159,507 research outputs found

    Mobile MathTactics - Mathematics Game Based Learning

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    Mobile MathTactics is a mobile game-based application inspired to teach children on the subject of mathematics. Mathematics is a very interesting field as it can explain many of evidence to us through calculations and numbers. However, because it is too complex for a normal person to understand it, especially young kids, mathematics might draw “sour grapes” on their faces. Apart from that, the inefficient teachings models adopted by the academic educators have also worsened the case to even severe that what it already is. Lack of narration and meaning behind those numbers frightened people away from learning mathematics. Therefore to counter the problems, the author has come up with the idea of using games as the learning tool to capture the interest of small children. Games, for centuries (since the beginning of personal computer era) have renowned for its enjoyable and fun environment. Thus, by applying the same concept to the subject mathematics, the education industry can improves itself through a whole new teaching method. Moreover, it uses English language as the medium of interaction with the user apart leveraging the mobile technology as its core platform. The application focuses on three mathematical modules, which are addition, subtraction and lastly multiplication. The whole project is done with Rapid Application Development methodology, as it is much flexible and suitable for the short duration of development. After developed the simulator of the application, the prototype was tested with ten students. The final conclusion is that Mobile MathTactics is able to meet its objectives although improvements are still needed for better future commercial option

    Instructor and Student Experiences with In-Class Polling Options

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    Active learning pedagogy has been shown to improve student performance in engineering courses. One active learning technique is Peer Instruction, where students individually answer a poll question, and discuss answer choices with a classmate before answering the same question again. There are various options to conduct in-class polling, from low-tech options, such as holding up fingers or a colored card, to more costly digital technologies, such as commercial platforms that require a dedicated device or a student’s own mobile device. Previous studies have indicated that the pedagogy matters more than the platform or technology used to conduct polling. However, different platforms allow for different affordances not present in some low-tech options. The high-tech options afford some benefits, including being able to ask questions other than multiple choice, such as open response. The purpose of this study is to gain insight into student preferences and to explore benefits and disadvantages of the different platforms from an instructor prospective. Two groups of students were surveyed: one group who completed a course using Plickers, a low-tech system, and another group from two different courses who used the Top Hat Classroom application on their mobile devices. The survey results indicated that the students had a mostly positive experience with each platform. Benefits and drawbacks from an instructor perspective are described

    Mobile MathTactics - Mathematics Game Based Learning

    Get PDF
    Mobile MathTactics is a mobile game-based application inspired to teach children on the subject of mathematics. Mathematics is a very interesting field as it can explain many of evidence to us through calculations and numbers. However, because it is too complex for a normal person to understand it, especially young kids, mathematics might draw “sour grapes” on their faces. Apart from that, the inefficient teachings models adopted by the academic educators have also worsened the case to even severe that what it already is. Lack of narration and meaning behind those numbers frightened people away from learning mathematics. Therefore to counter the problems, the author has come up with the idea of using games as the learning tool to capture the interest of small children. Games, for centuries (since the beginning of personal computer era) have renowned for its enjoyable and fun environment. Thus, by applying the same concept to the subject mathematics, the education industry can improves itself through a whole new teaching method. Moreover, it uses English language as the medium of interaction with the user apart leveraging the mobile technology as its core platform. The application focuses on three mathematical modules, which are addition, subtraction and lastly multiplication. The whole project is done with Rapid Application Development methodology, as it is much flexible and suitable for the short duration of development. After developed the simulator of the application, the prototype was tested with ten students. The final conclusion is that Mobile MathTactics is able to meet its objectives although improvements are still needed for better future commercial option

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Exploring the Internet of "Educational Things"(IoET) in rural underprivileged areas

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    QuizPower: a mobile app with app inventor and XAMPP service integration

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    This paper details the development of a mobile app for the Android operating system using MIT App Inventor language and development platform. The app, Quiz Power, provides students a way to study course material in an engaging and effective manner. At its current stage the app is intended strictly for use in a mobile app with App Inventor course, although it provides the facility to be adapted for other courses by simply changing the web data store. Development occurred during the spring semester of 2013. Students in the course played a vital role in providing feedback on course material, which would be the basis for the structure of the quiz as well as the questions. The significance of the project is the integration of the MIT App Inventor service with a web service implemented and managed by the department

    The Digitalisation of African Agriculture Report 2018-2019

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    An inclusive, digitally-enabled agricultural transformation could help achieve meaningful livelihood improvements for Africa’s smallholder farmers and pastoralists. It could drive greater engagement in agriculture from women and youth and create employment opportunities along the value chain. At CTA we staked a claim on this power of digitalisation to more systematically transform agriculture early on. Digitalisation, focusing on not individual ICTs but the application of these technologies to entire value chains, is a theme that cuts across all of our work. In youth entrepreneurship, we are fostering a new breed of young ICT ‘agripreneurs’. In climate-smart agriculture multiple projects provide information that can help towards building resilience for smallholder farmers. And in women empowerment we are supporting digital platforms to drive greater inclusion for women entrepreneurs in agricultural value chains

    TechNews digests: Jan - Mar 2010

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month
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