23 research outputs found

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    Serious games may improve understanding, involvement, engagement, reasoning and inquiry, and have been successfully used in schools. Recent studies show that serious games are sometimes misused, and not always easy to integrate in an instructional environment. It is often unclear how a game contributes to student learning, or how it should be used in a course. This paper proposes a method to support the analysis, design, development, and use of serious games in education. The method combines the widely used design model ADDIE with the instructional design method ‘10 steps to complex learning’. The method is applied in the development of the Moth game, which supports learning optics at the level of high school physics

    Replay Analysis in Open-Ended Educational Games

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    Learning with the Augmented Reality EduPARK Game-Like App: Its Usability and Educational Value for Primary Education

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    The EduPARK is a research and development project that intends to promote interdisciplinary mobile learning, supported by the development of an application to be used in an urban park, providing students’ involvement, motivation and engagement to enhance authentic and contextualized learning. The EduPARK project follows a qualitative interpretative methodology fitting in a design-based research, a useful framework for developing technology-enhanced learning resources comprising various cycles of prototype refinement: a game-like app for mobile devices, with Augmented Reality (AR) contents that follows geocaching principles. After those refinement stages, the final version of the app was released for the public in the Google Play Store; and around 50 activities were organized to collect systematic data to better understand mobile learning in outdoor settings, not only in formal but also in non- and informal contexts. To date, EduPARK has involved about 800 students from primary to higher education, 200 teachers and 60 tourists; however, this paper reports a survey study focused particularly on data of participants attending the first four years of primary education. A total of 290 students, organized in 73 teams, completed the game and expressed their opinion about the usability and the educational value of the app in a questionnaire applied after the activity; and automatic app loggings were collected. Results show that the EduPARK app achieved a good usability and has educational value for primary education students. The present work proposes a data collection tool, inspired in Brooke’s instrument, regarding the educational value of a game-based mobile AR resource.publishe

    Real-time simulation techniques for augmented learning in science and engineering

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    In this paper we present the basics of a novel methodology for the development of simulation-based and augmented learning tools in the context of applied science and engineering. It is based on the extensive use of model order reduction, and particularly, of the so-called Proper Generalized Decomposition (PGD) method. This method provides a sort of meta-modeling tool without the need for prior computer experiments that allows the user to obtain real-time response in the solution of complex engineering or physical problems. This real-time capability also allows for its implementation in deployed, touch-screen, handheld devices or even to be immersed into electronic textbooks. We explore here the basics of the proposed methodology and give examples on a few challenging applications never until now explored, up to our knowledge.Peer ReviewedPostprint (author's final draft
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