Educational game was one of the computer-assisted learning types to increase student interest in learning. This study used educational games as a drill and practice method to test students' ...memorization of the Asmaul Husna subject. According to the mobile application development life cycle (MADLC), this game was developed on Android. This educational game imitates the teacher's way in the classroom-tested the students' memorization through question and answer. The student guessed the word of Asmaul Husna Mobile Application on which the Horspool algorithm applied to match the student's answer with the keyword. User Acceptance Testing (UAT) involved 37 respondents; it was found that 59.5% of users agreed that this game could be used as a learning aid medium, and 40.5% stated Neutral. A total of 30 respondents stated that their Asmaul Husna memorization improved after using this application, while 7 respondents stated it was easier to memorize by playing this game.
Game flow analysis has been widely used to examine the player's enjoyment in a game. In this paper, we presented the game flow results of ARTé: Mecenas by adopting the EGameFlow scale. We adapted ...questions in the questionnaire from the EGameFLow scale, which formed six game flow factors - Concentration, Goal Clarity, Challenge, Autonomy, Immersion, and Knowledge Improvement. From our findings, the students overall enjoyed the game. They were able to concentrate on the learning tasks in the game. They received clear goals at the beginning of the game and each game level. The challenges in the game tasks improved their understandings of the content knowledge. Their senses of controlling the game continuously increased during the gameplay. The students increased their content knowledge after the gameplay, though they could not decide if they were emotionally involved. In addition, we found that the content knowledge in the game, game levels and visuals could influence the player's game experience.
그림자의 물리적 현상은 주체에 대한 반영적 경험의 기회를 제공하며, 인간의 창조 활동에 기반이 되는 상상력과 창의력을 발현시키는 요소로써 작동한다. 그림자는 따라서 다양한 철학적이고 문화적 의미를 생산해 왔으며, 교육과 예술 영역에서 다양한 방식으로 활용되어 왔다. 예술 영역에서는 작품과 관객 사이의 긴밀한 인터랙션을 불러일으키는 물리적 인터페이스로써 ...사용하기도 하며, 교육 영역에서의 그림자는 학습자의 학습동기와 몰입을 위하여 콘텐츠와 결합되기도 한다. 본 연구는 여러 인터랙티브 예술작품이나 체험용 교육 콘텐츠 안에서 폭넓게 활용되고 있는 그림자 혹은 그림자와 같은 실루엣 등의 인터페이스를 연구한다. 또한 그림자가 스크린에 직접적으로 드러나는 방식이 아니라, 그림자의 특징과 개념이 녹아 있되 좀 더 추상화된 표현으로 새로운 인터랙션 방법론으로 확장시킬 수 있는 가능성을 탐색한다. 이를 위해 본 논문에서는 먼저 그림자의 의미와 개념 그리고 특징을 시간성, 유희성, 상징성 등으로 접근해보고, 이를 바탕으로 교육과 예술 영역에서 스크린을 매개하여 그림자를 탐구한 사례들을 살펴본다. 또한 본 연구는 이러한 그림자에 대한 접근의 일환으로 개발된 인터랙티브 미디어아트 작업이자 수·과학 교육용 게임 콘텐츠 프로토타입인 ‘Move Us’를 소개한다. 특히 ‘Move Us’가 그림자 매개를 통해 흥미를 유지하는 동시에 이러한 경험이 단순한 유희적 차원에 머물지 않고, 에듀테인먼트 콘텐츠로서 학습시키고자 하는 교육적 내용과 어떻게 긴밀하게 연결되어 학습의 효과를 거두는 차원으로 확장될 수 있을지 논한다. 이를 통해 본 논의는 그림자를 활용한 체험형 에듀테인먼트 콘텐츠에서의 새로운 인터페이스의 가능성을 실험, 제안한다.
The physical phenomenon of shadow provides an opportunity for reflective experience to the subject, and works as an element of imagination and creativity in human’s artwork and culture. Thus, shadows have come to bear a wide spectrum of philosophical and cultural significance and are utilized in various forms within the realm of the arts. As a component of art, shadows are used as a physical interface to illustrate the close interactions between an artistic piece and its audience, while in the field of education, shadows are integrated with relevant content to spark interest and motivation within students. This study explores how shadows, silhouettes, and other similar interfaces are used in interactive artworks or hands-on educational content. It also explores the possibilities of expanding the use of shadow into the new interaction methodology with a more abstract representation of it, rather than the way the shadow is directly exposed on the screen. This study first investigates at the meaning and concept of shadows, particularly in the perspective of temporality, playfulness, and symbolism. Based on this, we examine the examples in the work of education and arts, and how shadows are explored through their screen interface. Furthermore, this study introduces ‘Move Us,’ a newly developed interactive media art production and educational game prototype for mathematics and science, as an example of an approach to better understanding and utilizing the concept of shadows. Especially, we will discuss how ‘Move Us’ maintains the audience's interest through shadow mediation, and how this experience is not limited to simply playful dimension, but extended to the level of linking its experience with an educational purpose. Through this process, we aim to suggest the possibility of a new interface using shadow for the experiential edutainment contents.
