This document summarizes research on using game-based learning in education. It discusses how students today have played thousands of hours of video games and expect that level of engagement in school. Research aims to determine how games can be used as instructional tools to improve achievement. Experts argue a balance of education and entertainment is needed and that collaboration between educators and game designers is important. Barriers to adopting games include a lack of teacher time and need for games aligned to curriculum standards.
The document describes a camp that focuses on robotics, virtual reality, and gaming. Students will learn about robot design and programming, experience virtual reality to visit different places, and take their ideas to create video games. The camp aims to develop students' skills in areas like critical thinking, teamwork, and STEM learning in a fun, hands-on way through interactive projects and activities using different technologies.
Principles of Games and Simulations -presentation to a games and learning cla...cjbonk
This document contains a summary of research on the educational benefits of simulations and games. It discusses how simulations and games can support learning through scaffolding, problem-driven activities, exploration, interaction, agency, learning by doing, reflection, handling failure, adaptivity, character development, and engagement. Key factors in designing effective game-based learning include providing context and interaction. Research also suggests games may facilitate learning conversations and support Vygotsky's zone of proximal development by providing motivation and feedback.
Game-based learning can be effective for increasing engagement and retention when certain principles are applied. These include using stories to provide context, challenges to motivate learning, and competition/cooperation between students. Providing continuous feedback throughout the learning process also reinforces skills. To maximize benefits, games should be embedded within the curriculum rather than used as standalone activities.
This document discusses various assistive technologies that can help students with different types of cognitive, physical, sensory, and other disabilities. It provides examples of software, hardware, and mobile applications that offer cognitive assistance (e.g. switch software), physical assistance (e.g. zoom text screen reader), sensory assistance (e.g. sound blocking headphones), assistance for at-risk youth (e.g. Herotopia virtual world), gifted/talented students (e.g. virtual museums), and examples of fun applications (e.g. Rubix cube game). Each technology is briefly described and linked to additional online resources.
The Business Case for Game Based LearningKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-Learning developers, and instructional designers in the past few years.
While many companies are beginning to explore ways to use games for learning, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change as a result of playing a game? What elements of games can learning designers borrow from game designers?
Creating engaging learning using game elements requires matching instructional content with the right game mechanics.
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
This document summarizes research on using game-based learning in education. It discusses how students today have played thousands of hours of video games and expect that level of engagement in school. Research aims to determine how games can be used as instructional tools to improve achievement. Experts argue a balance of education and entertainment is needed and that collaboration between educators and game designers is important. Barriers to adopting games include a lack of teacher time and need for games aligned to curriculum standards.
The document describes a camp that focuses on robotics, virtual reality, and gaming. Students will learn about robot design and programming, experience virtual reality to visit different places, and take their ideas to create video games. The camp aims to develop students' skills in areas like critical thinking, teamwork, and STEM learning in a fun, hands-on way through interactive projects and activities using different technologies.
Principles of Games and Simulations -presentation to a games and learning cla...cjbonk
This document contains a summary of research on the educational benefits of simulations and games. It discusses how simulations and games can support learning through scaffolding, problem-driven activities, exploration, interaction, agency, learning by doing, reflection, handling failure, adaptivity, character development, and engagement. Key factors in designing effective game-based learning include providing context and interaction. Research also suggests games may facilitate learning conversations and support Vygotsky's zone of proximal development by providing motivation and feedback.
Game-based learning can be effective for increasing engagement and retention when certain principles are applied. These include using stories to provide context, challenges to motivate learning, and competition/cooperation between students. Providing continuous feedback throughout the learning process also reinforces skills. To maximize benefits, games should be embedded within the curriculum rather than used as standalone activities.
