3,983 research outputs found

    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

    Serious Games in Formal Education: Discussing Some Critical Aspects

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    International audienceInnovation in technology together with evolution in pedagogical approaches is encouraging increased integration of technology-supported interventions in mainstream teaching practices. One area attracting particularly close attention in this respect is Serious Games (SGs), which offer considerable potential for facilitating both formal and informal learning experiences in supported and standalone contexts. Advances in technology and in technology enhanced learning are raising learners' expectations for immersive and engaging game-based experiences. This trend is underpinned by the emergence of young learners adept at using digital technologies and the internet; there is an attendant risk that, as students, they may be alienated by traditional education and its failure to engage them fully in a lifelong learning process and prepare them adequately for the challenges of the 21st Century. SGs would appear to offer an attractive solution in this regard. However, there are a number of inhibitors preventing their wider take-up in mainstream education, with the result that the considerable potential on offer has yet to be fully exploited. This situation is the background for the joint efforts of partners in the Games and Learning Alliance (GALA), an EC-funded Network of Excellence on SGs, especially the sub-group dedicated to the pedagogical dimension of SGs. In its discussions on the key challenges for more wide-scale and effective SG use, the group has focused in particular on aspects related to the central role played by the educator in formal education settings. Specifically, discussion has focused on the challenges posed when educators are called on to modify their practice, adopting the new roles and approaches demanded for effective SG deployment. This paper presents the outcome of the group's exploration. It frames the question of the educator's central role by drawing on research work that, in the view of the different authors, embodies the major references for shedding light on this multi-faceted aspect. As well as the new role that the educator assumes in games-based learning environments, particular attention is also dedicated to the innovative pedagogical approaches that can be applied to SG deployment, especially those inspired by peer collaboration

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Harnessing Technology: new modes of technology-enhanced learning: opportunities and challenges

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    A report commissioned by Becta to explore the potential impact on education, staff and learners of new modes of technology enhanced learning, envisaged as becoming available in subsequent years. A generative framework, developed by the researchers is described, which was used as an analytical tool to relate the possibilities of the technology described to learning and teaching activities. This report is part of the curriculum and pedagogy strand of Becta's programme of managed research in support of the development of Harnessing Technology: Next Generation Learning 2008-14. A system-wide strategy for technology in education and skills. Between April 2008 and March 2009, the project carried out research, in three iterative phases, into the future of learning with technology. The research has drawn from, and aims to inform, all UK education sectors

    Multisensory learning in adaptive interactive systems

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    The main purpose of my work is to investigate multisensory perceptual learning and sensory integration in the design and development of adaptive user interfaces for educational purposes. To this aim, starting from renewed understanding from neuroscience and cognitive science on multisensory perceptual learning and sensory integration, I developed a theoretical computational model for designing multimodal learning technologies that take into account these results. Main theoretical foundations of my research are multisensory perceptual learning theories and the research on sensory processing and integration, embodied cognition theories, computational models of non-verbal and emotion communication in full-body movement, and human-computer interaction models. Finally, a computational model was applied in two case studies, based on two EU ICT-H2020 Projects, "weDRAW" and "TELMI", on which I worked during the PhD

    Harnessing Technology: new modes of technology-enhanced learning: a case study series

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    This report presents the outcomes and conclusions from a series of 18 case studies exploring the innovative use of technology for learning and teaching using new modes of technology

    Gaming Elements and Educational Data Analysis in the Learning Design of the Flipped Classroom

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