In this paper we focus upon a specific process of knowledge sharing, the meaning negotiation one, in presence of a number of negotiating subjects greater than two. Current approaches of the ...literature are based upon argumentation techniques, persuasion dialogue and game theory and all of them are specific of the negotiation subject and typically limited to two agents. In this paper we present a formalisation of the problem based upon a specific game, the English Auction, that results independent of the number of involved agents and of the negotiation subject. In our framework, each agent’s viewpoint is denoted by a logical theory. We show that the problem as posed in the framework is decidable, under a very general assumption and that the computational complexity of the algorithm is polynomial in the number of agents and in the number of preferred representations of the agents.
Guessing or Solving? Shin, Hyunjin; Kim, Bugeun; Gweon, Gahgene
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems,
04/2020
Conference Proceeding
A learner's guessing behavior while playing educational games can be a key indicator of her disengagement that impacts learning negatively. To distinguish a learner's guessing behavior from solution ...behavior, we present an explorative study of using motion features, which represent a learner's finger movements on a tablet screen. Our data was collected from the Missing Number game of KitKit School, a tablet-based math game designed for children from pre-K to grade 2 in elementary school. A total of 5,040 problem solving logs, which were collected from 168 students, were analyzed. A two-sample t-test showed a significant difference between guessing and solution behavior for four groups of motion features that indicate distance, curvedness, complexity, and pause (p<0.001). Additionally, our empirical results showed the possibility of using motion features in automatic detection of guessing behavior. Our best model yielded an accuracy of 0.778 and AUC value of 0.851 by using the random forest classifier.
Creativity is often highlighted as one of the most relevant competencies or skills of the 21st century. Teaching about theoretical underpinnings of creativity has therefore become relevant in ...numerous fields, from computer science to business management. If we consider creativity as a literacy, like writing or programming, it is important that people from different backgrounds can learn about the basic creativity concepts and how these might be manifested in practice. This article presents the design rationale of The Creativity Game, a simple online game intended to teach the player about some of the very basic properties or concepts in creativity theory: exploration, value, novelty, constraints, and transformation. The Creativity Game is a prototype presented here to spark conversation about how we teach creativity theory in a tangible way.
Visuospatial aspects of medical X-ray imaging can be difficult to understand. xRay World is a serious game built as a virtual reality application that is designed to introduce players to the X-ray ...imaging process. xRay World is equally suitable for beginners and advanced players thanks to different levels of difficulty and different game modes. In various minigames., users have to solve tasks by X-raying sealed boxes that contain nonanatomical objects. In addition., a virtual practice lab is included which allows users to freely experiment with X-ray imaging without a given task. The usability and game design of xRay World were rated positively by test users. The application can be considered a safe and cost-effective solution to teach relevant basics of X-ray imaging.
Chemistry Experiment Simulation based on Game Engine Hu, Wenfeng; Si, Shuhui; Wang, Yingzi
2018 IEEE/ACIS 17th International Conference on Computer and Information Science (ICIS),
2018-June
Conference Proceeding
Chemical is an experiment-oriented lesson that plays an important role in middle school curriculum. However, traditional chemical experiment has many disadvantages. Simulation technology based on ...game platform has attracted many educators and teachers, which can overcome limitations of traditional chemical experiments 1. This paper designs a chemistry experiment simulation based on Unity3D game engine, which simulates many chemical phenomena such as sedimentation, gas generation, combustion, discoloration, etc. Students can perform chemical experiments in this application via simple interaction and observe the experimental results. Furthermore, this paper constructs a chemical experimental simulation software library, which can be reused to other chemical experiment simulation applications.
Educational game is a game in which there are elements of education that can hone and can increase knowledge, while the puzzle is a game of construction through the activity of installing or matching ...an object so that it becomes a certain pattern. The Fisher yates shuffle algorithm is a randomization technique in which this algorithm is implemented on puzzle pieces so that the puzzle pieces that come out will be different and rewarding without repetition and duplication. In this study, it can be concluded that the fisher yates shuffle algorithm can determine randomization solutions that are not multiple and do not repeat. Based on the pretest and posttest testing this puzzle education game was able to increase the knowledge of PAUD students by 23.68%, of which the pretest results were 64.13% and the posttest results were 87.81%.
Today students have grown up using devices like computers, mobile phones, and video consoles for almost any activity; from studies and work to entertainment or communication. Motivating them with ...traditional teaching methods such as lectures and written materials becomes more difficult daily. That is why digital games are becoming more and more considered to have a promising role in education process. We decided to conduct a study among university students. Purpose of that study was to try to find some empirical evidence to support the claim that educational games can be used as an effective form of teaching. We also invested an effort to measure effects of different teaching approaches with the respect of individual differences in cognitive styles. Initial results provide a good argument for use of educational games in teaching. In addition, we reported some influence of cognitive style on effectiveness of using educational games.