8 research outputs found

    The Role of Virtual Reality in Enhancing Students’ Learning

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    The globalization, innovation, and rapid spread of advanced technologies in different fields, including education, are a recent trend. Virtual reality (VR) is one emerging technology that has been used in recent years in medical training, military training, and other fields. It also presents several opportunities in the educational sector to support teaching and learning processes and thus deserves greater attention from educators and policy makers. The present paper reviews the huge role of Virtual Reality in supporting and enhancing students’ learning in four main areas: collaborative/cooperative learning, creative learning, problem-based learning, and role playing. Different types and categories of VR are also explored. Finally, some of the limitations associated with the implementation of VR, including its high cost, and possible solutions are discussed. Overall, VR presents several unique opportunities for enhancing teaching and students’ learning

    Unlocking the Power of Online Gaming: Exploring Its Potential as a Language and Communication Tool in the English Classroom - A Survey

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    Online games are believed to have excellent potential because they can hold students’ attention for long durations. It empowers the learners to participate more actively in the whole learning process. Communication is crucial in industry and higher education, so students must be proficient in LSRW (listening, Speaking, Reading, and Writing) skills. This study used a quantitative research method, a survey questionnaire, to gather tertiary-level students' perspectives on utilising online games to strengthen language and communication abilities. The participants in this study were tertiary-level students, and their ages ranged between 17 and 24 years. Google Forms was used to gather the responses to the survey. The collected data has been analysed using the SPSS (Statistical software for the social sciences). The result of the study shows that the use of online games in English language learning is becoming more popular, and learners are more interested to learn and practice the language through online games

    Evaluating Digital Creativity Support for Children: A Systematic Literature Review

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    Creativity, the process of creating something new and valuable, benefits children by improving their skills and development, encouraging interaction and engagement, and enabling the generation and expression of novel ideas. In recent years, interactive digital tools have emerged to support the user’s creativity in the open-ended creation of new artifacts. However, the question of evaluating the creativity happening in the interplay between children, digital tools, and products is still open. This systematic literature review investigated the evaluations of digital creativity support tools for children and identified 81 peer-reviewed relevant articles from the last 10 years. This research contributes to practitioners and researchers by providing an overview of the evaluations in a framework based on 10 factors (value, novelty, fluency, enjoyment, user feeling, collaboration, expressiveness, immersion, flexibility, and interaction), nine product areas, three approaches, and five methods. The review demonstrated that the evaluations differ widely, and the area lacks a standard evaluation framework. We propose the dimensions of our analysis as an initial framework for situating the evaluation of digital creativity support tools for children that the child–computer interaction community can further refine

    Using cognitive affective interaction model to construct on-line game for creativity

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    [[abstract]]The paper constructed an online game for Creativity. The development of the game is based on the Cognitive Affective Interaction Model that was designed to help students develop the skills for divergent and creative thinking. First, we proposed a framework for designing creativity games. Then, an online game system is constructed with the strategies of teaching for creativity. We proved that the creativity of the learners can be improved by the proposed game-based learning system. Conclusively, game-based learning creates a new opportunity for creativity.

    Using Cognitive Affective Interaction Model to Construct On-line Game for Creativity.

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    [[abstract]]The paper constructed an online game for Creativity. The development of the game is based on the Cognitive Affective Interaction Model that was designed to help students develop the skills for divergent and creative thinking. First, we proposed a framework for designing creativity games. Then, an online game system is constructed with the strategies of teaching for creativity. We proved that the creativity of the learners can be improved by the proposed game-based learning system. Conclusively, game-based learning creates a new opportunity for creativity.

    A digital prototype for collaborative conceptual design in the Thai AEC sector

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    The construction industry is currently driving to reach a high level of achievement for future sustainable built environments. The UK and USA models for the building design and construction process have been developed to enable relevant stakeholders to work closely from the beginning of a project. Indeed, design production is particularly significant, particularly at the concept design stage, as design decisions cost less to change and there is greater opportunity for change at the concept design stage. These are important considerations for this study. In addition, collaboration can significantly reduce redundant loops of performance in the subsequent processes leading to savings both in cost and time. However, the traditional design phases in the USA and Thailand have faced barriers due to silos of effort, a lack of overall project awareness, inefficient collaboration between silos, and poor communication among silos due to the fragmentation of the functional disciplines involved.Furthermore, stakeholders working in partnership in the AEC industry are connected together in a complex way so information sharing is not straightforward; however, they are now supported by digital tools and communication technology, which can mediate this collaborative process. Effective collaboration can be promoted by technology through existing digital tools, for example, CAD or BIM. These tools can enable important increases in productivity through the strategic sharing of information. However, these are not appropriate tools for the concept design stage due to the complex information involved and the difficult user interfaces. This difficult interface leads to consumption of memory and an obstruction of the mental workflow, which does not support designers at the concept design stage. Moreover, the purpose of collaboration among multidisciplinary and multi-functional teams is to enable the integration of other disciplines, to maintain and sustain knowledge and information sharing, and to predict colleague behaviour. Knowledge sources and the retrieval of knowledge and information are significant; however, communication has pros and cons, and current tools, such as email or instant messaging, are difficult to use for the purpose of collaboration.Therefore, this research has developed an innovative digital tool to facilitate collaboration and support designers at the concept design stage. This tool enhances the creative thinking process by emphasising the streaming of the cognitive workload. In addition, collaborative communication supports the creation and structure of contents, posts and replies and supports designers to retrieve information. Collaborators/stakeholders can therefore share space and information. The research methodology for this study was designed to collect data in Thailand; it included the design and development of a prototype, and an evaluation of a case study in Thailand. The prototype is the first pilot of the digital tool to support designers at the concept design stage and could be further developed for use in practice
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