In this article, we determine how to facilitate the analysis of serious games so that teachers could effectively integrate them in their teaching. The aim is to identify the mechanisms that would make serious games exploitation useful. We propose a method for the analysis of serious games that is based on the separation of their components along three phases. In addition, we set up a platform based on a data analysis process that is composed of six steps that help to set the basis of a verification procedure that targets the content of a game and thus facilitates the work of teachers through effective implementation of serious games as teaching strategies (TIC). The obtained experimental results show that 82.5% of the study participants expressed that the use of the platform has helped them to change their perspective on the need to use serious games as an educational tool.
GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEWijma
ABSTRACT
This paper discusses the results of a literature review to identify the elements of gamification in learning that have been applied in previous studies and their impacts on student learning, with only taking into account the related studies within the last three years (2016 to 2018). This is done to determine the most effective and suitable elements of gamification to be applied in our study and at the same time to identify research gaps that need to be fulfilled in future researches. The results of this review show that gamification has positive impact on student learning particularly in their engagement and achievement. Furthermore points, leaderboard and digital badge are the most applied gamification elements in the studies. The findings will be used as a guide for us in designing a gamified collaborative learning activities in the 3-dimensional virtual world that will be carried out later.
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...IJECEIAES
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of pedagogical objectives, the performance of student in relation to these objectives defined in the pedagogical scenario, the content of the course and the predefined criteria. However, the effectiveness of learning is under-studied due to the complexity involved to gamify the assessment concept, particularly when it comes to intangible measures related to the progression of learning outcomes, which is among the most important aspects of evaluation in serious games. This paper reviews the literature regarding assessment due to their importance in the learning process with a detailed assessment plan applied on serious game. Then, it presents a framework used to facilitate the assessment design integrated in serious games. Finally, a significant example of how the proposed framework proved successful with corresponding results will conclude the paper.
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
Gamification for Elementary Mathematics Learning in Indonesia IJECEIAES
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEWijma
ABSTRACT
This paper discusses the results of a literature review to identify the elements of gamification in learning that have been applied in previous studies and their impacts on student learning, with only taking into account the related studies within the last three years (2016 to 2018). This is done to determine the most effective and suitable elements of gamification to be applied in our study and at the same time to identify research gaps that need to be fulfilled in future researches. The results of this review show that gamification has positive impact on student learning particularly in their engagement and achievement. Furthermore points, leaderboard and digital badge are the most applied gamification elements in the studies. The findings will be used as a guide for us in designing a gamified collaborative learning activities in the 3-dimensional virtual world that will be carried out later.
Assessment-driven Learning through Serious Games: Guidance and Effective Outc...IJECEIAES
Evaluation in serious games is an important aspect; it aims to evaluate the good transmission of pedagogical objectives, the performance of student in relation to these objectives defined in the pedagogical scenario, the content of the course and the predefined criteria. However, the effectiveness of learning is under-studied due to the complexity involved to gamify the assessment concept, particularly when it comes to intangible measures related to the progression of learning outcomes, which is among the most important aspects of evaluation in serious games. This paper reviews the literature regarding assessment due to their importance in the learning process with a detailed assessment plan applied on serious game. Then, it presents a framework used to facilitate the assessment design integrated in serious games. Finally, a significant example of how the proposed framework proved successful with corresponding results will conclude the paper.
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
Gamification for Elementary Mathematics Learning in Indonesia IJECEIAES
The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.
National Seminar on Social Media Networks and Society organised by Tamil Nadu Teachers Education University (TNTEU), Chennai and Indian Council of Social Science Research (IMPRESS), New Delhi on 3rd February 2021
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
International Conference on Integration of STEAM in School Education organized by NCERT, Regional Institute of Education, Bhopal, MP, India in collaboration with Department of School Education, Government of Madhya Pradesh on February, 25th- 28, 2021
Impact of Blended Learning Approach on Students’ Achievement in Quadratic and...ijtsrd
This paper examined the effect of blended learning BL on students’ achievement in Quadratic and Simultaneous equations in Ogun State, Southwest Nigeria. Blended learning is a learning strategy that supplements traditional face to face instruction congruent to the traditional lecture method TLM with computer based learning, to which students subscribe. A control group and a quasi experimental design were adopted for this study. Purposive sampling techniques were applied to select a sample of 320 students drawn from two secondary schools in which intact classes were used. The Quadratic and Simultaneous Equations Achievement Test QSEAT was developed with a reliability coefficient value of 0.82, and used as the research instrument. An analysis of covariance ANCOVA was used to test the hypotheses. All the hypotheses were tested at the 0.05 level of significance. Results showed that there was a statistically significant main effect of treatment on students’ achievement in Quadratic and Simultaneous equations. There was a statistically significant effect of blended learning BL on students’ achievement in Quadratic and Simultaneous equations. There was a statistically significant interaction effect of treatment control and experimental BL on students’ achievement in Quadratic and Simultaneous equations. The findings of the study revealed that the student’s achievement in Quadratic and Simultaneous equations was enhanced more when BL strategies were used than when TLM was used. Based on the findings of this study, it was therefore recommended that efforts be made to integrate the philosophy of BL into the preservice teachers’ curriculum at the teacher preparation institutions in Nigeria. Patrick Friday Obot "Impact of Blended Learning Approach on Students’ Achievement in Quadratic and Simultaneous Equations" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-6 , December 2023, URL: https://www.ijtsrd.com/papers/ijtsrd61229.pdf Paper Url: https://www.ijtsrd.com/mathemetics/algebra/61229/impact-of-blended-learning-approach-on-students’-achievement-in-quadratic-and-simultaneous-equations/patrick-friday-obot
This study aimed to determine the effectiveness of using an interactive emodule
to reduce students’ misconceptions on salt hydrolysis material at
grade XI in senior high school. This study implemented a pre-experiment
with one group pretest-posttest research design, which utilized one class as
the experimental class. Samples were selected by using purposive sampling
technique, and it was obtained one class as the experimental class, namely
class XI in State Madrasah Aliyah 1 Pekanbaru, Riau, Indonesia. Before
giving the treatment, the sample was administered a pretest and after the
treatment, they were given a posttest. The pretest and posttest questions
occupied three-tier multiple choice questions. The reduction of
misconceptions on Salt Hydrolysis material after using the interactive emodule
was
16.21%.
The
study
found
that
interactive
e-modules
effective
to
reduce
misconceptions
on
salt
hydrolysis
material
was
significant.
This research aimed to produce a learning trajectory which could help students to understand the concept of permutations through role-playing activity in the election of chairman and vice-chairman of Intra School Students Organization. This research was a design research method through three stage, 1) preliminary design/preparing for the experiment were used to design the Hypothetical Learning Trajectory, 2) design experiment was a Hypothetical Learning Trajectory test phase consisting of pilot and teaching experiment, 3) retrospective analysis. It was Indonesia’s Realistic Mathematics Education Approach at tenth grade of Senior High School No 15 Palembang. Data collecting technique were obtained from observations, recorded videos, photos, students’ sheet activities, and field documentation. The result of this research was a learning trajectory which has three activities that could help student to understand the concept of permutations, there are: 1) the students could determine the form of administrative committee and calculate the number of formed groups formation in the election from 2, 3, 4 and 5 nominated candidates, 2) Students could determine the number of groups’ formation convert into the closest form of the multiplication and the factorial, 3) by using the students understanding of factorial, students found the concept of permutations form: nPr
Affective e-learning approaches, technology and implementation model: a syste...IJECEIAES
A systematic literature study including articles from 2016 to 2022 was done to evaluate the various approaches, technologies, and implementation models involved in measuring student engagement during learning. The review’s objective was to compile and analyze all studies that investigated how instructors can gauge students’ mental states while teaching and assess the most effective teaching methods. Additionally, it aims to extract and assess expanded methodologies from chosen research publications to offer suggestions and answers to researchers and practitioners. Planning, carrying out the analysis, and publishing the results have all received significant attention in the research approach. The study’s findings indicate that more needs to be done to evaluate student participation objectively and follow their development for improved academic performance. Physiological approaches should be given more support among the alternatives. While deep learning implementation models and contactless technology should interest more researchers. And, the recommender system should be integrated into e-learning system. Other approaches, technologies, and methodology articles, on the other hand, lacked authenticity in conveying student feeling.
Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.
E-SUPPORTING PERFORMANCE STYLES BASED ON LEARNING ANALYTICS FOR DEVELOPMENT O...IJITE
This study aims to identify the effectiveness of delivering electronic supporting performance styles that are
based on learning analytics for the development of teaching practices in teaching science, moreover, the
Electronic and face to face supporting performance styles will deliver according to the data analytics that
extracted from observations, (participating rate- page views) data from platform, therefore, to determine
the effectiveness, the researchers design observation rubric based on teaching practices standard that
extract from (ASTE/NSTA, AITSL) to observe teaching practices of student science teachers. Regarding the
participants they were science students who enrolled in educational diplomas, researchers use the mixed
method in collected data and quantitative data, furthermore, they will study a supportive program of
considering data analyses to develop their teaching practices in teaching science, the results exposed that
providing a supporting program that considers learning analytics, helps increase teaching practices in
teaching science for student's science teachers.
E-supporting Performance Styles based on Learning Analytics for Development o...IJITE
This study aims to identify the effectiveness of delivering electronic supporting performance styles that are
based on learning analytics for the development of teaching practices in teaching science, moreover, the
Electronic and face to face supporting performance styles will deliver according to the data analytics that
extracted from observations, (participating rate- page views) data from platform, therefore, to determine
the effectiveness, the researchers design observation rubric based on teaching practices standard that
extract from (ASTE/NSTA, AITSL) to observe teaching practices of student science teachers. Regarding the
participants they were science students who enrolled in educational diplomas, researchers use the mixed
method in collected data and quantitative data, furthermore, they will study a supportive program of
considering data analyses to develop their teaching practices in teaching science, the results exposed that
providing a supporting program that considers learning analytics, helps increase teaching practices in
teaching science for student's science teachers.
E-SUPPORTING PERFORMANCE STYLES BASED ON LEARNING ANALYTICS FOR DEVELOPMENT O...IJITE
This study aims to identify the effectiveness of delivering electronic supporting performance styles that are
based on learning analytics for the development of teaching practices in teaching science, moreover, the
Electronic and face to face supporting performance styles will deliver according to the data analytics that
extracted from observations, (participating rate- page views) data from platform, therefore, to determine
the effectiveness, the researchers design observation rubric based on teaching practices standard that
extract from (ASTE/NSTA, AITSL) to observe teaching practices of student science teachers. Regarding the
participants they were science students who enrolled in educational diplomas, researchers use the mixed
method in collected data and quantitative data, furthermore, they will study a supportive program of
considering data analyses to develop their teaching practices in teaching science, the results exposed that
providing a supporting program that considers learning analytics, helps increase teaching practices in
teaching science for student's science teachers.
