931 research outputs found

    Evaluation of a soft skills serious game educational methodology in an industrial branches technical training program

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    The technical training of the industrial branches sometimes shows important shortcomings of new graduates in training and practice in analytical skills, high-level critical thinking, communication skills, teamwork and understanding of engineering in business practice. Gamification, understood as the application of design elements and game principles in the context of achieving learning outcomes, acquires a remarkable dimension and relevance. In this context, this job is focused on designing, developing, and measuring the results of a training module including gamification. This module is taught in an experimental training course aimed at a group with a heterogeneous educational level whose all its members play the role of team leader in manufacturing industries. The course is promoted by the Aragon (Spain) Government, and the Aragon Automotive Cluster Association, Caar. This work carries out a methodology and results evaluation project for soft skills problem solving and conflict resolution module, through gamification. For this evaluation, a discussion is carried out on the evaluation methods of gamified training. The work allows to obtain significant results on the methodology used in relation to the heterogeneity of the group. The study draws conclusions about the design of the methodology, the validity and efficacy of the educational method, the evaluation model and the relationship between training, experience and educational results

    The Construction of Isomorphic Physics (FORFIS) as Gamification-Based Application to Support Online Learning

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    The learning process during the Covid-19 pandemic becomes monotonous and make students tired. Therefore, there is needed for a learning media based on gamification that can support online learning. This research was conducted to develop an android application that can be used in physics learning, especially in momentum and impulse materials. This program is an application based on gamification and more attractive for students. The developed application is called Physics Isomorphic (FORFIS). This research uses the ADDIE model (Analysis, Design, Develop, Implementation, and Evaluation) as development phases. The research data were obtained from a questionnaire containing 27 statements and analyzed using the ideal standard deviation score. The mean score result by expert judgement is 132.29, which is in the "excellent" category. The Application of Isomorphic Physics (FORFIS) is declared feasible to be used as a medium of physics learning

    Circular economy in construction:The digital transformation perspective

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    This systematic review critically examines the intersection of digital transformation and circular economy (CE) principles within the built environment. While digitalisation has been shown to enhance efficiency, safety, and sustainability in construction, its role in fostering circularity is less established. This study analyzes literature from 2010 to 2022, focusing on how digital technologies such as open-BIM, digital twins, material passports, blockchain, RFID, and gamification can integrate into and enhance the circular building lifecycle. The findings reveal that while digital tools are pivotal in design and construction phases, their application to existing structures is less straightforward, with challenges including the absence of digital twins for demolished structures, the high costs of retrofit digitalisation, and the predominant focus on environmental benefits over practical implementation. The review also highlights the need for a unified digital transformation strategy and greater cross-industry collaboration. Future research directions are proposed, including the development of localized material banks, the application of RFID in circularity, the scope of Design for Disassembly (DfD) tools, digital inventory of existing buildings, the circularity of Life Cycle Assessment (LCA) databases, and policy implications for promoting circular construction practices

    Restricted Hidden Markov Model based Innovation in Physical Learning Education with Computer Internet Technology

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    The integration of computer internet technology into college physical education teaching has greatly enriched the teaching methods and forms and has promoted the innovation of the physical education teaching mode. The integration of computer internet technology into college physical education teaching mode has brought about significant innovation and improvement, enabling teachers to provide richer, more interactive, personalized, and flexible teaching. The integration of computer internet technology in physical education teaching has opened up new opportunities for enhancing the learning experience and improving student outcomes. This research focuses on the development of a technological innovation that leverages deep learning techniques, specifically the Restricted Hidden Markov Model (RHMMDL), to optimize physical education instruction. By harnessing the power of deep learning algorithms, the RHMMDL model aims to analyze and interpret movement patterns, providing personalized feedback and guidance to students. This paper presents the conceptual framework and methodology of the RHMMDL model, highlighting its potential benefits and implications for physical education teaching. The study also discusses the challenges and limitations associated with the implementation of this innovative technology

    Creative Economy of College Student Gamification based on E-Commerce

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    The application of Blockchain technology in the context of providing security for transactions in the digital era 4.0 to prevent manipulation of transaction recording reports by irresponsible parties. By using research methods 10 (ten) literature reviews and methods of formulating problems, designing research, collecting data, processing & presenting data, analysis & research reports are expected to solve security problems in transactions. At present security in transactions is still very minimal, therefore a blockchain technology is needed to secure transactions where data can still be manipulated. Specifically, there are 2 (two) benefits of this research that use blockchain technology, (1) transactions become safer in the presence of encryption codes, (2) transactions become more transparent with blockchain. This research implements the encryption code into the payment system using AI Coin, where payment is now cashless, to make it more secure and transparent in transactions

    Enhance User Engagement using Gamified Ineternet of Things

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    Gamification is considered as a promising approach to enhance people’s engagement in many social or technical systems, thus is supposed to play an important role in future Internet of Everything (IoE). Although gamification elements have already been reported in various IoT research, there still lacks answers about how gamification may affect user engagement in IoT systems and through what paths. In present work, we are synthesizing and analyzing existing research efforts in these emerging fields to provide implications for future IoE development. The results are categorized into three dimensions by considering cognitive-behavioral outcome, procedural stage and population scale

    A collaborative citizen science platform for real-time volunteer computing and games

