14,608 research outputs found
Developing educational iPhone, Android and Windows smartphone cross-platform apps to facilitate understanding of clinical genomics terminology
No abstract available
PRISE: An Integrated Platform for Research and Teaching of Critical Embedded Systems
In this paper, we present PRISE, an integrated workbench for Research and Teaching of critical embedded systems at ISAE, the French Institute for Space and Aeronautics Engineering. PRISE is built around state-of-the-art technologies for the engineering of space and avionics systems used in Space and Avionics domain. It aims at demonstrating key aspects of critical, real-time, embedded systems used in the transport industry, but also validating new scientific contributions for the engineering of software functions. PRISE combines embedded and simulation platforms, and modeling tools. This platform is available for both research and teaching. Being built around widely used commercial and open source software; PRISE aims at being a reference platform for our teaching and research activities at ISAE
Mobile Applications: Games that Transform Education
A breakthrough development in the crossing of education and technology has long been a subject of heated debate. The possibility of combining machine learning and attention-grabbing graphics to not only make learning easy and interesting, but personalized, was the original impetus for gamifying education. In this paper I investigate the history of technology and media through the lens of education, and attempt to apply the principles, practices, and insights gleaned there within to an educational mobile game. Specifically, the mobile app I designed for the iPhone and Android operating systems focuses on teaching players SAT I math concepts using Nintendoâs wildly popular Pokemon game design model
SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality
Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the studentsâ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂa Tech
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