Predicting students’ intention to continue business courses on online platfor...Samsul Alam
The objective of this study was to analyze the intention of a University's business department students to continue their studies on e-learning platforms during the ongoing COVID-19 pandemic. To this end, a questionnaire was developed to collect primary data from students in business fields. The study took into account more than 285 respondents from two different universities and relied on the expectation confirmation model (ECM) theory and the structural equation model. The partial least squares (SEM-PLS) method was used to analyze the data. The results of the study showed that task skills (TS) and task challenges (TC) were significant for the enjoyment (EN) of the students which in turn had a positive effect on the satisfaction levels. Confirmation (CON) had an impact on the post adoption perceived usefulness (PAPU), which was deemed positive for student satisfaction (SAT). The SAT and psychological safety (PS) of online learning platforms were found to positively influence the continuance intention (CI) on e-learning platforms. Finally, both SAT and PS of online learning platforms were observed to positively influence CI on e-learning platforms. Further research in this area could be useful in making decisions about promoting educational programs based on e-learning. The researchers recommend that academicians and policymakers must ensure appropriate arrangements for teaching on e-learning platforms.
Impact of play based learning on the development.pdfvideosplay360
Play-based learning is a pedagogical approach that emphasises the use of play in promoting multipleareas of children’s development and learning. Free play and guided play are two types of play-basedlearning which guide early learning. The children acquire concepts, skills, and attitudes that lay thefoundation for lifelong learning through play pedagogies.
Bibliometric analysis highlighting the role of women in addressing climate ch...IJECEIAES
Fossil fuel consumption increased quickly, contributing to climate change
that is evident in unusual flooding and draughts, and global warming. Over
the past ten years, women's involvement in society has grown dramatically,
and they succeeded in playing a noticeable role in reducing climate change.
A bibliometric analysis of data from the last ten years has been carried out to
examine the role of women in addressing the climate change. The analysis's
findings discussed the relevant to the sustainable development goals (SDGs),
particularly SDG 7 and SDG 13. The results considered contributions made
by women in the various sectors while taking geographic dispersion into
account. The bibliometric analysis delves into topics including women's
leadership in environmental groups, their involvement in policymaking, their
contributions to sustainable development projects, and the influence of
gender diversity on attempts to mitigate climate change. This study's results
highlight how women have influenced policies and actions related to climate
change, point out areas of research deficiency and recommendations on how
to increase role of the women in addressing the climate change and
achieving sustainability. To achieve more successful results, this initiative
aims to highlight the significance of gender equality and encourage
inclusivity in climate change decision-making processes.
Voltage and frequency control of microgrid in presence of micro-turbine inter...IJECEIAES
The active and reactive load changes have a significant impact on voltage
and frequency. In this paper, in order to stabilize the microgrid (MG) against
load variations in islanding mode, the active and reactive power of all
distributed generators (DGs), including energy storage (battery), diesel
generator, and micro-turbine, are controlled. The micro-turbine generator is
connected to MG through a three-phase to three-phase matrix converter, and
the droop control method is applied for controlling the voltage and
frequency of MG. In addition, a method is introduced for voltage and
frequency control of micro-turbines in the transition state from gridconnected mode to islanding mode. A novel switching strategy of the matrix
converter is used for converting the high-frequency output voltage of the
micro-turbine to the grid-side frequency of the utility system. Moreover,
using the switching strategy, the low-order harmonics in the output current
and voltage are not produced, and consequently, the size of the output filter
would be reduced. In fact, the suggested control strategy is load-independent
and has no frequency conversion restrictions. The proposed approach for
voltage and frequency regulation demonstrates exceptional performance and
favorable response across various load alteration scenarios. The suggested
strategy is examined in several scenarios in the MG test systems, and the
simulation results are addressed.
More Related Content
Similar to Adoption of serious games by teachers: the analysis method of structure, interface and use
The paradigm shift from traditional learning to digital learning in mathematics Dr. C.V. Suresh Babu
International Conference on Integration of STEAM in School Education organized by NCERT, Regional Institute of Education, Bhopal, MP, India in collaboration with Department of School Education, Government of Madhya Pradesh on February, 25th- 28, 2021
Impact of Blended Learning Approach on Students’ Achievement in Quadratic and...ijtsrd
This paper examined the effect of blended learning BL on students’ achievement in Quadratic and Simultaneous equations in Ogun State, Southwest Nigeria. Blended learning is a learning strategy that supplements traditional face to face instruction congruent to the traditional lecture method TLM with computer based learning, to which students subscribe. A control group and a quasi experimental design were adopted for this study. Purposive sampling techniques were applied to select a sample of 320 students drawn from two secondary schools in which intact classes were used. The Quadratic and Simultaneous Equations Achievement Test QSEAT was developed with a reliability coefficient value of 0.82, and used as the research instrument. An analysis of covariance ANCOVA was used to test the hypotheses. All the hypotheses were tested at the 0.05 level of significance. Results showed that there was a statistically significant main effect of treatment on students’ achievement in Quadratic and Simultaneous equations. There was a statistically significant effect of blended learning BL on students’ achievement in Quadratic and Simultaneous equations. There was a statistically significant interaction effect of treatment control and experimental BL on students’ achievement in Quadratic and Simultaneous equations. The findings of the study revealed that the student’s achievement in Quadratic and Simultaneous equations was enhanced more when BL strategies were used than when TLM was used. Based on the findings of this study, it was therefore recommended that efforts be made to integrate the philosophy of BL into the preservice teachers’ curriculum at the teacher preparation institutions in Nigeria. Patrick Friday Obot "Impact of Blended Learning Approach on Students’ Achievement in Quadratic and Simultaneous Equations" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-7 | Issue-6 , December 2023, URL: https://www.ijtsrd.com/papers/ijtsrd61229.pdf Paper Url: https://www.ijtsrd.com/mathemetics/algebra/61229/impact-of-blended-learning-approach-on-students’-achievement-in-quadratic-and-simultaneous-equations/patrick-friday-obot
This study aimed to determine the effectiveness of using an interactive emodule
to reduce students’ misconceptions on salt hydrolysis material at
grade XI in senior high school. This study implemented a pre-experiment
with one group pretest-posttest research design, which utilized one class as
the experimental class. Samples were selected by using purposive sampling
technique, and it was obtained one class as the experimental class, namely
class XI in State Madrasah Aliyah 1 Pekanbaru, Riau, Indonesia. Before
giving the treatment, the sample was administered a pretest and after the
treatment, they were given a posttest. The pretest and posttest questions
occupied three-tier multiple choice questions. The reduction of
misconceptions on Salt Hydrolysis material after using the interactive emodule
was
16.21%.
The
study
found
that
interactive
e-modules
effective
to
reduce
misconceptions
on
salt
hydrolysis
material
was
significant.
This research aimed to produce a learning trajectory which could help students to understand the concept of permutations through role-playing activity in the election of chairman and vice-chairman of Intra School Students Organization. This research was a design research method through three stage, 1) preliminary design/preparing for the experiment were used to design the Hypothetical Learning Trajectory, 2) design experiment was a Hypothetical Learning Trajectory test phase consisting of pilot and teaching experiment, 3) retrospective analysis. It was Indonesia’s Realistic Mathematics Education Approach at tenth grade of Senior High School No 15 Palembang. Data collecting technique were obtained from observations, recorded videos, photos, students’ sheet activities, and field documentation. The result of this research was a learning trajectory which has three activities that could help student to understand the concept of permutations, there are: 1) the students could determine the form of administrative committee and calculate the number of formed groups formation in the election from 2, 3, 4 and 5 nominated candidates, 2) Students could determine the number of groups’ formation convert into the closest form of the multiplication and the factorial, 3) by using the students understanding of factorial, students found the concept of permutations form: nPr
Affective e-learning approaches, technology and implementation model: a syste...IJECEIAES
A systematic literature study including articles from 2016 to 2022 was done to evaluate the various approaches, technologies, and implementation models involved in measuring student engagement during learning. The review’s objective was to compile and analyze all studies that investigated how instructors can gauge students’ mental states while teaching and assess the most effective teaching methods. Additionally, it aims to extract and assess expanded methodologies from chosen research publications to offer suggestions and answers to researchers and practitioners. Planning, carrying out the analysis, and publishing the results have all received significant attention in the research approach. The study’s findings indicate that more needs to be done to evaluate student participation objectively and follow their development for improved academic performance. Physiological approaches should be given more support among the alternatives. While deep learning implementation models and contactless technology should interest more researchers. And, the recommender system should be integrated into e-learning system. Other approaches, technologies, and methodology articles, on the other hand, lacked authenticity in conveying student feeling.
Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5th grade elementary school. The data collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist of data collecting, data reduction, data presenting and conclusion. The result of this study shows that the student gave a good response toward game-based interactive multimedia. The students like and support the use of game based interactive multimedia as instructional media. Students felt that it was easier to understand lesson because the lesson was delivered not only through text, but also picture, audio, video and animation. The game in interactive media make the student be entertained and active in learning process. It is suggested that the teacher cooperate with the expert in education technology to improve interactive multimedia as interaction media.
E-SUPPORTING PERFORMANCE STYLES BASED ON LEARNING ANALYTICS FOR DEVELOPMENT O...IJITE
This study aims to identify the effectiveness of delivering electronic supporting performance styles that are
based on learning analytics for the development of teaching practices in teaching science, moreover, the
Electronic and face to face supporting performance styles will deliver according to the data analytics that
extracted from observations, (participating rate- page views) data from platform, therefore, to determine
the effectiveness, the researchers design observation rubric based on teaching practices standard that
extract from (ASTE/NSTA, AITSL) to observe teaching practices of student science teachers. Regarding the
participants they were science students who enrolled in educational diplomas, researchers use the mixed
method in collected data and quantitative data, furthermore, they will study a supportive program of
considering data analyses to develop their teaching practices in teaching science, the results exposed that
providing a supporting program that considers learning analytics, helps increase teaching practices in
teaching science for student's science teachers.
E-supporting Performance Styles based on Learning Analytics for Development o...IJITE
This study aims to identify the effectiveness of delivering electronic supporting performance styles that are
based on learning analytics for the development of teaching practices in teaching science, moreover, the
Electronic and face to face supporting performance styles will deliver according to the data analytics that
extracted from observations, (participating rate- page views) data from platform, therefore, to determine
the effectiveness, the researchers design observation rubric based on teaching practices standard that
extract from (ASTE/NSTA, AITSL) to observe teaching practices of student science teachers. Regarding the
participants they were science students who enrolled in educational diplomas, researchers use the mixed
method in collected data and quantitative data, furthermore, they will study a supportive program of
considering data analyses to develop their teaching practices in teaching science, the results exposed that
providing a supporting program that considers learning analytics, helps increase teaching practices in
teaching science for student's science teachers.
