24 research outputs found

    Examining good-game design mechanics that enhance student motivation: a case study of “The Research Race” game

    Get PDF
    The Research Race (hereon referred to simply as The Race) is an active learning game played in one-shot information literacy sessions. It is an exercise that has students working together in teams to find answers and to locate materials in a friendly competition with their classmates, while also introducing them to the physical and digital spaces of the library. This chapter outlines how to play The Race and gives rationale for how The Race can enhance motivation through the use of good game design mechanics

    Decimal to Binary Number Conversion can be Fun

    Get PDF
    Numbering systems are of great importance in Computer Science and Engineering education. The binary numbering system can be considered as one of the most fundamental, since its understanding is essential for the understanding of other Computer Science and Engineering concepts, such as data representation, data storage, computer architecture, networking, and many more. Yet, students are having difficulties understanding it. One approach which has been shown to improve learning of different science and mathematics concepts is the use of educational games. Educational games have the potential to engage and motivate learners through fun activities. This paper presents a small exploratory survey on an electronic educational game for practicing decimal to binary number conversions

    DEVELOPING STUDENTS’ VOCABULARY MASTERY THROUGH VIDEO GAME

    Get PDF
     The objective of this study was trying to analyze the impact of using video game in developing student’s vocabulary mastery. The method of this study was quantitative. The design of the research was based on the experimental study. Pre-test and post-test was given to 37 students of class H fifth semester of Sorong Muhammadiyah University. Score of the test was divided into five categories, they were very good, good, fairly, poor and very poor. The mean score of pre-test was 6, 51 in fairly category and the mean score of post-test was 8, 5 in very good category. It showed that the mean score of test after given the treatment was higher than test before given the treatment. The result of the t-test showed that played video games gave a significant effect on the students’ vocabulary mastery. The result of t-test was higher than t table (8, 96 > 1.68830)

    Teaching in Ill-Defined Domains Using ITS and AI Appraoches

    Get PDF
    Ill-defined domains offer many challenges to computer scientists. Developing intelligent tutoring systems (ITSs) in these domains is a very challenging task due to the difficulty in modeling these domains, answers to ill-defined problems are ambiguously identified as right or wrong, and no generally accepted architecture is currently existed. This paper presents general guidelines for the development of ITSs in ill-defined domains, such as Argumentation and Ethics. This is instantiated in the two example systems AEINS and ALES. These systems offer adaptive learning processes and personalized feedback aiming to transfer the required skills to the learners and develop their reasoning

    Cultivating intelligent tutoring cognizing agents in ill-defined domains using hybrid approaches

    Get PDF
    Cognizing agents are those systems that can perceive information from the external environment and can adapt to the changing conditions of that environment. Along the adaptation process a cognizing agent perceives information about the environment and generates reactions. An intelligent tutoring cognizing agent should deal not only with the tutoring system’s world but also with the learner-it should infer and predict new information about the learner and tailor the learning process to fit this specific learner. This paper shows how intelligent tutoring cognizing agents can be cultivated in ill-defined domains using hybrid techniques instantiated in the two example agents AEINS-CA and ALES-CA. These agents offer adaptive learning process and personalized feedback aiming to transfer certain cognitive skills, such as problem solving skills to the learners and develop their reasoning in the two ill-defined domains of ethics and argumentation. The paper focuses on the internal structure of each agent and the reasoning methodology, in which, the cognizing agent administration and construction along with the pedagogical scenarios are described

    Program wars: a card game for learning programming and cybersecurity concepts

    Get PDF
    Permission to archive accepted author manuscriptAlthough there are many computer science learning games with the goal of teaching programming, such games typically require the person to either learn an existing programming language or the game's own specialized language. This can be intimidating, confusing or frustrating for an individual when they cannot get their "program" to work correctly (e.g. syntax error, infinite loop). Additionally, such games commonly use a puzzle-solving approach that does not appeal to some demographics. This paper presents a programming-language-independent approach to teaching fundamental programming and cybersecurity concepts using simple vocabulary. This approach also uses the familiar activity of playing cards against opponents to create a more dynamic and engaging learning experience. The approach is demonstrated by a web-based game called Program Wars. Results from a user study show that players are able to effectively connect game concepts to actual programming language structures; however, whether players' comprehension of computer programming is improved is unclear.Ye

    Combining Software Agents and Gaming through Student Play, an Educational Module in Agent SocialMetric

    Get PDF
    We are in a time where trends and ICTs are capable of leading important educational changes and allowing an advance in flexible teaching environments, through innovation and collaboration between educational institutions. Teachers have a large number of technologies to use as an ally in the classroom, such as software agents in the teaching-learning process. The objective of this article is to make known the educational module Student Play that allows to establish interactive games with students to educate in values through conversational agents, and that is embedded in a web tool called Agent SocialMetric.Sociedad Argentina de Informática e Investigación Operativa (SADIO

    Innovative integrated architecture for educational games: Challenges and merits

    Get PDF
    Interactive Narrative in game environments acts as the main catalyst to provide a motivating learning experience. In previous work, we have described how the use of a dual narrative generation technique could help to resolve the conflict between allowing high player student agency and also the track of the learning process. In this paper, we define a novel architecture that assists the dual narrative generation technique to be employed effectively in an adaptive educational game environment. The architecture composes components that individually have shown effectiveness in educational games environments. These components are graph structured narrative, dynamically generated narrative, evolving agents and a student model. An adaptive educational game, AEINS, has been developed to investigate the synergy of the architecture components. AEINS aims to foster character education at 8-12 year old children through the use of various interactive moral dilemmas that attempt the different student\u27s cognitive levels. AEINS was evaluated through a study involved 20 participants who interacted with AEINS on an individual basis

    Using narrative as a motivating device to teach binary arithmetic and logic gates

    No full text
    corecore