This document discusses various assistive technologies that can help students with different types of cognitive, physical, sensory, and other disabilities. It provides examples of software, hardware, and mobile applications that offer cognitive assistance (e.g. switch software), physical assistance (e.g. zoom text screen reader), sensory assistance (e.g. sound blocking headphones), assistance for at-risk youth (e.g. Herotopia virtual world), gifted/talented students (e.g. virtual museums), and examples of fun applications (e.g. Rubix cube game). Each technology is briefly described and linked to additional online resources.
The Business Case for Game Based LearningKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, e-Learning developers, and instructional designers in the past few years.
While many companies are beginning to explore ways to use games for learning, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change as a result of playing a game? What elements of games can learning designers borrow from game designers?
Creating engaging learning using game elements requires matching instructional content with the right game mechanics.
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
This document provides an overview of the history of video games from the 1960s to present day. It discusses early games like Spacewar developed in the 1960s and the growth of the video game industry from the 1970s onward. Key points covered include the shift from arcade to home console games, the rise in game sales and popularity in the 1990s and 2000s, the growth of online and subscription-based games, and how games are now influencing the real world and culture.
Class #8 inquiry based learning and ict lecture notesShawn Lennie
This document provides information and instructions for students taking a course on applying inquiry based learning to early childhood education and information and communication technology (ICT). It outlines the topics and assignments for each week of the course. The key assignments are a software evaluation presentation and report where students will evaluate educational software and how it can support the goals of inquiry based learning. The document provides guidance on what makes a good presentation and strategies for working as a group to prepare and deliver the presentation.
Level up! Integrating Games and Gamification to Support Teaching & LearningMichael M Grant
The document discusses integrating games and gamification to support teaching and learning. It distinguishes between gaming, which is designed for entertainment, and serious games or gamification, which apply game elements to non-game processes to motivate learners. Background research shows games can improve learning outcomes when targeted to specific objectives. The document provides examples of commercial, specialty, and teacher-created games for various subjects and populations. Implementation challenges like assessment and perceptions of games are addressed.
1. The document discusses using virtual environments to teach history through interaction. It suggests examining games to understand why they are engaging, as games can provide interactive learning environments.
2. However, the author notes that while games are good at engagement, they often lack cultural significance present in history. The author provides some examples of both good and bad uses of games for history.
3. There are several problems discussed, such as a lack of incorporating inhabitants' points of view, incomplete usage of historical principles, and difficulties representing rituals and sensory aspects of history through current technology. The author suggests some potential solutions, such as role-playing as historical figures or modifying cities/events based on historical theories.
2006, What's Next in Ed Tech: 5th World, National School Boards Association b...Jim "Brodie" Brazell
5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.
This document discusses the potential of games and simulations for learning and workforce development. It provides examples of games being used for healthcare training, language learning, emergency response, science education, and more. Key points made include:
- Games can provide engaging learning experiences through simulation of real-world problems and systems. Examples highlight games for healthcare, disaster response, science, and other domains.
- The learning and workforce needs of the game industry are similar to emerging fields like nanotechnology, biotechnology, and neuroscience. Games could help develop the next generation workforce for these fields.
- Leveraging the attention of gamers, games have the potential to support constructivist, transdisciplinary learning if designed effectively for educational purposes
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
This document discusses social machines and how to study them. It begins with definitions of social machines and discusses empowered citizens and studying social machines. It presents scholarly social machines and social platforms. It discusses the internet of things and concludes with "Sociam GO!" emphasizing the study of social machines.
Educational games and simulations can provide benefits to learning but also have some disadvantages. They have been shown to improve motivation, engagement, and cognitive learning when used effectively. Some examples mentioned are Froguts, which allows simulated frog dissection, and Chucky's Chicken Stacker, a word game with adjustable difficulty levels. However, excessive use may reduce social skills and physical activity. Effective use requires guidance, appropriate challenges, and time for reflection.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Games can be used for learning, teaching, and scientific discovery. For learning, games allow exploration and feedback which facilitates learning. Teaching with games increases student motivation and problem solving skills. Scientific discovery games leverage large numbers of players to solve problems or analyze data, resulting in real scientific contributions. Examples include Foldit for protein structure prediction and Phylo for genome sequence alignment.
