911,355 research outputs found

    Analysis of the Usefulness of a Serious Game to Raise Awareness about Mental Health Problems in a Sample of High School and University Students: Relationship with Familiarity and Time Spent Playing Video Games

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    Background: One of the main challenges in the field of mental health today is the stigma towards individuals who have psychological disorders. Aims: This study aims to analyse the usefulness of applying a serious game developed for the purpose of raising awareness among students about mental health problems and analyse whether its usefulness can be influenced by the type of video games or the time that students usually devote to playing with this type of entertainment. Method: The serious game introduces four characters who display the symptoms of different psychological disorders. A total of 530 students participated in the study, 412 of whom comprised the experimental group and 118 the control group, 291 came from secondary school classes and 239 were university students. Results: The findings show that this serious game significantly reduced total stigma among students. Variables like time habitually spent playing video games or video game preference had no bearing on the results. Conclusion: Our findings suggest that the serious game is an appropriated tool to reduce stigma, both in high school and university students, independently of the type of video games that young people usually play, or time spent playing video games

    Innovative Approach on Education about Standardization Through Development of The Monopoly SNI Game

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    National Standardization Body (BSN) is a non-ministerial government institutions Indonesia with the main task to develop and foster standardization activities in the country of Indonesia. In order to promote the development and implementation of standards, BSN has been working with relevant stakeholders, one of which is the university. At present, there has been cooperation with 28 universities through the signing of a Memorandum of Understanding (MOU). One form of cooperation is to teach the subject of standardization in the university. Universitas Surabaya (UBAYA) as one of the University who has been working with BSN, has also taught courses standardization in the Department of Industrial Engineering as a compulsory subject in the field of Performance Management and Quality. This paper presents the work of students and a lecturer in the Standardization for the year 2011, a game of Monopoly SNI development as an innovative learning media standardization. The game is played for senior high school students in the form of Standardization Game Competition. The results of the implementation of the game, then do a survey to students relating to the application of this game and an understanding of the SNI standard. The majority of respondents who tried the game, stating that the game is to help them in: understanding the standards, know the benefits of standards and know that there are different types of SNI. In addition, respondents also said that this game is very interesting and helpful in increasing their knowledge related to standards

    Company-university collaboration in applying gamification to learning about insurance

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    Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance their public image and universities can benefit from collaborating. The aim of this research is to evaluate, both objectively and subjectively, the potential of the simulation game BugaMAP (developed by the MAPFRE Foundation) for university teaching about insurance. To this end, we have assessed both the game itself and the experience of using the game as perceived by 142 economics students from various degree plans and courses at the University of Seville during the 2017–2018 academic year. As a methodology, a checklist of gamification components is used for the objective evaluation, and an opinion questionnaire on the game experience is used for the subjective evaluation. Among the results several findings stand out. One is the high satisfaction of the students with the knowledge acquired using fun and social interaction. Another is that the role of the university professors and the company monitors turns out to be very active and necessary during the game-learning sessions. Finally, in addition to the benefits to the university of occasionally available quality games to accelerate student skills training, the company–university collaboration serves as a trial and refinement of innovative tools for game-based learning

    Learning through play: an educational computer game to introduce radar fundamentals

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    The information exchange has evolved from traditional books to computers and Internet in a few years' time. Our current university students were born in this age: they learn and have fun with different methods as previous generations did. These digital natives enjoy computer games. Thus, designing games for learning some selected topics could be a good teaching strategy for such collective and also for undergraduate university students. This paper describes the development and test of an educational computer game revolving around radar. The objective of the game RADAR Technology is to teach students about the fundamentals of radar, while having fun during the learning experience. Based on the principle that you learn better what you practice, the authors want to induce students to discover a difficult to understand topic by proposing them a different experience, in a format better adapted to their generation skills. The computer game has been tested with actual students and the obtained results seem to be very promising