E-SUPPORTING PERFORMANCE STYLES BASED ON LEARNING ANALYTICS FOR DEVELOPMENT O...IJITE
This study aims to identify the effectiveness of delivering electronic supporting performance styles that are
based on learning analytics for the development of teaching practices in teaching science, moreover, the
Electronic and face to face supporting performance styles will deliver according to the data analytics that
extracted from observations, (participating rate- page views) data from platform, therefore, to determine
the effectiveness, the researchers design observation rubric based on teaching practices standard that
extract from (ASTE/NSTA, AITSL) to observe teaching practices of student science teachers. Regarding the
participants they were science students who enrolled in educational diplomas, researchers use the mixed
method in collected data and quantitative data, furthermore, they will study a supportive program of
considering data analyses to develop their teaching practices in teaching science, the results exposed that
providing a supporting program that considers learning analytics, helps increase teaching practices in
teaching science for student's science teachers.
Predicting students’ intention to continue business courses on online platfor...Samsul Alam
The objective of this study was to analyze the intention of a University's business department students to continue their studies on e-learning platforms during the ongoing COVID-19 pandemic. To this end, a questionnaire was developed to collect primary data from students in business fields. The study took into account more than 285 respondents from two different universities and relied on the expectation confirmation model (ECM) theory and the structural equation model. The partial least squares (SEM-PLS) method was used to analyze the data. The results of the study showed that task skills (TS) and task challenges (TC) were significant for the enjoyment (EN) of the students which in turn had a positive effect on the satisfaction levels. Confirmation (CON) had an impact on the post adoption perceived usefulness (PAPU), which was deemed positive for student satisfaction (SAT). The SAT and psychological safety (PS) of online learning platforms were found to positively influence the continuance intention (CI) on e-learning platforms. Finally, both SAT and PS of online learning platforms were observed to positively influence CI on e-learning platforms. Further research in this area could be useful in making decisions about promoting educational programs based on e-learning. The researchers recommend that academicians and policymakers must ensure appropriate arrangements for teaching on e-learning platforms.
Impact of play based learning on the development.pdfvideosplay360
Play-based learning is a pedagogical approach that emphasises the use of play in promoting multipleareas of children’s development and learning. Free play and guided play are two types of play-basedlearning which guide early learning. The children acquire concepts, skills, and attitudes that lay thefoundation for lifelong learning through play pedagogies.
Similar to Adoption of serious games by teachers: the analysis method of structure, interface and use (20)
Bibliometric analysis highlighting the role of women in addressing climate ch...IJECEIAES
Fossil fuel consumption increased quickly, contributing to climate change
that is evident in unusual flooding and draughts, and global warming. Over
the past ten years, women's involvement in society has grown dramatically,
and they succeeded in playing a noticeable role in reducing climate change.
A bibliometric analysis of data from the last ten years has been carried out to
examine the role of women in addressing the climate change. The analysis's
findings discussed the relevant to the sustainable development goals (SDGs),
particularly SDG 7 and SDG 13. The results considered contributions made
by women in the various sectors while taking geographic dispersion into
account. The bibliometric analysis delves into topics including women's
leadership in environmental groups, their involvement in policymaking, their
contributions to sustainable development projects, and the influence of
gender diversity on attempts to mitigate climate change. This study's results
highlight how women have influenced policies and actions related to climate
change, point out areas of research deficiency and recommendations on how
to increase role of the women in addressing the climate change and
achieving sustainability. To achieve more successful results, this initiative
aims to highlight the significance of gender equality and encourage
inclusivity in climate change decision-making processes.
Voltage and frequency control of microgrid in presence of micro-turbine inter...IJECEIAES
The active and reactive load changes have a significant impact on voltage
and frequency. In this paper, in order to stabilize the microgrid (MG) against
load variations in islanding mode, the active and reactive power of all
distributed generators (DGs), including energy storage (battery), diesel
generator, and micro-turbine, are controlled. The micro-turbine generator is
connected to MG through a three-phase to three-phase matrix converter, and
the droop control method is applied for controlling the voltage and
frequency of MG. In addition, a method is introduced for voltage and
frequency control of micro-turbines in the transition state from gridconnected mode to islanding mode. A novel switching strategy of the matrix
converter is used for converting the high-frequency output voltage of the
micro-turbine to the grid-side frequency of the utility system. Moreover,
using the switching strategy, the low-order harmonics in the output current
and voltage are not produced, and consequently, the size of the output filter
would be reduced. In fact, the suggested control strategy is load-independent
and has no frequency conversion restrictions. The proposed approach for
voltage and frequency regulation demonstrates exceptional performance and
favorable response across various load alteration scenarios. The suggested
strategy is examined in several scenarios in the MG test systems, and the
simulation results are addressed.
Enhancing battery system identification: nonlinear autoregressive modeling fo...IJECEIAES
Precisely characterizing Li-ion batteries is essential for optimizing their
performance, enhancing safety, and prolonging their lifespan across various
applications, such as electric vehicles and renewable energy systems. This
article introduces an innovative nonlinear methodology for system
identification of a Li-ion battery, employing a nonlinear autoregressive with
exogenous inputs (NARX) model. The proposed approach integrates the
benefits of nonlinear modeling with the adaptability of the NARX structure,
facilitating a more comprehensive representation of the intricate
electrochemical processes within the battery. Experimental data collected
from a Li-ion battery operating under diverse scenarios are employed to
validate the effectiveness of the proposed methodology. The identified
NARX model exhibits superior accuracy in predicting the battery's behavior
compared to traditional linear models. This study underscores the
importance of accounting for nonlinearities in battery modeling, providing
insights into the intricate relationships between state-of-charge, voltage, and
current under dynamic conditions.
Smart grid deployment: from a bibliometric analysis to a surveyIJECEIAES
Smart grids are one of the last decades' innovations in electrical energy.
They bring relevant advantages compared to the traditional grid and
significant interest from the research community. Assessing the field's
evolution is essential to propose guidelines for facing new and future smart
grid challenges. In addition, knowing the main technologies involved in the
deployment of smart grids (SGs) is important to highlight possible
shortcomings that can be mitigated by developing new tools. This paper
contributes to the research trends mentioned above by focusing on two
objectives. First, a bibliometric analysis is presented to give an overview of
the current research level about smart grid deployment. Second, a survey of
the main technological approaches used for smart grid implementation and
their contributions are highlighted. To that effect, we searched the Web of
Science (WoS), and the Scopus databases. We obtained 5,663 documents
from WoS and 7,215 from Scopus on smart grid implementation or
deployment. With the extraction limitation in the Scopus database, 5,872 of
the 7,215 documents were extracted using a multi-step process. These two
datasets have been analyzed using a bibliometric tool called bibliometrix.
The main outputs are presented with some recommendations for future
research.
Use of analytical hierarchy process for selecting and prioritizing islanding ...IJECEIAES
One of the problems that are associated to power systems is islanding
condition, which must be rapidly and properly detected to prevent any
negative consequences on the system's protection, stability, and security.
This paper offers a thorough overview of several islanding detection
strategies, which are divided into two categories: classic approaches,
including local and remote approaches, and modern techniques, including
techniques based on signal processing and computational intelligence.
Additionally, each approach is compared and assessed based on several
factors, including implementation costs, non-detected zones, declining
power quality, and response times using the analytical hierarchy process
(AHP). The multi-criteria decision-making analysis shows that the overall
weight of passive methods (24.7%), active methods (7.8%), hybrid methods
(5.6%), remote methods (14.5%), signal processing-based methods (26.6%),
and computational intelligent-based methods (20.8%) based on the
comparison of all criteria together. Thus, it can be seen from the total weight
that hybrid approaches are the least suitable to be chosen, while signal
processing-based methods are the most appropriate islanding detection
method to be selected and implemented in power system with respect to the
aforementioned factors. Using Expert Choice software, the proposed
hierarchy model is studied and examined.
Enhancing of single-stage grid-connected photovoltaic system using fuzzy logi...IJECEIAES
The power generated by photovoltaic (PV) systems is influenced by
environmental factors. This variability hampers the control and utilization of
solar cells' peak output. In this study, a single-stage grid-connected PV
system is designed to enhance power quality. Our approach employs fuzzy
logic in the direct power control (DPC) of a three-phase voltage source
inverter (VSI), enabling seamless integration of the PV connected to the
grid. Additionally, a fuzzy logic-based maximum power point tracking
(MPPT) controller is adopted, which outperforms traditional methods like
incremental conductance (INC) in enhancing solar cell efficiency and
minimizing the response time. Moreover, the inverter's real-time active and
reactive power is directly managed to achieve a unity power factor (UPF).
The system's performance is assessed through MATLAB/Simulink
implementation, showing marked improvement over conventional methods,
particularly in steady-state and varying weather conditions. For solar
irradiances of 500 and 1,000 W/m2
, the results show that the proposed
method reduces the total harmonic distortion (THD) of the injected current
to the grid by approximately 46% and 38% compared to conventional
methods, respectively. Furthermore, we compare the simulation results with
IEEE standards to evaluate the system's grid compatibility.
Enhancing photovoltaic system maximum power point tracking with fuzzy logic-b...IJECEIAES
Photovoltaic systems have emerged as a promising energy resource that
caters to the future needs of society, owing to their renewable, inexhaustible,
and cost-free nature. The power output of these systems relies on solar cell
radiation and temperature. In order to mitigate the dependence on
atmospheric conditions and enhance power tracking, a conventional
approach has been improved by integrating various methods. To optimize
the generation of electricity from solar systems, the maximum power point
tracking (MPPT) technique is employed. To overcome limitations such as
steady-state voltage oscillations and improve transient response, two
traditional MPPT methods, namely fuzzy logic controller (FLC) and perturb
and observe (P&O), have been modified. This research paper aims to
simulate and validate the step size of the proposed modified P&O and FLC
techniques within the MPPT algorithm using MATLAB/Simulink for
efficient power tracking in photovoltaic systems.
Adaptive synchronous sliding control for a robot manipulator based on neural ...IJECEIAES
Robot manipulators have become important equipment in production lines, medical fields, and transportation. Improving the quality of trajectory tracking for
robot hands is always an attractive topic in the research community. This is a
challenging problem because robot manipulators are complex nonlinear systems
and are often subject to fluctuations in loads and external disturbances. This
article proposes an adaptive synchronous sliding control scheme to improve trajectory tracking performance for a robot manipulator. The proposed controller
ensures that the positions of the joints track the desired trajectory, synchronize
the errors, and significantly reduces chattering. First, the synchronous tracking
errors and synchronous sliding surfaces are presented. Second, the synchronous
tracking error dynamics are determined. Third, a robust adaptive control law is
designed,the unknown components of the model are estimated online by the neural network, and the parameters of the switching elements are selected by fuzzy
logic. The built algorithm ensures that the tracking and approximation errors
are ultimately uniformly bounded (UUB). Finally, the effectiveness of the constructed algorithm is demonstrated through simulation and experimental results.