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
The document discusses how games can support learning and why they are a natural fit. It summarizes that games incorporate many elements of instructional design theories even if not intentionally. It also discusses how serious games are being used in fields like science, health, and training.
The document discusses how libraries and schools are using electronic games and gaming to engage students and enhance learning. It provides examples of libraries hosting gaming clubs and schools integrating games into subjects like science, physical education, and literacy. The document advocates that games can help students learn by doing rather than just learning about topics, and can motivate students to engage with curricula when presented in a language they understand.
The document provides information about using games and game design in education. It discusses allowing students freedom to learn through failure and exploration in game play. It presents the Studio K game design curriculum and resources for student game making, including using existing games and designing their own games. The document lists several educational games and provides links to game-related resources, conferences, schools, and after school programs that incorporate games and interactive learning.
Creating Impactful Content for Immersive Technologies - An Education Revoluti...LavaConConference
Presenting the benefits and practical use applications of creating and using immersive technology in education, particularly in computer science education, in order to improve and expand education. Discussing the creation of content for immersive technologies in order to capitalize on the unique benefits of immersive technology to produce beneficial outcomes in users. Sharing the story of vCoder, the first application that teaches computer science within VR and how other content creators can use immersive technology to make impactful positive change.
Attendee’s will learn how immersive technology has the potential to revolutionize the future of education. What immersive technology in education can look like and how it can impact some of the major issues facing our education system as a whole. Attendees will also learn about the nation’s computer science crisis and how immersive technology can play a role in contributing to solve our computer science demands within our technologically advancing and demanding world. New research is suggesting that immersive technologies could be the solution to not only our computer science crisis but also issues within our education system as a whole. Attendees will learn how to create content for immersive technologies that actively capitalize on the unique, immersive and engaging nature to create the most impactful content for users. They will also learn fundamental content creation objectives, as well as more individual lesson-learned points about developing for immersive technologies.
This presentation discusses the potential of interactive open educational resources. It was presentation at the NERCOMP "Current Trends in OER" event on Thursday, January 19th 2017 in Southbridge, Massachusetts.
1. The document discusses the differences between digital immigrants, who are teachers that grew up without digital technologies, and digital natives, who are students that have grown up with digital technologies.
2. It argues that teachers cannot provide students with 21st century skills because most teachers are digital immigrants who do not fully understand or use new technologies.
3. The document proposes empowering students by giving them tools like cell phones and game-based learning programs to help them develop 21st century skills and stay engaged in learning.
This document contains a transcript of the doctoral defense of Isabella M. Venter from the University of the Western Cape, South Africa. During the defense, the candidate was asked questions by the committee about their research topic, literature review, research design, methodology, and knowledge contribution. The research examined how participatory design and digital storytelling could be used to create an HIV/AIDS education environment in Sub-Saharan Africa. The committee inquired about how the research differed from existing literature, why not all key concepts were reviewed, and how design science research was applied through multiple contexts in East and South Africa.
This document summarizes a study on developing skills for designing mobile interfaces for diverse users through a situated learning assignment. Students interviewed senior mobile phone users and assisted them with a function to understand their needs. They analyzed the results through frameworks like Habermas' knowledge interests. The assignment helped students improve communication, teamwork, research, and consideration of diverse perspectives. The multi-year study yielded publications and showed promise for preparing students for real-world challenges through similar experiential learning projects.
More Related Content
Similar to Context-Aware Games for Education and Wellbeing
This document provides an overview of the history of video games from the 1960s to present day. It discusses early games like Spacewar developed in the 1960s and the growth of the video game industry from the 1970s onward. Key points covered include the shift from arcade to home console games, the rise in game sales and popularity in the 1990s and 2000s, the growth of online and subscription-based games, and how games are now influencing the real world and culture.
