6 research outputs found

    A Preliminary Study of Integrating Flipped Classroom strategy for Classical Chinese Learning

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    [[abstract]]This is a multiphase study which aims to investigate how to provide learners with an method to acquire classical Chinese through integrating mobile technology with the flipped classroom approach. Currently, in the first phase of study, the researcher adopts informant design through questionnaire survey to understand students' and instructors' perceptions of using mobile learning devices for classical Chinese learning, and afterwards the researcher constructs the system based on the pilot results. The pilot questionnaire results, structure of the developed mobile learning system and the practical application of the developed system for classical Chinese teaching and learning are described in the paper.[[notice]]補正完

    Towards a Service-Oriented Architecture Framework for Educational Serious Games

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    Producing educational serious games can be costly and time-consuming. The Service-Oriented Architecture (SOA) approach of software development can offer a solution to reduce costs and foment serious games development. In this work, we apply a model called Activity Theory-based Model of Serious Games (ATMSG) for identifying existing relevant components that can be reused for different educational serious games. We apply the derived structure to classify the elements of an existing game and to identify how it can be refactored and expanded following the SOA paradigm

    Software process for developing educational electronic games at the academy (PDJEA)

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    Orientador: Marcos Augusto Francisco BorgesDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de TecnologiaResumo: O desenvolvimento de um jogo eletrônico envolve uma série de atividades multidisciplinares que tornam esse processo uma tarefa complexa. No caso de jogos eletrônicos educacionais, também chamados jogos sérios, o desenvolvimento envolve outras atividades como, por exemplo, a definição de objetivos educacionais e a abordagem de ensino, aumentando a complexidade do desenvolvimento. O desenvolvimento de jogos sérios no contexto acadêmico, tem a dinâmica da academia em relação a recursos humanos, pois os projetos são conduzidos por alunos com baixa disponibilidade e alta rotatividade. Toda essa complexidade deve ser gerenciada, para que os problemas que dificultam o sucesso e a continuidade dos projetos sejam minimizados. Este trabalho apresenta um processo de software iterativo e incremental para o desenvolvimento de jogos eletrônicos educacionais na academia denominado PDJEA. Este processo foi criado com base em uma metodologia de desenvolvimento especifica para jogos sérios, que foi modificada, adotando os conceitos do desenvolvimento incremental e do Scrum, com a inclusão de um modelo de documento de design do jogo (GDD), proposto por esta pesquisa, e o uso de metadados de objetos de aprendizagem. O PDJEA visa contribuir para o desenvolvimento de jogos eletrônicos educacionais na academia, fornecendo um processo padronizado e documentado que objetiva minimizar os problemas relatados. O PDJEA foi aplicado no desenvolvimento de um jogo, a fim de analisar sua efetividade. Com base nessa experiência, foram feitos refinamentos no processo e seus documentos. O estudo de caso mostrou que o uso do PDJEA pode contribuir para a continuidade do desenvolvimento de um jogo sério por uma nova equipeAbstract: Developing an electronic game involves a series of multidisciplinary activities that make this process a complex task. In the case of educational electronic games, also called serious games, development involves other activities such as definition educational goals and teaching approach, increasing the complexity of development. Serious games development in an academic context deals with the dynamics of the academy in relation to human resources, because the projects are conducted by students with low availability and high turnover. All of this complexity must be managed, so that the problems that make it difficult the success and continuity of the projects are minimized. This work presents an iterative and incremental software process for the development of educational electronic games in the academy called PDJEA. This process was created based on a development methodology specific to serious games, which was modified, adopting the concepts of incremental development and Scrum, including a game design document (GDD) model, proposed by this research, and using learning object metadata. PDJEA intends to contribute to the development of educational electronic games in academia by providing a standardized and documented process that aims to minimize reported problems. The PDJEA was applied to the development of a game, in order to analyze its effectiveness. Based on this experience, refinements were made to the process and its documents. The case study showed that the use of PDJEA can contribute to the development continuity of a serious game by a new teamMestradoSistemas de Informação e ComunicaçãoMestre em Tecnologi

    Mental Health - Atmospheres - Video Games: New Directions in Game Research II

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    Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions

    Mental Health | Atmospheres | Video Games

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    Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions

    Mental Health | Atmospheres | Video Games

    Get PDF
    Gaming has never been disconnected from reality. When we engage with ever more lavish virtual worlds, something happens to us. The game imposes itself on us and influences how we feel about it, the world, and ourselves. How do games accomplish this and to what end? The contributors explore the video game as an atmospheric medium of hitherto unimagined potential. Is the medium too powerful, too influential? A danger to our mental health or an ally through even the darkest of times? This volume compiles papers from the Young Academics Workshop at the Clash of Realities conferences of 2019 and 2020 to provide answers to these questions
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