795 research outputs found

    Game play in vocational training and engineering education

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    Educational games may create a new and improved learning culture by drawing advantage of the new knowledge and skills of today’s students obtained from extensive use of interactive game software. This paper presents a design basis and online learning resources taking advantage of game-related features like a high degree of interactivity, attractive graphics, a dynamical virtual universe, and an incentive system to promote prolonged and more advanced use. The educational resources, denoted PIDstop, are targeted towards the engineering domain. Feedback from over 2000 users clearly indicates that PIDstop has a positive learning effect. Training packages for vocational training of Automation Technicians is emphasized in this paper. Such learning resources must have a limited mathematical complexity; hence, the representation should be rather descriptive. Evaluation of learning resources to assess the actual learning effect is important, and a two-step procedure based on formative and summative evaluation is proposed for this purpose

    Fiabot!: design and evaluation of a mobile storytelling application for schools

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    This paper contributes to the ongoing debate about how digital technology can be integrated into the formal education system. Within a longitudinal research study, which lasted four years, we conducted an investigation on how mobile technology can support educational activities as defined by a school curriculum. Among the topics included in the school curriculum, we focused on the literary field and developed a Digital StoryTelling (DST) application, Fiabot!, to support this activity. Here, we describe the design of the application and how we evaluated its impact on educational activities. The application was designed and evaluated in two primary schools. The study had the objectives of exploring whether Fiabot! supports children in achieving educational objectives defined by the curriculum, how this effectively supports teachers, and to what extent children like using it for the creation and sharing of their stories. Our findings show that the application has a positive impact on curriculum enactment and effectively supports the related educational activities. Overall, Fiabot! wasdemonstrated to be very effective in stimulating children's discussion of a story's plot and characters. Thus, Fiabot! supported children not only in being creative but also in organizing their work and exploring a digital media opportunity. This resulted in the development of new skills and the better grounding of previously acquired knowledge, while teachers also had the opportunity to expand their teaching skills and get a taste of ICT's potential in education

    Digital Language Death

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    Of the approximately 7,000 languages spoken today, some 2,500 are generally considered endangered. Here we argue that this consensus figure vastly underestimates the danger of digital language death, in that less than 5% of all languages can still ascend to the digital realm. We present evidence of a massive die-off caused by the digital divide

    Time-Based Personalised Mobile Game Downloading

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    The rise of the citizen author: Writing within social media

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    The concept of the citizen author is defined and explored within the publishing industry. In order to understand what positions the citizen author currently, and potentially could, hold it begins with a historical view of their rise, including concepts of their eighteenth century antecedents. But the focus of this research is on their growth alongside that of social media platforms. This allows for drawing out relationships between genre fiction, publishers, and the citizen author, which provides a more full understanding of the power dynamics involved when publishers, social media, and the citizen authors mix in the current industry climate.N/

    Mathematical and computer modeling of electro-optic systems using a generic modeling approach

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    The conventional approach to modelling electro-optic sensor systems is to develop separate models for individual systems or classes of system, depending on the detector technology employed in the sensor and the application. However, this ignores commonality in design and in components of these systems. A generic approach is presented for modelling a variety of sensor systems operating in the infrared waveband that also allows systems to be modelled with different levels of detail and at different stages of the product lifecycle. The provision of different model types (parametric and image-flow descriptions) within the generic framework can allow valuable insights to be gained

    As redes sociais na internet e suas apropriações por jovens brasileiros e portugueses em idade escolar

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    O fenômeno das redes sociais on-line é marcante na atual fase da internet 2.0, tendo crescido vertiginosamente, a partir do ano 2005, com a adesão majoritária de jovens, que as acessam por computadores fixos e móveis, em plataformas dos mais variados tipos. Por meio delas, trocam mensagens e compartilham conteúdos os mais diversos. Diante desse cenário, com base em duas pesquisas convergentes, pretende-se discutir os usos e as apropriações das redes sociais on-line por jovens alunos do ensino fundamental e médio e destacar os pontos mais pertinentes da atual fase da internet nos contextos pessoal, familiar e escolar. Foram aplicados questionários, inspirados em modelo de pesquisa elaborado na Itália, a 404 alunos brasileiros de oito escolas no Rio de Janeiro e a 549 alunos portugueses de 11 escolas na região portuguesa de Castelo Branco. Com essa rica empiria, verificou-se em que pontos os jovens se aproximam dos ideais de uma nova subjetividade (o leitor imerso nas novas mídias) e de um jovem naturalmente afeito aos suportes digitais (o nativo digital).The phenomenon of online social networks has been remarkable in the current phase of internet 2.0 and has grown rapidly from the year 2005, with the majority membership of young people, who access the social networks from desktops and mobile platforms of all kinds. Using these platforms, they exchange messages and share various contents. Given this scenario, based on two converging researches, this paper discusses the uses and appropriations of online social networks by students of elementary school and high school. Also, it highlights the most relevant points in the current phase of the internet in relation to personal, family and school contexts. Inspired by a research model developed in Italy, 404 questionnaires were applied to Brazilian students from eight schools in Rio de Janeiro and 549 Portuguese students from 11 schools in the Portuguese region of Castelo Branco. With this comprehensive database, we could verify at which points the youth approaches the ideals of a new subjectivity (the reader immersed in new medias) and a youngster naturally used to digital media (the digital native).info:eu-repo/semantics/publishedVersio

    Promoting dental care to children using traditional and interactive media following threat appeals

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    In recent years, computer games have become an important part of children’s lives. Gaming is not only one of their favorite pastime activities, but games are also increasingly used by marketers in an attempt to influence children’s purchase behavior. Today, almost every food and beverage brand targeting children has an advergame on its website. Advergames are “computer games specifically created to function as advertisements to promote brands”, containing brand identifiers such as logos and brand characters (Kretchmer, 2005: 7). Games can also be powerful learning tools. Several authors (e.g., Gee, 2003; Prensky, 2001) argue that computer games can be more enjoyable, more interesting and thus more effective than traditional learning modes to increase children’s knowledge. Empirical studies that evaluated the impact of the use of games within disciplines such as mathematics, science, language, geography and computer science show positive outcomes in terms of learning effectiveness in relation to curricular objectives (e.g., Papastergiou, 2009; Rosas et al., 2003). However, these authors mainly focus on the learning ability of games rather than their persuasive impact for social marketing purposes. In the area of health education, playing computer games has often been seen with skepticism (e.g., Bale, 1994; Funk and Buchman, 1995)
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