Class #8 inquiry based learning and ict lecture notesShawn Lennie
This document provides information and instructions for students taking a course on applying inquiry based learning to early childhood education and information and communication technology (ICT). It outlines the topics and assignments for each week of the course. The key assignments are a software evaluation presentation and report where students will evaluate educational software and how it can support the goals of inquiry based learning. The document provides guidance on what makes a good presentation and strategies for working as a group to prepare and deliver the presentation.
Level up! Integrating Games and Gamification to Support Teaching & LearningMichael M Grant
The document discusses integrating games and gamification to support teaching and learning. It distinguishes between gaming, which is designed for entertainment, and serious games or gamification, which apply game elements to non-game processes to motivate learners. Background research shows games can improve learning outcomes when targeted to specific objectives. The document provides examples of commercial, specialty, and teacher-created games for various subjects and populations. Implementation challenges like assessment and perceptions of games are addressed.
1. The document discusses using virtual environments to teach history through interaction. It suggests examining games to understand why they are engaging, as games can provide interactive learning environments.
2. However, the author notes that while games are good at engagement, they often lack cultural significance present in history. The author provides some examples of both good and bad uses of games for history.
3. There are several problems discussed, such as a lack of incorporating inhabitants' points of view, incomplete usage of historical principles, and difficulties representing rituals and sensory aspects of history through current technology. The author suggests some potential solutions, such as role-playing as historical figures or modifying cities/events based on historical theories.
2006, What's Next in Ed Tech: 5th World, National School Boards Association b...Jim "Brodie" Brazell
5th World: What's Next in Ed Tech, National School Boards Association, October 2006, by Jim Brazell. Where video games and robotics intersect with jobs and education.
This document discusses the potential of games and simulations for learning and workforce development. It provides examples of games being used for healthcare training, language learning, emergency response, science education, and more. Key points made include:
- Games can provide engaging learning experiences through simulation of real-world problems and systems. Examples highlight games for healthcare, disaster response, science, and other domains.
- The learning and workforce needs of the game industry are similar to emerging fields like nanotechnology, biotechnology, and neuroscience. Games could help develop the next generation workforce for these fields.
- Leveraging the attention of gamers, games have the potential to support constructivist, transdisciplinary learning if designed effectively for educational purposes
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
This document discusses social machines and how to study them. It begins with definitions of social machines and discusses empowered citizens and studying social machines. It presents scholarly social machines and social platforms. It discusses the internet of things and concludes with "Sociam GO!" emphasizing the study of social machines.
Educational games and simulations can provide benefits to learning but also have some disadvantages. They have been shown to improve motivation, engagement, and cognitive learning when used effectively. Some examples mentioned are Froguts, which allows simulated frog dissection, and Chucky's Chicken Stacker, a word game with adjustable difficulty levels. However, excessive use may reduce social skills and physical activity. Effective use requires guidance, appropriate challenges, and time for reflection.
Conference: 2013 Canberra Centenary: ‘Imagined pasts…, imagined futures’
URL: http://www.aicomos.com/2013-canberra-centenary/
Venue: Museum of Australian Democracy in Old Parliament House, Canberra, 1-3 Nov 2013
TITLE: Can the past be shared in Virtual Reality?
There is an interesting divide between historians and the public that must be debated, how to best use virtual heritage, and digital media in general, to learn and share historical knowledge and interpretation. Heritage and history do not have to be a series of slides; space-time-intention can now be depicted and reconfigured. Teaching history and heritage through digitally simulated ‘learning by doing’ is an incredibly understudied research area and is of vital importance to a richer understanding of heritage as lived. However, the actual spatial implications of siting learning tasks in a virtual environment are still largely un-researched. Evaluation of virtual environments has been relatively context-free, designed for user freedom and forward looking creativity. It is still much more difficult to create a virtual place that brings the past alive without destroying it.