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    Volunteer computing (VC) or distributed computing projects are common in the citizen cyberscience (CCS) community and present extensive opportunities for scientists to make use of computing power donated by volunteers to undertake large-scale scientific computing tasks. Volunteer computing is generally a non-interactive process for those contributing computing resources to a project whereas volunteer thinking (VT) or distributed thinking, which allows volunteers to participate interactively in citizen cyberscience projects to solve human computation tasks. In this paper we describe the integration of three tools, the Virtual Atom Smasher (VAS) game developed by CERN, LiveQ, a job distribution middleware, and CitizenGrid, an online platform for hosting and providing computation to CCS projects. This integration demonstrates the combining of volunteer computing and volunteer thinking to help address the scientific and educational goals of games like VAS. The paper introduces the three tools and provides details of the integration process along with further potential usage scenarios for the resulting platform.Comment: 12 pages, 13 figure

    FGPE+: the mobile FGPE environment and the Pareto-optimized gamified programming exercise selection model - an empirical evaluation

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    This paper is poised to inform educators, policy makers and software developers about the untapped potential of PWAs in creating engaging, effective, and personalized learning experiences in the field of programming education. We aim to address a significant gap in the current understanding of the potential advantages and underutilisation of Progressive Web Applications (PWAs) within the education sector, specifically for programming education. Despite the evident lack of recognition of PWAs in this arena, we present an innovative approach through the Framework for Gamification in Programming Education (FGPE). This framework takes advantage of the ubiquity and ease of use of PWAs, integrating it with a Pareto optimized gamified programming exercise selection model ensuring personalized adaptive learning experiences by dynamically adjusting the complexity, content, and feedback of gamified exercises in response to the learners’ ongoing progress and performance. This study examines the mobile user experience of the FGPE PLE in different countries, namely Poland and Lithuania, providing novel insights into its applicability and efficiency. Our results demonstrate that combining advanced adaptive algorithms with the convenience of mobile technology has the potential to revolutionize programming education. The FGPE+ course group outperformed the Moodle group in terms of the average perceived knowledge (M = 4.11, SD = 0.51).info:eu-repo/semantics/publishedVersio

    Kahoot! As a collaborative gamified mathematics learning platform for Indonesian junior school students

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    The difficulty that teachers in Indonesia face is delivering engaging lectures to raise the level of academic accomplishment among their students. Incorporating elements of the game into the educational process is one way this can be accomplished. A platform such as Kahoot! gamification may be applied to the learning process in an effective and engaging manner. The purpose of this research is to evaluate Kahoot as a learning approach that is both helpful and enjoyable for students in Indonesia, particularly during the Covid-19 pandemic. The analysis of quantitative data was involved in this investigation. The enlisted participants were 242 students. The findings of this research can be applied to the question of whether or not Kahoot! should be utilized as a teaching strategy that incorporates gamification elements to raise students' academic accomplishment. Also, one of the potential solutions to the post-pandemic would be incorporating parts of gaming into the instructional process

    Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based On Internet Of Things

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    Information on the number of available parking slot capacity and trip routes to the destination parking area, and motivation in choosing a parking area location are parameters that can help two-wheeled vehicle users choose the right parking area location. The three parameters that determine the accuracy of selecting a parking area location are implemented in an Internet of Things (IoT) based smart parking system. This system can provide information about the maximum number of slot capacities and the number of available slot capacities at the parking area. Two-wheeled riders are given information about which route to take to the destination parking area by utilizing the Location-Based Service (LBS). These two features are then supported by applying the gamification method to motivate two-wheeled riders to choose the right parking area. The smart parking system is tested with considered Quality of Service (QoS) parameter and black box testing. The results of testing the smart parking system produce QoS performance on the Line of Sight (LOS) test, with an average delay is 71.66 ms, average jitter is 107.59 ms, and throughput is 23 kbps. Meanwhile, in the non-LOS test, the average delay is 132.88 ms, the average jitter is 200.84 ms, and the throughput is 12 kbps. Overall system performance obtained the percentage of reliability is 99.65 %, and availability is 99.65 %. In black-box testing, LBS and gamification methods can implement according to application requirements specifications.Information on the number of available parking slot capacity and trip routes to the  destination parking area, and motivation in choosing a parking area location are parameters that can help two-wheeled vehicle users choose the right parking area location. The three parameters that determine the accuracy of selecting a parking area location are implemented in an Internet of Things (IoT) based smart parking system. This system can provide information about the maximum number of slot capacities and the number of available slot capacities at the parking area. Two-wheeled riders are given information about which route to take to the destination parking area by utilizing the Location-Based Service (LBS). These two features are then supported by applying the gamification method to motivate two-wheeled riders to choose the right parking area. The smart parking system is tested with considered Quality of Service (QoS) parameter and black box testing. The results of testing the smart parking system produce QoS performance on the Line of Sight (LOS) test, with an average delay is 71.66 ms, average jitter is 107.59 ms, and throughput is 23 kbps. Meanwhile, in the non-LOS test, the average delay is 132.88 ms, the average jitter is 200.84 ms, and the throughput is 12 kbps. Overall system performance obtained the percentage of reliability is 99.65 %, and availability is 99.65 %. In black-box testing, LBS and gamification methods can implement according to application requirements specifications
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