    An Investigation into Game Based Learning Using High Level Programming Languages

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    Game-related education within mobile learning spheres is a matter of great debate for university students across the globe. It is the case that programming languages often pose a sizeable challenge for university students. This research paper aims to develop a game based learning platform “iPlayCode”, designed to offer a new and exciting method of learning programming language. Xcode 5.0.2 was used to develop the game by using the cocos2d-x development tool and the Adobe Photoshop graphic design tool. In addition, iOS 7.0.3 (11B508) Simulator was used to test the application and the application was deployed in different models of mobile devices such as the iPhone and iPad. The application outcomes are presented by a mobile game that teaches programming languages in an easy, attractive and effective way

    An Interactive Game Approach to Learning in Historical Geology and Paleontology

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    This article describes an interactive game that can be used in conjunction with traditional laboratory work, group discussions, student presentations, and writing exercises. It provides an enjoyable and motivating dimension to a university seminar/lab course in Historical Geology and Paleontology. A simple spelling-bee-type game evolves over ten weeks into a room-sized board game based on the geologic time scale. The game helps students learn fossil morphology, identification, classification, and paleoecology while illustrating the occurrences of important fossil groups, sea level fluctuations, and orogenic events through time. It also serves as an effective means for evaluating student progress in the laboratory. Although the game content is designed for geology majors in a university setting, the time scale game board can easily be adapted to a secondary school environment. Educational levels: Graduate or professional

    Trust, discrimination and acculturation Experimental evidence on Asian international and Australian domestic university students

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    Intercultural relations between Australia and Asia are pivotal to the economic prosperity of the Asia-Pacific region. However, there appears to be tension between Australian domestic and Asian international students at universities in Australia. To measure the degree of trust and patterns of discrimination between these groups, the Berg, Dickhaut and McCabe (1995) trust game and a series of control games were used in framework where each participant played each game against several partners. Controlling for individual heterogeneity, domestic students significantly discriminated against international students in the trust game, and individual discrimination was preference-based rather than based on beliefs towards international students’ trustworthiness. Moreover, the degree of in-group favouritism shown by domestic students was negatively correlated with the Big Five personality trait of Openness. Intercultural patterns across the games also pointed to a willingness of international students to build relations with domestic students. However, the average amount that they sent in the trust game was negatively related with the number of semesters studied at university in Australia, which may partly reflect cultural adjustment but also institutional disadvantages faced specifically by international students. The study furthers understanding of the patterns of discrimi-nation between domestic and international university students, the nature of this discrimination, and illustrates the extent of challenges faced by the Australian tertiary education sector.rust, discrimination, intercultural differences, economic experiments

    Virtual learning environment for interactive engagement with advanced quantum mechanics

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    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats can not. We present our virtual learning environment \emph{StudentResearcher} which incorporates simulations, multiple-choice quizzes, video lectures and gamification into a learning path for quantum mechanics at the advanced university level. \emph{StudentResearcher} is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.Comment: 8 pages, 6 figure

    Project sanitarium:playing tuberculosis to its end game

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    Interdisciplinary and collaborative projects between industry and academia provide exceptional opportunities for learning. Project Sanitarium is a serious game for Windows PC and Tablet which aims to embed learning about tuberculosis (TB) through the player taking on the role of a doctor and solving cases across the globe. The project developed as a collaboration between staff and undergraduate students at the School of Arts, Media and Computer Games at Abertay University working with academics and researchers from the Infection Group at the University of St Andrews. The project also engaged industry partners Microsoft and DeltaDNA. The project aimed to educate students through a workplace simulation pedagogical model, encourage public engagement at events and through news coverage and lastly to prototype whether games could be used to simulate a virtual clinical trial. The project was embedded in the Abertay undergraduate programme where students are presented with real world problems to solve through design and technology. The result was a serious game prototype that utilized game design techniques and technology to demystify and educate players about the diagnosis and treatment of one of the world’s oldest and deadliest diseases, TB. Project Sanitarium aims to not only educate the player, but allows the player to become a part of a simulated drug trial that could potentially help create new treatments in the fight against TB. The game incorporates a mathematical model that is based on data from real-world drug trials. The interdisciplinary pedagogical model provides undergraduates with workplace simulation, wider industry collaboration and access to academic expertise to solve challenging and complex problems
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