to provide empirical reference. Methods: In this study, literature, experiment, interview, mathematical statistics, and other research methods were used to design and improve the teaching design of traditional games, and the first-grade students at a primary school in Shenzhen were selected for experimental research. Among them, 24 students (11 boys and 13 girls) in the experimental class used traditional old games for experimental intervention, while the control class (11 boys and 13 girls) conducted routine teaching arrangements. The experiment lasted for 4 weeks, twice a week for 30 minutes each time. The Gross Motor Development Scale III (TGMD-3) was used before and after the experiment to evaluate children\u27s basic motor skill development, in order to verify the effectiveness of traditional games in improving children\u27s basic motor ability development. Results: After the experiment, the overall level of basic motor skills (t=3.091, p=0.000 \u3c 0.01), mobile skills (t=4.694, p=0.000 \u3c 0.05) and mobile skills of female students (t=6.502, p=0.000 \u3c 0.05) were significantly different between the experimental class and the control class. Conclusion: Through reasonable design and creation of the five principles of fun, feasible, antagonistic, educational, and changeable traditional games, can effectively improve the basic motor skills of 7-8 years old children; The intervention was suitable for the sensitive period of children\u27s motor development, and the traditional online games had the most obvious effect on improving the mobile skills of 7-8 years old children. Influenced by social role awareness and growth sequence, there are significant gender differences in the influence of traditional old games on basic motor skills of children aged 7-8 years, and the development of motor skills of girls is significantly better than that of boys
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