Simulation and experimental results show that the proposed controller is effective with small synchronous tracking errors, and the chattering phenomenon is
significantly reduced.
Remote field-programmable gate array laboratory for signal acquisition and de...IJECEIAES
A remote laboratory utilizing field-programmable gate array (FPGA) technologies enhances students’ learning experience anywhere and anytime in embedded system design. Existing remote laboratories prioritize hardware access and visual feedback for observing board behavior after programming, neglecting comprehensive debugging tools to resolve errors that require internal signal acquisition. This paper proposes a novel remote embeddedsystem design approach targeting FPGA technologies that are fully interactive via a web-based platform. Our solution provides FPGA board access and debugging capabilities beyond the visual feedback provided by existing remote laboratories. We implemented a lab module that allows users to seamlessly incorporate into their FPGA design. The module minimizes hardware resource utilization while enabling the acquisition of a large number of data samples from the signal during the experiments by adaptively compressing the signal prior to data transmission. The results demonstrate an average compression ratio of 2.90 across three benchmark signals, indicating efficient signal acquisition and effective debugging and analysis. This method allows users to acquire more data samples than conventional methods. The proposed lab allows students to remotely test and debug their designs, bridging the gap between theory and practice in embedded system design.
Detecting and resolving feature envy through automated machine learning and m...IJECEIAES
Efficiently identifying and resolving code smells enhances software project quality. This paper presents a novel solution, utilizing automated machine learning (AutoML) techniques, to detect code smells and apply move method refactoring. By evaluating code metrics before and after refactoring, we assessed its impact on coupling, complexity, and cohesion. Key contributions of this research include a unique dataset for code smell classification and the development of models using AutoGluon for optimal performance. Furthermore, the study identifies the top 20 influential features in classifying feature envy, a well-known code smell, stemming from excessive reliance on external classes. We also explored how move method refactoring addresses feature envy, revealing reduced coupling and complexity, and improved cohesion, ultimately enhancing code quality. In summary, this research offers an empirical, data-driven approach, integrating AutoML and move method refactoring to optimize software project quality. Insights gained shed light on the benefits of refactoring on code quality and the significance of specific features in detecting feature envy. Future research can expand to explore additional refactoring techniques and a broader range of code metrics, advancing software engineering practices and standards.
Smart monitoring technique for solar cell systems using internet of things ba...IJECEIAES
Rapidly and remotely monitoring and receiving the solar cell systems status parameters, solar irradiance, temperature, and humidity, are critical issues in enhancement their efficiency. Hence, in the present article an improved smart prototype of internet of things (IoT) technique based on embedded system through NodeMCU ESP8266 (ESP-12E) was carried out experimentally. Three different regions at Egypt; Luxor, Cairo, and El-Beheira cities were chosen to study their solar irradiance profile, temperature, and humidity by the proposed IoT system. The monitoring data of solar irradiance, temperature, and humidity were live visualized directly by Ubidots through hypertext transfer protocol (HTTP) protocol. The measured solar power radiation in Luxor, Cairo, and El-Beheira ranged between 216-1000, 245-958, and 187-692 W/m 2 respectively during the solar day. The accuracy and rapidity of obtaining monitoring results using the proposed IoT system made it a strong candidate for application in monitoring solar cell systems. On the other hand, the obtained solar power radiation results of the three considered regions strongly candidate Luxor and Cairo as suitable places to build up a solar cells system station rather than El-Beheira.
An efficient security framework for intrusion detection and prevention in int...IJECEIAES
Over the past few years, the internet of things (IoT) has advanced to connect billions of smart devices to improve quality of life. However, anomalies or malicious intrusions pose several security loopholes, leading to performance degradation and threat to data security in IoT operations. Thereby, IoT security systems must keep an eye on and restrict unwanted events from occurring in the IoT network. Recently, various technical solutions based on machine learning (ML) models have been derived towards identifying and restricting unwanted events in IoT. However, most ML-based approaches are prone to miss-classification due to inappropriate feature selection. Additionally, most ML approaches applied to intrusion detection and prevention consider supervised learning, which requires a large amount of labeled data to be trained. Consequently, such complex datasets are impossible to source in a large network like IoT. To address this problem, this proposed study introduces an efficient learning mechanism to strengthen the IoT security aspects. The proposed algorithm incorporates supervised and unsupervised approaches to improve the learning models for intrusion detection and mitigation. Compared with the related works, the experimental outcome shows that the model performs well in a benchmark dataset. It accomplishes an improved detection accuracy of approximately 99.21%.
Developing a smart system for infant incubators using the internet of things ...IJECEIAES
This research is developing an incubator system that integrates the internet of things and artificial intelligence to improve care for premature babies. The system workflow starts with sensors that collect data from the incubator. Then, the data is sent in real-time to the internet of things (IoT) broker eclipse mosquito using the message queue telemetry transport (MQTT) protocol version 5.0. After that, the data is stored in a database for analysis using the long short-term memory network (LSTM) method and displayed in a web application using an application programming interface (API) service. Furthermore, the experimental results produce as many as 2,880 rows of data stored in the database. The correlation coefficient between the target attribute and other attributes ranges from 0.23 to 0.48. Next, several experiments were conducted to evaluate the model-predicted value on the test data. The best results are obtained using a two-layer LSTM configuration model, each with 60 neurons and a lookback setting 6. This model produces an R 2 value of 0.934, with a root mean square error (RMSE) value of 0.015 and a mean absolute error (MAE) of 0.008. In addition, the R 2 value was also evaluated for each attribute used as input, with a result of values between 0.590 and 0.845.
A review on internet of things-based stingless bee's honey production with im...IJECEIAES
Honey is produced exclusively by honeybees and stingless bees which both are well adapted to tropical and subtropical regions such as Malaysia. Stingless bees are known for producing small amounts of honey and are known for having a unique flavor profile. Problem identified that many stingless bees collapsed due to weather, temperature and environment. It is critical to understand the relationship between the production of stingless bee honey and environmental conditions to improve honey production. Thus, this paper presents a review on stingless bee's honey production and prediction modeling. About 54 previous research has been analyzed and compared in identifying the research gaps. A framework on modeling the prediction of stingless bee honey is derived. The result presents the comparison and analysis on the internet of things (IoT) monitoring systems, honey production estimation, convolution neural networks (CNNs), and automatic identification methods on bee species. It is identified based on image detection method the top best three efficiency presents CNN is at 98.67%, densely connected convolutional networks with YOLO v3 is 97.7%, and DenseNet201 convolutional networks 99.81%. This study is significant to assist the researcher in developing a model for predicting stingless honey produced by bee's output, which is important for a stable economy and food security.
A trust based secure access control using authentication mechanism for intero...IJECEIAES
The internet of things (IoT) is a revolutionary innovation in many aspects of our society including interactions, financial activity, and global security such as the military and battlefield internet. Due to the limited energy and processing capacity of network devices, security, energy consumption, compatibility, and device heterogeneity are the long-term IoT problems. As a result, energy and security are critical for data transmission across edge and IoT networks. Existing IoT interoperability techniques need more computation time, have unreliable authentication mechanisms that break easily, lose data easily, and have low confidentiality. In this paper, a key agreement protocol-based authentication mechanism for IoT devices is offered as a solution to this issue. This system makes use of information exchange, which must be secured to prevent access by unauthorized users. Using a compact contiki/cooja simulator, the performance and design of the suggested framework are validated. The simulation findings are evaluated based on detection of malicious nodes after 60 minutes of simulation. The suggested trust method, which is based on privacy access control, reduced packet loss ratio to 0.32%, consumed 0.39% power, and had the greatest average residual energy of 0.99 mJoules at 10 nodes.
Fuzzy linear programming with the intuitionistic polygonal fuzzy numbersIJECEIAES
In real world applications, data are subject to ambiguity due to several factors; fuzzy sets and fuzzy numbers propose a great tool to model such ambiguity. In case of hesitation, the complement of a membership value in fuzzy numbers can be different from the non-membership value, in which case we can model using intuitionistic fuzzy numbers as they provide flexibility by defining both a membership and a non-membership functions. In this article, we consider the intuitionistic fuzzy linear programming problem with intuitionistic polygonal fuzzy numbers, which is a generalization of the previous polygonal fuzzy numbers found in the literature. We present a modification of the simplex method that can be used to solve any general intuitionistic fuzzy linear programming problem after approximating the problem by an intuitionistic polygonal fuzzy number with n edges. This method is given in a simple tableau formulation, and then applied on numerical examples for clarity.
The performance of artificial intelligence in prostate magnetic resonance im...IJECEIAES
Prostate cancer is the predominant form of cancer observed in men worldwide. The application of magnetic resonance imaging (MRI) as a guidance tool for conducting biopsies has been established as a reliable and well-established approach in the diagnosis of prostate cancer. The diagnostic performance of MRI-guided prostate cancer diagnosis exhibits significant heterogeneity due to the intricate and multi-step nature of the diagnostic pathway. The development of artificial intelligence (AI) models, specifically through the utilization of machine learning techniques such as deep learning, is assuming an increasingly significant role in the field of radiology. In the realm of prostate MRI, a considerable body of literature has been dedicated to the development of various AI algorithms. These algorithms have been specifically designed for tasks such as prostate segmentation, lesion identification, and classification. The overarching objective of these endeavors is to enhance diagnostic performance and foster greater agreement among different observers within MRI scans for the prostate. This review article aims to provide a concise overview of the application of AI in the field of radiology, with a specific focus on its utilization in prostate MRI.
Seizure stage detection of epileptic seizure using convolutional neural networksIJECEIAES
According to the World Health Organization (WHO), seventy million individuals worldwide suffer from epilepsy, a neurological disorder. While electroencephalography (EEG) is crucial for diagnosing epilepsy and monitoring the brain activity of epilepsy patients, it requires a specialist to examine all EEG recordings to find epileptic behavior. This procedure needs an experienced doctor, and a precise epilepsy diagnosis is crucial for appropriate treatment. To identify epileptic seizures, this study employed a convolutional neural network (CNN) based on raw scalp EEG signals to discriminate between preictal, ictal, postictal, and interictal segments. The possibility of these characteristics is explored by examining how well timedomain signals work in the detection of epileptic signals using intracranial Freiburg Hospital (FH), scalp Children's Hospital Boston-Massachusetts Institute of Technology (CHB-MIT) databases, and Temple University Hospital (TUH) EEG. To test the viability of this approach, two types of experiments were carried out. Firstly, binary class classification (preictal, ictal, postictal each versus interictal) and four-class classification (interictal versus preictal versus ictal versus postictal). The average accuracy for stage detection using CHB-MIT database was 84.4%, while the Freiburg database's time-domain signals had an accuracy of 79.7% and the highest accuracy of 94.02% for classification in the TUH EEG database when comparing interictal stage to preictal stage.
