1,246 research outputs found

    Endogenous fantasy and learning in digital games.

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    Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone (1981), exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning content is integrated into the fantasy context of the game. In particular, he claimed that content which is intrinsically related to the fantasy will produce better learning than that which is merely extrinsically related. However, this distinction between intrinsic and extrinsic (or endogenous and exogenous) fantasy is a concept that has developed a confused standing over the following years. This paper will address this confusion by providing a review and critique of the empirical and theoretical foundations of endogenous fantasy, and its relevance to creating educational digital games. Substantial concerns are raised about the empirical basis of this work and a theoretical critique of endogenous fantasy is offered, concluding that endogenous fantasy is a misnomer, in so far as the "integral and continuing relationship" of fantasy cannot be justified as a critical means of improving the effectiveness of educational digital games. An alternative perspective on the intrinsic integration of learning content is described, incorporating game mechanics, flow and representations

    Student engagement is key to broadening participation in CS

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    © 2019 Copyright held by the owner/author(s). Publication rights licensed to ACM. The Mobile CS Principles (Mobile CSP) course is one of the NSF-supported, College Board-endorsed curricula for the new Computer Science Principles AP course. Since 2013, the Mobile CSP project has trained more than 700 teachers, and the course has been offered to more than 20,000 students throughout the United States. The organizing philosophy behind the Mobile CSP course is that student engagement in the classroom is the key to getting students, especially those traditionally underrepresented in CS, interested in pursuing further study and careers in CS. The main strategies used to engage Mobile CSP students are: (1) a focus on mobile computing throughout the course, taking advantage of current student interest in smartphones; (2) an emphasis on getting students building mobile apps from day one, by utilizing the highly accessible App Inventor programming language; and (3) an emphasis on building creative,\u27socially useful\u27 apps to get students thinking about ways that computing can help their communities. In this paper we present and summarize two years of data of various types (i.e., student surveys, teacher surveys, objective assessments, and anecdotal reports from students and teachers) to support the hypothesis that engagement of the sort practiced in the Mobile CSP course not only helps broaden participation in CS among hard-to-reach demographics, but also provides them with a solid grounding in computer science principles and practices

    More playful user interfaces: an introduction

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    In this chapter we embed recent research advances in creating playful user interfaces in a historical context. We have observations on spending leisure time, in particular predictions from previous decades and views expressed in Science Fiction novels. We confront these views and predictions with what has really happened since the advent of computers, the Internet, Worldwide Web and sensors and actuators that are increasingly becoming integrated in our environments and in devices that are with us 24/7. And, not only with us, but also connected to networks of nodes that represent people, institutions, and companies. Playful user interfaces are not only interesting for entertainment applications. Educational or behavior change supporting systems can also profit from a playful approach. The chapter concludes with a meta-level review of the chapters in this book. In this review we distinguish three views on research and application domains for playful user interfaces: (1) Designing Interactions for and by Children, (2) Designing Interactions with Nature, Animals, and Things, and (3) Designing Interactions for Arts, Performances, and Sports

    Modification of various metals by volume discharge in air atmosphere

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    The results of the modification of stainless steel, niobium and titanium by volume discharge induced by a beam of runaway electrons in air under normal pressure are presented. Changes in the chemical composition of the surface layers of metal by the action of the discharge, structural changes and changes of hardness were studied. It has been found that the concentration of oxygen and carbon in the surface layers of the samples depend on the number of discharge pulses. The aim of this work is to find possible application of this type of discharge in science and industrial production

    Easing the smart home: Translating human hierarchies to intelligent environments

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-642-02478-8_137Proceedings of 10th International Work-Conference on Artificial Neural Networks, IWANN 2009, Salamanca, Spain.Ubiquitous computing research have extended traditional environments in the so–called Intelligent Environments. All of them use their capabilities for pursuing their inhabitants’s satisfaction, but the ways of getting it are most of the times unclear and frequently unshared among different users. This last problem becomes patent in shared environments in which users with different preferences live together. This article presents a solution translating human hierarchies to the Ubicomp domain, in a continuing effort for leveraging the control capabilities of the inhabitants in their on–growing capable environments. This mechanism, as a natural ubicomp extension of the coordination mechanism used daily by humans, has been implemented over a real environment: a iving room equipped with ambient intelligence capabilities, and installed in two more: an intelligent classroom and an intelligent secure room.This work was partially funded by the Spanish Ministry of Science and Technology through the HADA project(TIN2007-64718) and by the chair UAM–Indra of Ambient Intelligenc

    Exploring children's designs for maker technologies

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    There is growing interest in maker technologies around how they can be included in school curriculums to engage children with science subjects and about their use to explore new creative possibilities. Given that maker technologies are currently unfamiliar to most children across the world this work sought to use these technologies to investigate whether technology experience has an influence on design within a making context. A study was carried out with 29 participants aged 8-9 that involved a design task and a scaffolded making task based around a physical game using Arduino. Half of the participants completed the making task first then the design task, the other half completed the design task first then the making task. The design ideas created were then coded on 5-point scales for complexity of construction and novelty of concept, the coders also looked for evidence of transference from the making task to the design ideas. Results indicated that completing the making task prior to the design task increased the mean complexity of construction score. No clear evidence was found of elements from the making task being transferred into the design ideas. In addition to the specific findings about technology influence on design, the paper offers more general insights for those working within this space

    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

    Designing a Programming Game to Improve Children’s Procedural Abstraction Skills in Scratch

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    © The Author(s) 2020. The recent shift in compulsory education from ICT-focused computing curricula to informatics, digital literacy and computer science, has resulted in children being taught computing using block-based programming tools such as Scratch, with teaching that is often limited by school resources and teacher expertise. Even without these limitations, Scratch users often produce code with ‘code smells’ such as duplicate blocks and long scripts which impact how they understand and debug projects. These code smells can be removed using procedural abstraction, an important concept in computer science rarely taught to this age group. This article describes the design of a novel educational block-based programming game, Pirate Plunder, which concentrates on how procedural abstraction is introduced and reinforced. The article then reports an extended evaluation to measure the game’s efficacy with children aged 10 and 11, finding that children who played the game were then able to use procedural abstraction in Scratch. The article then uses game analytics to explore why the game was effective and gives three recommendations for educational game design based on this research: using learning trajectories and restrictive success conditions to introduce complex content, increasing learner investment through customisable avatars and suggestions for improving the evaluations of educational games

    Designing Engaging Learning Experiences in Programming

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    In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one – Whack a Mole – which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of ‘Learning Dimensions’ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences
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