There has been an explosion in virtual heritage conferences this century. In the last year alone, there have been calls for digital cultural heritage or virtual heritage by Graphite, VSMM, New Heritage Forum, VRST, VAST, DIME, Archäologie & Computer, and DACH, just to name a few. An outside observer may believe that such academic interest, coupled with recent advances in virtual reality (VR), specifically in virtual environment technology and evaluation, would prepare one for designing a successful virtual heritage environment. Game designers may also be led to believe that games using historical characters, events or settings, may be readily adaptable to virtual heritage. This paper will advance key contextual issues that question both assumptions.
Beacham, R., Denard, H., & Niccolucci, F. (2006). London charter for the computer-based visualization of cultural heritage. Retrieved from http://www.londoncharter.org/introduction.html Fredrik, D. (2012). Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii. Meaningful Play 2012 conference paper. Retrieved fromhttp://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_178.pdf
Games can be used for learning, teaching, and scientific discovery. For learning, games allow exploration and feedback which facilitates learning. Teaching with games increases student motivation and problem solving skills. Scientific discovery games leverage large numbers of players to solve problems or analyze data, resulting in real scientific contributions. Examples include Foldit for protein structure prediction and Phylo for genome sequence alignment.
Talk about serious games and game-like simulations design given at the Laboratory of Computer Science of the Massachusetts General Hospital (Boston, USA).
The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
Some final ideas about Learning Analytics and how this can be used for evaluation and for integrating heterogeneus information in a Learning Record Store are presented.
The document discusses how games can support learning and why they are a natural fit. It summarizes that games incorporate many elements of instructional design theories even if not intentionally. It also discusses how serious games are being used in fields like science, health, and training.
The document discusses how libraries and schools are using electronic games and gaming to engage students and enhance learning. It provides examples of libraries hosting gaming clubs and schools integrating games into subjects like science, physical education, and literacy. The document advocates that games can help students learn by doing rather than just learning about topics, and can motivate students to engage with curricula when presented in a language they understand.
The document provides information about using games and game design in education. It discusses allowing students freedom to learn through failure and exploration in game play. It presents the Studio K game design curriculum and resources for student game making, including using existing games and designing their own games. The document lists several educational games and provides links to game-related resources, conferences, schools, and after school programs that incorporate games and interactive learning.
Creating Impactful Content for Immersive Technologies - An Education Revoluti...LavaConConference
Presenting the benefits and practical use applications of creating and using immersive technology in education, particularly in computer science education, in order to improve and expand education. Discussing the creation of content for immersive technologies in order to capitalize on the unique benefits of immersive technology to produce beneficial outcomes in users. Sharing the story of vCoder, the first application that teaches computer science within VR and how other content creators can use immersive technology to make impactful positive change.
Attendee’s will learn how immersive technology has the potential to revolutionize the future of education. What immersive technology in education can look like and how it can impact some of the major issues facing our education system as a whole. Attendees will also learn about the nation’s computer science crisis and how immersive technology can play a role in contributing to solve our computer science demands within our technologically advancing and demanding world. New research is suggesting that immersive technologies could be the solution to not only our computer science crisis but also issues within our education system as a whole. Attendees will learn how to create content for immersive technologies that actively capitalize on the unique, immersive and engaging nature to create the most impactful content for users. They will also learn fundamental content creation objectives, as well as more individual lesson-learned points about developing for immersive technologies.
This presentation discusses the potential of interactive open educational resources. It was presentation at the NERCOMP "Current Trends in OER" event on Thursday, January 19th 2017 in Southbridge, Massachusetts.
1. The document discusses the differences between digital immigrants, who are teachers that grew up without digital technologies, and digital natives, who are students that have grown up with digital technologies.
2. It argues that teachers cannot provide students with 21st century skills because most teachers are digital immigrants who do not fully understand or use new technologies.