Analysis of driving style using self-organizing maps to analyze driver behaviorIJECEIAES
Modern life is strongly associated with the use of cars, but the increase in acceleration speeds and their maneuverability leads to a dangerous driving style for some drivers. In these conditions, the development of a method that allows you to track the behavior of the driver is relevant. The article provides an overview of existing methods and models for assessing the functioning of motor vehicles and driver behavior. Based on this, a combined algorithm for recognizing driving style is proposed. To do this, a set of input data was formed, including 20 descriptive features: About the environment, the driver's behavior and the characteristics of the functioning of the car, collected using OBD II. The generated data set is sent to the Kohonen network, where clustering is performed according to driving style and degree of danger. Getting the driving characteristics into a particular cluster allows you to switch to the private indicators of an individual driver and considering individual driving characteristics. The application of the method allows you to identify potentially dangerous driving styles that can prevent accidents.
Hyperspectral object classification using hybrid spectral-spatial fusion and ...IJECEIAES
Because of its spectral-spatial and temporal resolution of greater areas, hyperspectral imaging (HSI) has found widespread application in the field of object classification. The HSI is typically used to accurately determine an object's physical characteristics as well as to locate related objects with appropriate spectral fingerprints. As a result, the HSI has been extensively applied to object identification in several fields, including surveillance, agricultural monitoring, environmental research, and precision agriculture. However, because of their enormous size, objects require a lot of time to classify; for this reason, both spectral and spatial feature fusion have been completed. The existing classification strategy leads to increased misclassification, and the feature fusion method is unable to preserve semantic object inherent features; This study addresses the research difficulties by introducing a hybrid spectral-spatial fusion (HSSF) technique to minimize feature size while maintaining object intrinsic qualities; Lastly, a soft-margins kernel is proposed for multi-layer deep support vector machine (MLDSVM) to reduce misclassification. The standard Indian pines dataset is used for the experiment, and the outcome demonstrates that the HSSF-MLDSVM model performs substantially better in terms of accuracy and Kappa coefficient.
NO1 Uk best vashikaran specialist in delhi vashikaran baba near me online vas...Amil Baba Dawood bangali
Contact with Dawood Bhai Just call on +92322-6382012 and we'll help you. We'll solve all your problems within 12 to 24 hours and with 101% guarantee and with astrology systematic. If you want to take any personal or professional advice then also you can call us on +92322-6382012 , ONLINE LOVE PROBLEM & Other all types of Daily Life Problem's.Then CALL or WHATSAPP us on +92322-6382012 and Get all these problems solutions here by Amil Baba DAWOOD BANGALI
#vashikaranspecialist #astrologer #palmistry #amliyaat #taweez #manpasandshadi #horoscope #spiritual #lovelife #lovespell #marriagespell#aamilbabainpakistan #amilbabainkarachi #powerfullblackmagicspell #kalajadumantarspecialist #realamilbaba #AmilbabainPakistan #astrologerincanada #astrologerindubai #lovespellsmaster #kalajaduspecialist #lovespellsthatwork #aamilbabainlahore#blackmagicformarriage #aamilbaba #kalajadu #kalailam #taweez #wazifaexpert #jadumantar #vashikaranspecialist #astrologer #palmistry #amliyaat #taweez #manpasandshadi #horoscope #spiritual #lovelife #lovespell #marriagespell#aamilbabainpakistan #amilbabainkarachi #powerfullblackmagicspell #kalajadumantarspecialist #realamilbaba #AmilbabainPakistan #astrologerincanada #astrologerindubai #lovespellsmaster #kalajaduspecialist #lovespellsthatwork #aamilbabainlahore #blackmagicforlove #blackmagicformarriage #aamilbaba #kalajadu #kalailam #taweez #wazifaexpert #jadumantar #vashikaranspecialist #astrologer #palmistry #amliyaat #taweez #manpasandshadi #horoscope #spiritual #lovelife #lovespell #marriagespell#aamilbabainpakistan #amilbabainkarachi #powerfullblackmagicspell #kalajadumantarspecialist #realamilbaba #AmilbabainPakistan #astrologerincanada #astrologerindubai #lovespellsmaster #kalajaduspecialist #lovespellsthatwork #aamilbabainlahore #Amilbabainuk #amilbabainspain #amilbabaindubai #Amilbabainnorway #amilbabainkrachi #amilbabainlahore #amilbabaingujranwalan #amilbabainislamabad
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
Sachpazis:Terzaghi Bearing Capacity Estimation in simple terms with Calculati...Dr.Costas Sachpazis
Terzaghi's soil bearing capacity theory, developed by Karl Terzaghi, is a fundamental principle in geotechnical engineering used to determine the bearing capacity of shallow foundations. This theory provides a method to calculate the ultimate bearing capacity of soil, which is the maximum load per unit area that the soil can support without undergoing shear failure. The Calculation HTML Code included.
TECHNICAL TRAINING MANUAL GENERAL FAMILIARIZATION COURSEDuvanRamosGarzon1
AIRCRAFT GENERAL
The Single Aisle is the most advanced family aircraft in service today, with fly-by-wire flight controls.
The A318, A319, A320 and A321 are twin-engine subsonic medium range aircraft.
The family offers a choice of engines
Automobile Management System Project Report.pdfKamal Acharya
The proposed project is developed to manage the automobile in the automobile dealer company. The main module in this project is login, automobile management, customer management, sales, complaints and reports. The first module is the login. The automobile showroom owner should login to the project for usage. The username and password are verified and if it is correct, next form opens. If the username and password are not correct, it shows the error message.
When a customer search for a automobile, if the automobile is available, they will be taken to a page that shows the details of the automobile including automobile name, automobile ID, quantity, price etc. “Automobile Management System” is useful for maintaining automobiles, customers effectively and hence helps for establishing good relation between customer and automobile organization. It contains various customized modules for effectively maintaining automobiles and stock information accurately and safely.
When the automobile is sold to the customer, stock will be reduced automatically. When a new purchase is made, stock will be increased automatically. While selecting automobiles for sale, the proposed software will automatically check for total number of available stock of that particular item, if the total stock of that particular item is less than 5, software will notify the user to purchase the particular item.
Also when the user tries to sale items which are not in stock, the system will prompt the user that the stock is not enough. Customers of this system can search for a automobile; can purchase a automobile easily by selecting fast. On the other hand the stock of automobiles can be maintained perfectly by the automobile shop manager overcoming the drawbacks of existing system.
Final project report on grocery store management system..pdfKamal Acharya
In today’s fast-changing business environment, it’s extremely important to be able to respond to client needs in the most effective and timely manner. If your customers wish to see your business online and have instant access to your products or services.
Online Grocery Store is an e-commerce website, which retails various grocery products. This project allows viewing various products available enables registered users to purchase desired products instantly using Paytm, UPI payment processor (Instant Pay) and also can place order by using Cash on Delivery (Pay Later) option. This project provides an easy access to Administrators and Managers to view orders placed using Pay Later and Instant Pay options.
In order to develop an e-commerce website, a number of Technologies must be studied and understood. These include multi-tiered architecture, server and client-side scripting techniques, implementation technologies, programming language (such as PHP, HTML, CSS, JavaScript) and MySQL relational databases. This is a project with the objective to develop a basic website where a consumer is provided with a shopping cart website and also to know about the technologies used to develop such a website.
This document will discuss each of the underlying technologies to create and implement an e- commerce website.
Forklift Classes Overview by Intella PartsIntella Parts
Discover the different forklift classes and their specific applications. Learn how to choose the right forklift for your needs to ensure safety, efficiency, and compliance in your operations.
For more technical information, visit our website https://intellaparts.com
CFD Simulation of By-pass Flow in a HRSG module by R&R Consult.pptxR&R Consult
CFD analysis is incredibly effective at solving mysteries and improving the performance of complex systems!
Here's a great example: At a large natural gas-fired power plant, where they use waste heat to generate steam and energy, they were puzzled that their boiler wasn't producing as much steam as expected.
R&R and Tetra Engineering Group Inc. were asked to solve the issue with reduced steam production.
An inspection had shown that a significant amount of hot flue gas was bypassing the boiler tubes, where the heat was supposed to be transferred.
R&R Consult conducted a CFD analysis, which revealed that 6.3% of the flue gas was bypassing the boiler tubes without transferring heat. The analysis also showed that the flue gas was instead being directed along the sides of the boiler and between the modules that were supposed to capture the heat. This was the cause of the reduced performance.
Based on our results, Tetra Engineering installed covering plates to reduce the bypass flow. This improved the boiler's performance and increased electricity production.
It is always satisfying when we can help solve complex challenges like this. Do your systems also need a check-up or optimization? Give us a call!
Work done in cooperation with James Malloy and David Moelling from Tetra Engineering.
More examples of our work https://www.r-r-consult.dk/en/cases-en/
Courier management system project report.pdfKamal Acharya
It is now-a-days very important for the people to send or receive articles like imported furniture, electronic items, gifts, business goods and the like. People depend vastly on different transport systems which mostly use the manual way of receiving and delivering the articles. There is no way to track the articles till they are received and there is no way to let the customer know what happened in transit, once he booked some articles. In such a situation, we need a system which completely computerizes the cargo activities including time to time tracking of the articles sent. This need is fulfilled by Courier Management System software which is online software for the cargo management people that enables them to receive the goods from a source and send them to a required destination and track their status from time to time.
Student information management system project report ii.pdfKamal Acharya
Our project explains about the student management. This project mainly explains the various actions related to student details. This project shows some ease in adding, editing and deleting the student details. It also provides a less time consuming process for viewing, adding, editing and deleting the marks of the students.
block diagram and signal flow graph representation
Adoption of serious games by teachers: the analysis method of structure, interface and use
1. International Journal of Electrical and Computer Engineering (IJECE)
Vol. 12, No. 4, August 2022, pp. 4021~4030
ISSN: 2088-8708, DOI: 10.11591/ijece.v12i4.pp4021-4030 4021
Journal homepage: http://ijece.iaescore.com
Adoption of serious games by teachers: the analysis method of
structure, interface and use
Farida Bouroumane, Abderrahim Saaidi, Mustapha Abarkan
Laboratory of Engineering Sciences, Faculty Polydisciplinaire, Sidi Mohamed Ben Abdellah University of Fez, Taza, Morocco
Article Info ABSTRACT
Article history:
Received Jun 7, 2021
Revised Dec 19, 2021
Accepted Jan 11, 2022
In this article, we determine how to facilitate the analysis of serious games
so that teachers could effectively integrate them in their teaching. The aim is
to identify the mechanisms that would make serious games exploitation
useful. We propose a method for the analysis of serious games that is based
on the separation of their components along three phases. In addition, we set
up a platform based on a data analysis process that is composed of six steps
that help to set the basis of a verification procedure that targets the content
of a game and thus facilitates the work of teachers through effective
implementation of serious games as teaching strategies (TIC). The obtained
experimental results show that 82.5% of the study participants expressed that
the use of the platform has helped them to change their perspective on the
need to use serious games as an educational tool.
