Dyscalculia is a hidden disability and may happen to ordinary people whether they are normal or highly intelligent students. This makes dyscalculia is challenging to identify. One method to identify ...dyscalculia students could be through playing games. Games concept could make the students do not feel of being tested when they are doing the test. Developing the game to fulfill the assessment purposes needs a framework that is designed for assessing. Design Play Experience (DPE) is an existing framework that supports the creation of a serious game or game-based learning. The framework contains several layers, such as learning, storytelling, gameplay, user experience. The purpose of the framework is to give a player experience in improving their skills. In this study, the DPE framework is adapted and enhanced to provide a serious game framework for assessing, identifying and monitoring dyscalculia students. The assessment result will be used to identify whether or not the student has a learning difficulty in mathematics. The enhanced framework is called 3D dyscalculia Assessment Game (3DAG). Games that are applied with the 3DAG framework will notify where the students misconception are, so that the teacher can monitor and improve their mathematics accordingly. Keywords: : Design Play Experience, Game Development Framework, Dyscalculia, Assessment, 3D Games
Background
In recent years, interest in digital games has grown significantly and at the same time a range of games in 2D and 3D has been created. While 2D games cannot give depth to objects, 3D ...games creates spatial depth. The growth of the gaming industry has raised concerns among some psychologists. There is still much controversy about positive or negative effects of these games on cognitive performance. Executive functions are a set of cognitive abilities that play a decisive role in one’s purposeful behavior. The present study aims to investigate the effect of 2D and 3D video games on some of these functions—flexibility, inhibition, and continuous attention—in male students aged 18–26 years.
Method
Forty-five male students at Persian Gulf University participated in the study. They were matched based on intelligence score and experience of playing video games. The participants were divided into three groups of 15 (two experimental groups and one control group). Participants in the two experimental groups played 2D and 3D video games over 20 sessions. They completed the Wisconsin Card Sorting Test, continuous performance test, Stroop test, and Raven intelligence test.
Results
Data were analyzed via covariance and the results showed that playing 2D and 3D video games positively and significantly affects inhibition and playing 3D games has a significant positive effect on flexibility.
Conclusion
Based on our findings, we discuss the different effects of 2D and 3D video games, in line with the study’s theoretical framework, and give suggestions for future studies.
As mass casualty incidents are low-probability events, students often do not have the chance to practise field triage skills during their clinical placement. This study used a 3D game to engage ...participants in experiential learning in a realistic virtual environment. The purpose of the study was to explore factors affecting nursing students' intention to use a 3D game to learn field triage skills.
This was a cross-sectional survey study. The technology acceptance model augmented by computer self-efficacy was used as a research model and a questionnaire was used to evaluate students' intention to use the 3D game to learn field triage. Data was collected from nursing students of a degree-awarding higher education institution in Hong Kong.
A total of 177 valid questionnaires were returned, and structural equation modeling was used to test the research model and hypotheses. Consistent with the technology acceptance model, perceived usefulness (0.21, p < 0.05) and perceived ease of use (0.91, p < 0.001) had a positive effect on the behavioral intention to use the 3D game. Computer self-efficacy positively influenced both perceived usefulness (0.66, p < 0.001) and perceived ease of use (0.73, p < 0.001). The research model explained 42 percent of the variance in the behavioral intention to use the 3D game.
Students believed that using the 3D game would enhance their field triage skills and found the game easy to use. Using 3D games to facilitate learning is a worthwhile educational approach for preparing healthcare professionals to handle low-probability clinical tasks, such as field triage in mass casualty incidents. Insights provided by findings of this study included the best way to design and promote interactive education programmes in a virtual environment.
Occasioned by the celebration of the 200 years since the outbreak of the Greek Revolution of 1821, Onassis Library, in collaboration with the Cartographic Heritage Archives of General State Archives ...of Greece and the Department of Geography of Harokopio University, designed a series of four digital workshops to motivate teenagers to bring to life one of the most emblematic maps of the so-called Greek Enlightenment during the eighteenth century and major item of the Greek cartographic heritage: Rigas Velestinlis Charta (map) of Greece (1796-1797). From January to March 2020, four school teams consisting of students 13-17 years old, approached in a creative way the map that inspired the Greek Revolution of 1821, transforming it into a computer game, a digital story, an augmented reality or a virtual reality application. By using innovative mixtures of history, geography, cartography, visual arts and information technology, they managed to expand their knowledge and skills by participating in an entertaining learning process. All participants acknowledged the pedagogical value of this innovative experience, which cultivated a positive attitude towards the learning procedure, enriching the lessons of history and geography, promoting the cartographic cultural heritage through new technology approaches and using valuable digital techniques and tools.
Various history books as media to learn the history of Indonesia people are actually quite complete and adequate. However, the interest of younger generation, especially the children, to read the ...books is quite low. Additionally, the advance of computer technology makes kids and students more interested playing game than reading books. The game trend backgrounds the need for research on the use of computer game application as a medium to learn the history of the building through a game. As the special purpose of this research is to obtain a game application that can be a medium of learning historical buildings. The research is divided into two stages: the first stage is to identify gaming software that can be used as an educational game for historical buildings and to develop the model of 3D gaming applications; the second phase is the application trial and implementation at schools.
Modern vocational education is increasingly taking place in new technology-enhanced learning (TEL) settings. On the one hand, vocational education can benefit from the opportunities of technological ...development. On the other hand, such technologies may create new challenges for teachers. Therefore, there is a particular need to pay more attention to the dialogic pedagogical approaches in which teaching should be seen as a dialogical practice involving teacher-student interactions that create contextual opportunities for teachers to trigger students’ learning in new TEL settings. This article reports on an exploratory study about the different ways in which teachers’ instructional activities (via teacher-student interactions) are manifested in different emerging TEL contexts. Three case studies were selected for analysis in three different TEL settings. The results of this qualitative study indicate that ‘teacher-led’ approaches were applied in a technology-enhanced classroom context, ‘teacher-student shared collaboration activities’ were actively used in a virtual 3D-game setting and ‘teacher-student(s)-supervisor(s) joint learning activities’ were used to empower mobile-supported workbased learning. Based on the findings raised from these three empirical studies, future prospects for teachers’ activities that facilitate vocational learning can be developed. Additionally, our findings may be helpful in developing professional tools for teachers to better enable learning in new TEL settings.
Computer games are continuously improving graphics capabilities and game play, but the market demands show that more compelling gaming applications are required. In this article, the requirements of ...modern gaming applications are investigated and a classification of the most significant game design issues is presented. To understand the issues related to video and virtual reality gaming, an interactive game engine is designed and, as a case study, a traditional two-dimensional arcade game, called Breakout, is ported. Collision detection is supported between the graphics components of the application based on Newtonian laws of physics. To test the effectiveness of our approach, a tangible platform for playing interactive three-dimensional games using video see-through augmented reality techniques is proposed. To evaluate the effectiveness of each application, a pilot study was performed and the initial results of this study are presented.