3. The document proposes empowering students by giving them tools like cell phones and game-based learning programs to help them develop 21st century skills and stay engaged in learning.
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This document contains a transcript of the doctoral defense of Isabella M. Venter from the University of the Western Cape, South Africa. During the defense, the candidate was asked questions by the committee about their research topic, literature review, research design, methodology, and knowledge contribution. The research examined how participatory design and digital storytelling could be used to create an HIV/AIDS education environment in Sub-Saharan Africa. The committee inquired about how the research differed from existing literature, why not all key concepts were reviewed, and how design science research was applied through multiple contexts in East and South Africa.
This document summarizes a study on developing skills for designing mobile interfaces for diverse users through a situated learning assignment. Students interviewed senior mobile phone users and assisted them with a function to understand their needs. They analyzed the results through frameworks like Habermas' knowledge interests. The assignment helped students improve communication, teamwork, research, and consideration of diverse perspectives. The multi-year study yielded publications and showed promise for preparing students for real-world challenges through similar experiential learning projects.
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This document discusses the successes and challenges of using information and communication technologies (ICTs) in Africa to promote development. Some key successes highlighted include the rapid expansion of mobile phone access across Africa, the transformative impact of M-Pesa mobile banking in Kenya, and the use of mobile phones to support activism campaigns. However, the document also notes challenges such as ICTs only being part of the solution and not addressing other needs like capacity building; institutional contexts sometimes constraining what can be achieved; and systems not benefiting the poorest groups. The implications discussed for the ICT4D community include the need for multidisciplinarity, having a strategic agenda, and adopting strong ethical norms.
Presentation given by Dr. Jarkko Suhonen at the launch event of the IMPDET-LE doctoral training hub at College of Business Education, Tanzania, June 25, 2014
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The document discusses a project to develop a research culture at the College of Business Education in Tanzania through establishing a PhD school. The project aims to provide on-site PhD training to CBE faculty to form a research group focused on areas like education technology. This is intended to address the lack of research culture and outputs at Tanzanian universities by developing local capacity rather than sending faculty abroad. The expected results include a functional research group undertaking relevant projects and increasing academic and industry connections both locally and internationally.
This document contains questions posed to Erkki Sutinen regarding his research on engaging HE/UH teachers in technology. The questions probe Sutinen's key claims, theoretical framework, methodology, findings on teacher learning, views on organizational change and innovation, context of the University of Helsinki, and visions for the future of educational technology. Sutinen is asked to reflect on the challenges of his research process and next steps in studying how technology can help higher education institutions cope with ongoing changes.
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This document summarizes the questions and observations from the public defense of Ms. Yue Dai's doctoral dissertation. The opponent, Dr. Heikki Topi, asks questions about the research context, goals, epistemology, design science research approach, validity of results, evaluation methods, data sources, usability, theoretical contributions, implementation of models, and outcomes. Topics include the disciplines the work contributes to, challenges of multidisciplinary research, how goals were addressed, the influence of design science literature, validity concerns, lessons learned between models, and plans for further testing and application of the models in practice.
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Adaptive navigation support systems can increase student motivation and learning outcomes when used in online educational systems. Three key findings from the document:
1. Studies found adaptive navigation support significantly increased student activity, persistence, breadth of exploration, and learning gains compared to non-adaptive systems across different domains like programming, hypermedia, and examples.
2. Adaptive navigation was particularly effective for easier content, increasing success rates and attempts per question. For complex content, prerequisite-based guidance helped prepare students.
3. Social navigation using progress of peer students was also effective at increasing motivation and learning, replacing the need for extensive knowledge modeling in adaptive systems.
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LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
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diverse human activities.