Keywords:
Educational aspect
Ludic aspect
Serious games
Teaching/learning
Use aspect This is an open access article under the CC BY-SA license.
Corresponding Author:
Farida Bouroumane
Laboratory of Engineering Sciences, Faculty Polydisciplinaire, Sidi Mohamed Ben Abdellah University
of Fez
Taza, Morocco
Email: farida.bouroumane@usmba.ac.ma
1. INTRODUCTION
Currently, digital technology has taken over most areas of our lives, including in education. At a
time when the time is reserved by users for electronic media has increased which generally has made video
games a favorite hobby. The serious game (SG) is a new tool to learn in a ludic way and is increasingly
present in the world of teaching. They cover almost all areas [1]–[3]: sciences, economics, politics,
management, health, and ecology. Today, the new generation of learners (NG) has very different
expectations, demands, and aspirations. The NG is adapted to the culture of video games, since childhood,
and one of its salient characteristics is the heavy use of technical/technological devices. Therefore, it is not
easy for this NG to adapt to the traditional pedagogical methods on which teaching is generally based on. To
achieve the intended educational results and create a favorable climate, teachers must motivate their learners
and provoke interaction. Researchers [4], [5] claim that a teacher's educational choices can be decisive in
how students engage in a course. Likewise, Sauvé et al. [6] confirm that educational activities should be
diversified to give students the opportunity to make choices and break out of the routinely maintained
methods and approaches. According to Hmelo-Silver and Barrows [7], teaching is a complex task and must
use a set of strategies to make learning effective. Indeed, Douglas et al. [8] show that teachers should focus
on improving their teaching methods by adopting a variety of teaching methodologies, technics, and material.
Moreover, according to the researchers [9], it is essential that the teaching style must be effective enough to
be well understood, and that learning, as an activity, can be conducted with learners. Besides, the
environment in which learning takes place must adapt to the needs and expectations of learners. Game-based
pedagogy could be a solid mechanism for learning, especially during times of crises and pandemics. Lately,
2. ISSN: 2088-8708
Int J Elec & Comp Eng, Vol. 12, No. 4, August 2022: 4021-4030
4022
and still, we have noticed how that many digital tools are important to our life in general, and to education in
specific. Several studies [10], [11] confirm the utility of SGs in the field of education. Indeed, the studies of
[12]–[14] show their contributions in terms of motivation and attractiveness for learners.
One of the main facilitators of game adoption in the learning process is the teacher. Therefore, this
section explains, through some studies, the role these controlling agents are ready or not, to SGs as a
teaching/learning strategy. Hence, several studies [10], [11], [15], evaluate the effectiveness of the use of SGs
in the results of the students. To our knowledge, few studies have been interested in the perception of the
teachers, especially in regard to the adoption of such opportunities in their normal teaching practice. Indeed,
if teachers are not motivated, or if they lack a positive attitude towards the implementation of SGs in a
teaching-learning sequence, it will be difficult for them to adopt a game-based pedagogy. Thus, the studies of
[16], [17], have tried to show to what extent the role of teachers is crucial in the creation of learning
environments based on the game. Beddaou et al. [18] confirm that the relevance of an SG depends on the
nature of the game itself, but also on how it is used in the teaching-learning process. Becker [19] too asserts
that a game must necessarily be tested by the teacher before been the subject of any pedagogical integration.
In addition, Kangas et al. [20] points out that adopting SGs requires the involvement of teachers before,
during, and after any game-based intervention. Studies from [21], [22] state that teachers do not easily
integrate SGs into their actual teaching practices. Indeed, according to Hébert et al. [23], assert that there is a
need for experimental research that addresses the challenges of implementing game-based pedagogy in
various classroom contexts, taking into account the obstacles which teachers themselves are confronted to
optimize this methodology.
The process of adopting a game-based pedagogy requires, unconditionally, accompanying teachers
with tools that facilitate understanding and effective implementation during a learning activity. The
classification of Djaouti et al. [24], in fact, has helped to classify serious games on a website entitled:
Scientific Laboratory for Research on Video Games (Ludoscience). However, the scope of this classification
remains limited for teaching needs due to the lack of any concrete correspondence between the elements of
the grid and the needs expressed by the teaching staff. A simplified analysis grid, resulting from the research
work of Sanchez [25], was presented on the website The Digital Games Bank of the Academy of
Montpellier. But the latter focuses on commitment, autonomy, social interactions, freedom, rules and
rewards, mistakes, failures, and other emotional aspects, as well as the content of the game. Yet, Mathieu
[26] proposed an analysis grid that targets serious games for science and technology teaching based on the
research work that Becker proposed [19]. The study that is conducted by Emin-Martinez [27] proposed an
adoption model based on Rogers' diffusion of innovation theory [28]. According to Surry and Farquhar [29],
this theory helps to better understand and facilitate the adoption of new educational products. Rogers' theory
has been widely applied to various educational technologies [30] including SGs with the study of Kebritchi
[22].
The purpose of this research work, on one hand, is to propose a method of analysis to evaluate the
ludic and pedagogical potential of SGs. On the other hand, to establish an environment facilitating the
understanding and effective integration of SGs in the teaching process. After this introduction, the second
section is reserved for the presentation of the research method, which presents the proposed method of
analyzing SGs and the used experimental protocol to evaluate this method. Then, the third section is devoted
to the analysis of the obtained results from the experiment and the discussion of the results. Finally, the
conclusion is presented in the fourth section.
2. RESEARCH METHOD
2.1. Pedagogical act in the case of a serious game
Recent research on the integration of SGs into the teaching process has undergone significant
development. Many researchers have shown that the integration of SGs in education has a positive impact on
the learning of learners. Silseth's study [31] states that SGs are valuable tools for facilitating dialogue in the
classroom. However, many factors prevent the effective integration of these games in the educational
environment. Indeed, the study by Arnseth et al. [32] asserts that there are still few empirical studies
exploring how games are used in education. It is necessary, according to Molin [33], to examine how
teachers position themselves concerning games. In general, the proper functioning of an SG during a game-
based learning situation is conditioned by the establishment of coherent and clear communication between
the teacher, the learner, and the game to obtain the best ratio between the pleasure of the game and the
teaching effectiveness. We have defined seven relationships in our study of the analysis of the pedagogical
act in the case of a serious game. Figure 1 presents a diagram of the pedagogical act in the case of a serious
game.
3. Int J Elec & Comp Eng ISSN: 2088-8708
Adoption of serious games by teachers: the analysis method of structure, interface … (Farida Bouroumane)
4023
Thanks to this study, it can be ensured that the role of the teacher is to choose the SG, which is best
suited to his learners, his teaching objectives, his method of work, and also to help the learner achieve the
intended objectives. Table 1 presents the concept of the links between the teacher, the learner, and the game.
Thanks to this analysis study, which targeted the position of the game concerning the teacher and the learner,
we have defined two verification processes for the content of the game used by the teacher to judge the
relevance of the game for a specific learning situation. Figure 2 shows a description of the steps in the SG
verification process. The effective integration of SG into the teaching process requires a double check. On the
one hand, the content of the game must be compatible with the knowledge of the learners and on the other
hand, the content of the game must meet the pedagogical needs of the teacher.
Figure 1. Diagram of the pedagogical act in the case of a serious game
Table 1. Pedagogical relationships in the learning situation through serious game
Relationship Role
PLAY The learner acquires knowledge through a game-based learning situation. The learner
can be in contact with the sources of knowledge, to build their knowledge as
effectively as possible.
USE The teacher must have a good knowledge of the used games in order to know what
disciplinary knowledge and transversal skills are worked in these games.
ORIENT The teacher would observe the learner and systematically correct or assist the learner.
ADAPT The teacher chooses the game and then adapts it according to the content and the
targeted skills. Moreover, it organizes space and time (place, material, duration...).
MODELLING The educational content can be modelled as a meaningful and intelligible object. This
modelling constitutes pedagogical structuring in a ludic context.
IMPLEMENTATION This is step reserved for the design of the elements constituting the game.
MOTIVATE The game promotes motivation in the face of a given subject. Indeed, it creates a
positive pedagogical climate in which the error is de-dramatized and the center of
attention is moved from the pedagogical content to the ludic task to be performed.
Figure 2. Steps in the verification process
4. ISSN: 2088-8708
Int J Elec & Comp Eng, Vol. 12, No. 4, August 2022: 4021-4030
4024
2.2. Serious game analysis steps
Although several studies confirm the positive impact of SGs by basing on learners' learning
outcomes, there is still a lack of appropriate measures and methods to assess the different quality
characteristics in SGs. Also, the level of expertise of the designers and developers of SGs influences their
qualities. In addition, only the teacher can choose adapted games to the prerequisites of his learners, his
pedagogical objectives, and his work method. Since some knowledge may be transmitted more effectively
through a lecture course, others will need an SG to allow learners to acquire it. Therefore, it will be difficult
to judge the qualities and effectiveness of an SG without methods of evaluation of the different ludic and
educational components of the game.
Calderón et al. [34] summarize the characteristics that have been used in the literature to evaluate
serious games in 18 characteristics. The 18 characteristics are game design, user satisfaction, usability,
usefulness, understandability, motivation, performance, playability, pedagogical aspects, learning results,
engagement, user experience, efficiency, social impact, cognitive behavior, pleasure, acceptance, and user
interface. The study of [35] shows that most approaches to how to evaluate educational games do not provide
an explicit definition of the purpose, measures or, data collection instruments.
Given the lack of methods that facilitate the analysis of SGs, we have proposed a method of analysis
in three phases, called SIU (structure, interface, and use) that allows to ensure the balance between ludic
elements (motivation and commitment) and educational content (effectiveness of learning). Figure 3 shows a
description of the steps in the proposed analytical method:
a. Structure phase: ensures the level of compatibility between the pedagogical aspect and the ludic aspect of
an SG. This phase allows giving results on the level of compatibility of the educational objectives to be
achieved with the ludic scenario of the game.
b. Interface phase: confirms the level of compatibility of the utility and usability of an SG with the
educational objectives and characteristics of the learners. This phase permits giving results on the quality
of the technical elements of the game environment and the quality of the interactions provided to the
learner to achieve defined objectives.
c. Use phase: ensures the level of compatibility of the understanding conditions and the degree of
knowledge acquisition of an SG with the characteristics and knowledge of the learners. This phase
provides results on the understanding and control conditions of the learners (total score, number of
mistakes, time spent on each task, and others) and the degree to which knowledge and skills are acquired.
Figure 3. Steps in the analysis of a serious game
The SIU method is based on a hierarchical representation at several levels representing all the
elements constituting the SG. Figure 4 shows an example of a hierarchical representation for the intrinsic
motivation factors. The SIU method is based on a step-by-step control and decision-making process to analyze
the SG effectively. Figure 5 presents an extract of the evaluation of the validity of the content of the SG.
The SIU method makes it possible to determine the evaluation criteria to measure the ludic and
pedagogical dimension of an SG to judge the relevance of the game for a specific learning situation. Table 2
presents the criteria for assessing the validity of the SG content. The SIU method makes it possible to exploit
the potential of SGs in education without involving teachers in overly complex procedures that require
computer skills and also to help teachers to understand and effectively implement SGs during a learning
activity.
5. Int J Elec & Comp Eng ISSN: 2088-8708
Adoption of serious games by teachers: the analysis method of structure, interface … (Farida Bouroumane)
4025
Figure 4. Example of hierarchical representation for intrinsic motivation factors
Figure 5. Extract from analysis of the validity of the content of a serious game
Table 2. Criteria for evaluating the validity of serious game content
TASK - Educational content
Setting Criteria Meaning
Setting 1 Relevance Relates exactly to what is requested
Setting 2 Consistency Logical links between the elements, everything is organized
Setting 3 Precision Detailed, clear, concise
2.3. Evaluation of the proposed method
In this part, we present the methodology followed to evaluate our approach. This study was carried
out in two stages during a period of 9 months, going from May 2020 to January 2021. The first six-month
stage was devoted to the implementation of a platform based on our approach, called serious game analysis
(SGA). Then, in the second three-month phase, we have established an evaluation protocol that measures the
efficiency and usefulness of the approach we are proposing.
2.3.1. Presentation of the SGA platform
We have set up a digital environment that allows teachers to visualize, analyze and evaluate SGs in a
six-step process: i) discover the game; ii) verify pedagogical compatibility; iii) verify motivational aspects,
6. ISSN: 2088-8708
Int J Elec & Comp Eng, Vol. 12, No. 4, August 2022: 4021-4030
4026
iv) study the rules, constraints, and the penalty/rewards system; v) check the visual and auditory elements;
and vi) study the conditions and criteria for the assessment of prior learning. Moreover, SGA users can
perform three types of actions: i) perform an analysis of a game to generate an analysis report, ii) compare
analysis published results by other teachers, and iii) import published analysis results to generate a
personalized report. Each game has associated a list of details such as classification, number of published
reports, results of analysis, and more. The teacher can then use these details to assess the quality and
usefulness of the game against predefined teaching areas.
2.3.2. Experimental method
The purpose of this section is to explain the experimental protocol used to evaluate the effectiveness
of the SIU method. We have realized two experiments. The objective of the first experiment is to study the
usefulness and effectiveness of the SGA tool. The second experiment aims to study the appreciation of
teachers and students regarding the precise evaluation criteria on the SGA tool analysis report in a real context.
a. First experiment
To validate the effectiveness of the proposed method, we performed an experimental study in five
phases: i) use of the platform in a real context, ii) collect feedback from teachers on the analysis process SGs,
iii) conducting a questionnaire with teachers, seeking to verify the level of perceived efficiency of the
platform, iv) analyzing the collected data by questionnaire with a statistics and data management software
package, and v) analysis of the results of the last two phases.
We tested our approach in using the SGA platform. For this, a sample of 40 teachers who have
agreed to participate in such an experiment, 24 teachers from the Polydisciplinary Faculty of Taza and
16 teachers from the Polidisciplinary Faculty of Nador, in the following disciplines: Computer Sciences,
Physics, Economics, Biology, English and French. We sent out a video and a user guide to the teachers that
explained the description of the SIU method and how to use the SGA platform.
Only four of the participants are experienced users of the games and have been using them for two
years. The rest are using the game for the first time. The disciplines that are interested in this study are
characterized by a level of teachers’ skills that are sufficient concerning the use of computer software.
The duration of the experiment is variable for each teacher, as it depends on the duration of the
tested game and also on the level of the teachers' experience concerning the game. Some teachers played the
game twice to familiarize themselves with the game (content, controls, how to access levels, and others). To
better analyze these results, we also carried out an evaluation based on a questionnaire to assess the teachers'
point of view regarding the possible use of SGs and to collect their opinions on the qualities of the platform
such as the quality of the games offered, utility, interface qualities, and user satisfaction. We used a 5-point
likert scale from 1 (strongly disagree) to 5 (strongly agree) to determine user responses.
b. Second experiment
To support teachers in the use of SGs in the classroom, we organized an experiment of two working
sessions with four teachers in two different establishments (Polydisciplinary Faculty of Taza and
Polydisciplinary Faculty of Nador). The first session was devoted to the choice of the SG by the teacher
using the SGA platform. Table 3 shows the games analyzed by the teachers.
In the second session, we prepared and conducted the game session with the teachers based on the
SGA report. The session consists of the game phase and the debriefing phase. The objective was to help
teachers adopt SGs in their educational contexts and to observe the impact of SG on students' motivation and
behavior.
Table 3. Presentation of the games of the experimental study
Game Realization Ludic video type Thematic and target audience
CodeCombat CodeCombat Inc. Game of programming Game teaches different programming languages (JavaScript,
Python ...) as well as the fundamentals of computer science.
Leuco’war Philippe
COSENTINO
Game of immunology Game allows students to visualize the functioning of the immune
system following an infection.
Cartel euros
3000
Creatiel LLC Game of management Game allows students to learn management.
3. RESULTS AND DISCUSSION
Of the 40 teachers, more than 90% did not use SGs in their teaching. However, during the
experiment, 65% of teachers played several times the chosen game. It is to familiarize themselves with the
content and operational details.
7. Int J Elec & Comp Eng ISSN: 2088-8708
Adoption of serious games by teachers: the analysis method of structure, interface … (Farida Bouroumane)
4027
3.1. Results
In our experiment, the SGs evaluated had diverse themes, most of which are of the type shooting
game, simulation game, strategy game, and puzzle game. Player-game interactions were most often done
through drop-down menus. Regarding the scoring methods, some games had a score per stage, but most had
an overall score.
3.1.1. First experiment
During experimentation with the use of the SGA platform, 72.5% of teachers generate a summary
report of the SG chosen. Only 10% of participants stopped the analysis in the first phase by clicking on
“Content not compatible with educational objectives”. However, 7.5% of teachers have identified difficulties
in understanding the rules of the game and 10% of users indicated difficulties in setting assessment
conditions. We also noted that 2.5% of participants analyzed two games to familiarize themselves with the
learning management system (LMS) platform. Some games have been analyzed several times by different
profiles.
To better analyze these results, we also performed an assessment based on a questionnaire
comprising 10 questions to assess the qualities of SGA. We have added a question to check the use of SGs.
Figure 6 shows the mean and standard deviation of the results of the questionnaire concerning the qualities of
the platform such as the qualities of the games offered, the usefulness, the interface qualities, and the user
satisfaction. Among the 40 teachers, 82.5% of teachers said the platform helped them to change their
appreciation of the need to use games during a learning situation. 10% are neutral on this issue, and 7.5%
disagree with it.
Figure 6. Mean and standard deviation of the results of the questionnaire concerning the qualities of SGA
0
0.5
1
1.5
2
2.5
3
3.5
4
4.5
5
Quality Utility Interface Usability Satisfaction
Average
results
Questions
Averages of the questionnaire results
Question 1
Question 2
0
0.2
0.4
0.6
0.8
1
1.2
Quality Utility Interface Usability Satisfaction
standard
deviation
results
Questions
Standard deviation of questionnaire results
Question 1
Question 2
8. ISSN: 2088-8708
Int J Elec & Comp Eng, Vol. 12, No. 4, August 2022: 4021-4030
4028
3.1.2. Second experiment
We conducted a second experiment by following two avenues to assess the effectiveness of the
proposed method. Firstly, we evaluated the effectiveness of SGs in teaching by analyzing the influence of
SGs on student motivation and teacher appreciation. Secondly, we assessed the effectiveness of the SGA
platform by analyzing the usefulness of the teacher-generated analysis report.
Of the 120 students that participated in the survey, 95% of students did not have a negative
opinion about the value of using an SG in a learning session, and 92.3% of them found that using a game
facilitates some learning. The students generally appreciated the initiative and its applicant of this type of
pedagogy. The teachers agreed on the need for games during a learning situation and also the need for a prior
assessment of game content. The four teachers found that the precise evaluation criteria on the analysis report
generated via SGA make it possible to determine whether the objectives of the game are compatible with the
intended pedagogical objectives, and therefore whether the game is effective in helping the learners. Teachers
also indicated the need to add other phases to facilitate the process of adopting SGs in education.
3.2. Discussion
Serious games could be an effective strategy to improve the teaching process. However, it is
necessary to assess beforehand the conformity of their contents with a specific learning situation. 75% of
teachers found that the specific assessment criteria on the SGA analysis report help to determine whether the
game content is effective in supporting learning. Only 25% of teachers had difficulty for several reasons,
which hampered their involvement and thus their results. In addition, 20% of users used the comment feature
to explain the decision to stop the analysis, allowing the system to classify games according to new criteria.
Results from the questionnaire showed that 82.5% of teachers were overall satisfied with the use of SGA and
agreed on the need to use SGs to improve teaching. During the experiments, teachers mentioned the need for
vocational training related to game-based pedagogy.
Emin-Martinez [27] used an adoption model based on Rogers' theory [28] (the five phases and the
five attributes) as a reading grid following an experience of accompanying teachers in the adoption of a
game-based pedagogy. Thus, Mathieu [26] proposed an analysis grid of SGs for the teaching of science and
technology-based on Becker’s research work [19]. In our study, we implemented an SGA platform based on
the SIU method that facilitates the understanding and effective use of SGs in education without requiring
teachers to adopt new roles that are too complex and require computer skills. In general, the SIU method is
characterized by three main dimensions; i) a hierarchical representation at several levels, ii) a process of
control and decision-making by stages, and iii) a process of determining the evaluation criteria to assess the
ludic and educational dimension of an SG. Generally, the obtained results from the experiments show that the
SIU method helps and accompanies teachers in the decision-making concerning the adoption of game-based
pedagogy. To make this work to be all the more relevant, some points could be improved, such as the
addition of a phase to the SIU method explains the protocol for the concrete use of SGs in education
according to specific cases.
4. CONCLUSION
Currently, a serious game is an essential tool for learning and teaching. However, the research has
neglected the role of the teacher in selecting and evaluating this tool for effective teaching. Also, the process
of adopting a game-based pedagogy requires the accompaniment of teachers with tools facilitating the
understanding and effective implementation of this strategy in education. In this article, we proposed a
method for the analysis of serious games based on the separation of their components according to three
phases, namely, the phase of the structure, the phase of the interface, and the phase of use. This method is
characterized by three main dimensions: i) a hierarchical representation at several levels, ii) a process of
control and decision-making by stages, and iii) a process of determining the evaluation criteria to assess the
ludic and educational dimension of a serious game. Next, we developed the SGA tool based on the SIU
method to facilitate the understanding and effective use of serious games in education without teachers
having to adopt new roles that are too complex and require computer skills.
Overall, the SGA tool assessment protocol has yielded positive results relative to the usefulness and
effectiveness of the analysis reports. We obtained over 75% satisfaction with the specific evaluation criteria
for the SGA analysis report. In addition, 82.5% of teachers expressed that the use of the platform helps them
to change their view on the need to use serious games in education. Finally, the lack of professional training
for teachers on strategies for game-based pedagogy presents the first barrier to the use of the game in
teaching. We believe that the addition of a phase to the SIU method could improve the accuracy of the
selection of serious games for effective learning and also improve the process of adoption of serious games
by teachers.
9. Int J Elec & Comp Eng ISSN: 2088-8708
Adoption of serious games by teachers: the analysis method of structure, interface … (Farida Bouroumane)
4029
REFERENCES
[1] R. Wang, S. DeMaria, A. Goldberg, and D. Katz, “A systematic review of serious games in training health care professionals,”
Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare, vol. 11, no. 1, pp. 41–51, Feb. 2016, doi:
10.1097/SIH.0000000000000118.
[2] D. B. Laucelli, L. Berardi, A. Simone, and O. Giustolisi, “Towards serious gaming for water distribution networks sizing: a
teaching experiment,” Journal of Hydroinformatics, vol. 21, no. 2, pp. 207–222, Mar. 2019, doi: 10.2166/hydro.2018.038.
[3] M. Batko, “Business management simulations – a detailed industry analysis as well as recommendations for the future,”
International Journal of Serious Games, vol. 3, no. 2, pp. 47–65, Jun. 2016, doi: 10.17083/ijsg.v3i2.99.
[4] R. Viau, “Know how to motivate students (in French),” Se former à la pédagogie de l’enseignement supérieur, pp. 235–254,
2014.
[5] É. Tremblay-Wragg, C. Raby, and L. Ménard, “How does the diversity of teaching strategies contribute to students' motivation to
learn? Study of a particular case,” (in French), Revue internationale de pédagogie de l’enseignement supérieur, vol. 34,
no. 1, 2018, doi: 10.4000/ripes.1288.
[6] L. Sauvé, G. Debeurme, J. Fournier, É. Fontaine, and A. Wright, “Understand the phenomenon of abandonment and perseverance
to better intervene,” (in French), Revue des sciences de l’éducation, vol. 32, no. 3, pp. 783–805, 2007, doi: 10.7202/016286ar.
[7] C. E. Hmelo-Silver and H. S. Barrows, “Goals and strategies of a problem-based learning facilitator,” Interdisciplinary Journal of
Problem-Based Learning, vol. 1, no. 1, pp. 5–22, 2006, doi: 10.7771/1541-5015.1004.
[8] A. Douglas, B. Miller, F. Kwansa, and P. Cummings, “Students’ perceptions of the usefulness of a virtual simulation in post-
secondary hospitality education,” Journal of Teaching in Travel & Tourism, vol. 7, no. 3, pp. 1–19, Apr. 2008, doi:
10.1080/15313220801909270.
[9] D. J. Gooden, R. C. Preziosi, and F. B. Barnes, “An examination of Kolb’s learning style inventory,” American Journal of
Business Education (AJBE), vol. 2, no. 3, pp. 57–62, 2009, doi: 10.19030/ajbe.v2i3.4049.
[10] D. Ding, C. Guan, and Y. Yu, “Game-based learning in tertiary education: a new learning experience for the generation Z,”
International Journal of Information and Education Technology, vol. 7, no. 2, pp. 148–152, 2017, doi:
10.18178/ijiet.2017.7.2.857.
[11] T. T. Wu and Y. M. Huang, “A mobile game-based English vocabulary practice system based on portfolio analysis,” Educational
Technology and Society, vol. 20, no. 2, pp. 265–277, 2017.
[12] P. Kaimara and I. Deliyannis, “Why should I play this game? the role of motivation in smart pedagogy BT - didactics of smart
pedagogy: smart pedagogy for technology enhanced learning,” L. Daniela, Ed. Cham: Springer International Publishing, 2019,
pp. 113–137.
[13] G. L. Leblanc, “Comparative analysis of face-to-face training and mixed training (serious game and one day face-to-face) at
Hydro-Québec,” (in French), Université de Montréal, 2020.
[14] S. Antit et al., “Evaluation of students’ motivation during the gamification of electrocardiogram interpretation learning
[Evaluation de la motivation des étudiants lors de la gamification de l’apprentissage d’interprétation de l’électrocardiogramme],”
Tunisie Medicale, vol. 98, no. 11, pp. 776–782, 2020.
[15] R. Tham and L. Tham, “The effectiveness of game-based learning as an instructional strategy to engage students in higher
education in Singapore,” International Journal on E-Learning, vol. 13, no. 4, pp. 483–496, 2014.
[16] T. Nousiainen, M. Kangas, J. Rikala, and M. Vesisenaho, “Teacher competencies in game-based pedagogy,” Teaching and
Teacher Education, vol. 74, pp. 85–97, Aug. 2018, doi: 10.1016/j.tate.2018.04.012.
[17] M. Kangas, “Creative and playful learning: Learning through game co-creation and games in a playful learning environment,”
Thinking Skills and Creativity, vol. 5, no. 1, pp. 1–15, Apr. 2010, doi: 10.1016/j.tsc.2009.11.001.
[18] B. Salma, “Learning through the game (Serious game): The development of a play-pedagogical scenario. Case of FLE teaching-
learning (in French),” Université Ibn Tofaïl, 2019.
[19] K. Becker, Choosing and using digital games in the classroom. Springer, 2017.
[20] M. Kangas, A. Koskinen, and L. Krokfors, “A qualitative literature review of educational games in the classroom: the teacher’s
pedagogical activities,” Teachers and Teaching, pp. 1–20, Jul. 2016, doi: 10.1080/13540602.2016.1206523.
[21] T. Hanghøj and C. E. Brund, “Teacher roles and positionings in relation to educational games,” in Proceedings of the 4th
European conference on games based learning, 2010, pp. 116–122.
[22] M. Kebritchi, “Factors affecting teachers’ adoption of educational computer games: A case study,” British Journal of Educational
Technology, vol. 41, no. 2, pp. 256–270, Mar. 2010, doi: 10.1111/j.1467-8535.2008.00921.x.
[23] C. Hébert, J. Jenson, and T. Terzopoulos, “‘Access to technology is the major challenge’: teacher perspectives on barriers to
DGBL in K-12 classrooms,” E-Learning and Digital Media, vol. 18, no. 3, pp. 307–324, May 2021, doi:
10.1177/2042753021995315.
[24] D. Djaouti, J. Alvarez, and J.-P. Jessel, “Classifying serious games: the G/P/S model,” in Handbook of research on improving
learning and motivation through educational games: Multidisciplinary approaches, IGI Global, 2011, pp. 118–136.
[25] E. Sanchez, “Serious games? four ideas that should be considered when it comes to introducing games into the classroom,”
InMedia, no. 5, Sep. 2014, doi: 10.4000/inmedia.814.
[26] O. Mathieu, “Design of an analysis grid for serious games for the teaching of science and technology in secondary school with
regard to recognized good practices in the field of learning through video games,” (in French), Université de Sherbrooke, 2018.
[27] V. Emin-Martinez and M. Ney, “Support teachers in the process of adopting a pedagogy through play (in French),” EIAH 2013 -
6e Conférence sur les Environnements Informatiques pour l’Apprentissage Humain, May 2013, Toulouse, France. IRIT Press
2013, pp.43-54, 2013. {textless}hal00872340{textgreater}, pp. 43–54, 2013.
[28] E. M. Rogers, A. Singhal, and M. M. Quinlan, Diffusion of innovations, 2nd Editio. Routledge, 2014.
[29] D. W. Surry and J. D. Farquhar, “Diffusion theory and instructional technology,” Journal of Instructional Science and technology,
vol. 2, no. 1, pp. 24–36, 1997.
[30] J. I. Berger, “Perceived consequences of adopting the internet into adult literacy and basic education classrooms,” Adult Basic
Education, vol. 15, no. 2, p. 103, 2005.
[31] K. Silseth, “The multivoicedness of game play: exploring the unfolding of a student’s learning trajectory in a gaming context at
school,” International Journal of Computer-Supported Collaborative Learning, vol. 7, no. 1, pp. 63–84, Mar. 2012, doi:
10.1007/s11412-011-9132-x.
[32] H. C. Arnseth, T. Hanghøj, and K. Silseth, “Games as tools for dialogic teaching and learning: outlining a pedagogical model for
researching and designing game-based learning environments,” in Games and Education: Designs in and for Learning, Brill,
2018, pp. 123–139.
[33] G. Molin, “The role of the teacher in game-based learning: a review and outlook,” in Serious Games and Edutainment
10. ISSN: 2088-8708
Int J Elec & Comp Eng, Vol. 12, No. 4, August 2022: 4021-4030
4030
Applications, Cham: Springer International Publishing, 2017, pp. 649–674.
[34] A. Calderón and M. Ruiz, “A systematic literature review on serious games evaluation: An application to software project
management,” Computers & Education, vol. 87, pp. 396–422, Sep. 2015, doi: 10.1016/j.compedu.2015.07.011.
[35] G. Petri and C. G. von Wangenheim, “How to evaluate educational games: a systematic,” Journal of Universal Computer Science,
vol. 22, no. 7, pp. 992–1021, 2016.
BIOGRAPHIES OF AUTHORS
Farida Bouroumane received her diploma engineer degree in computer science
from the National School of Applied Sciences in Tangier, Morocco, in 2008. She has been
preparing her PhD in the field of serious games, in the Laboratory of Engineering Science
(LSI) at the Faculty Polydisciplinaire of Taza, in Morocco. She can be contacted by email:
fpn.fbouroumane@gmail.com.
Abderrahim Saaidi is dead in July 2021. He received the PhD degree from
SMBA-Fez University in 2010. He was professor of computer science at SMBA-Taza
University. He received the HDR professor in 2015. He was member of the LIIAN and LSI
Laboratories. He was a world-renowned research professor in computer vision in particular,
camera self-calibration, 3D reconstruction and real-time rendering and serious games. He is an
author of about 80 internationals papers. abderrahim.saaidi@usmba.ac.ma
Mustapha Abarkan received the DEA and PhD degrees in optoelectronic from
the University of Metz (actually named Lorraine university), in France, in 1998 and 2002,
respectively. His research was devoted to the study of nonlinear optical crystals for
electro-optic Q-switching of laser resonators. He became Assistant Professor at the University
of Fès, in Morocco in 2003 where he received the HDR professor in 2007 and Professor rink
in 2015. Since 2012, he leads researches and works in computer vision. He is member of the
Laboratory of Engineering science (LSI) at the Faculty Polydisciplinaire of Taza, in Morocco.
He is an author of about 40 internationals papers. He can be contacted by Email:
mustapha.abarkan@usmba.ac.ma.