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and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
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1. Context-Aware Games for
Education and Wellbeing
Teemu H. Laine
UbiLife lab, Dept. of Information and Computer Engineering
Ajou University
teemu@ubilife.net (www.ubilife.net)
2. Mission: foster research on ubiquitous (context-aware) technologies,
applications and services in the fields of education and wellbeing
Focus: context-aware platforms, applications and games
Approach: combine ubiquitous and interactive technologies to connect
virtual world to the real world
Team: international experts from various fields
Prof. Teemu Laine
(context-awareness,
educational technology,
e-wellbeing, games)
Prof. Haejung Suk
(digital media, 3D
modeling, animation)
Prof. Adil Khan (human
activity recognition,
machine learning)
Jungryul Seo, PhD
student (context-
awareness, human
activity recognition)
+ more at www.ubilife.net
Joonas Westlin, Master
Student (context-awareness,
augmented reality)
3. Context-awareness
●
Detecting the user’s situation (context): where, what, when, with whom, etc.
●
Providing context-sensitive content to the user (usually via a mobile device).
●
Context data are utilized in applications which connect to the real world objects.
5. Why games?
●
Games are known to be engaging and motivating
Game
Advancement
Autonomy
Challenge
Clear goals
Competition
Competence
Concentration
Control
CooperationCuriosity
Customization
Discovery
Escapism
Fantasy
Feedback
Immersion
Mechanics
Mystery
Player skills
Recognition
Relatedness
Relationship Role-playing
Rules/goals
Sensory stimuli
Social interaction
Socializing
Teamwork
6. Why games?
●
Appropriately balanced games are known to help the player enter the flow
“Flow is the mental state of operation in which a person performing an activity is
fully immersed in a feeling of energized focus, full involvement, and enjoyment.”
The flow theory by Csikszentmihalyi
7. Why exercise?
Future trends for the overweight for several post-industrial countries (OECD).
(http://www.oecd.org/els/health-systems/obesityandtheeconomicsofpreventionfitnotfat-koreakeyfacts.htm)
8. Why exercise?
* Children, Adolescents, and the Media. American Academy of Pediatrics, 2013.
** Zero to Eight – Children’s media use in America. Common Sense Media, 2013.
*** Obesity and overweight – Fact sheet no 311. World Health Organization, 2012.
● Television: 4 hours per day*
● Computer: 1.5h per day*
● Mobile (SMS): 3364 messages / month (teenagers)*
● Media time of 5-8 year olds: 2:21 per day**
● More than 40 million overweight children in 2010***
9. What is exergaming?
●
A game genre that involves physical exercise.
●
The goal: make physical exercise more fun
●
Exergame typically tracks the player's movement or other body
parameters (e.g., heart rate)
●
Benefits: Energy expenditure, weight loss, improved fitness through
increased heart rate, improved stamina and recovery, improved motor
skills, coordination and balance, social interaction, improved self-esteem,
increased motivation and enjoyment, academic performance, visual-spatial
skills, attention (Staiano & Calvert, 2011)
10. Calory Battle AR
●
Location-based treasure hunt exergame. Treasures are various challenges to be
solved.
●
GPS for location detection (Google Maps API).
●
Augmented Reality to embed virtual objects in the physical world (Vuforia SDK).
●
Time limits to encourage running.
11. Calory Battle AR: The Story
●
The Dews (good guys)
– Need our sweat to survive.
– Cast spells on us that make
our bodies healthier and our
minds brighter.
●
The Caloroids (bad guys)
– Have deployed calory bombs
or other game challenges
around the game area which,
when exploded, makes us lazy
and unhealthy.
●
The Player
– Helps the Dews to get rid of the calory bombs and other challenges.
14. Running Othello
●
Distributed pervasive exergame version of the Othello (Reversi) board game.
●
Running Othello is played outside on a field of any size. Each cell has an NFC tag.
●
Player makes a move by reading a tags with a smartphone.
●
No turns – the faster the better.
●
A randomized mission must be completed before a cell is conquered.
●
Distributed gameplay over the internet.
15.
16. Laine, T.H. & Islas Sedano, C. (2015). Distributed Pervasive Worlds: The Case of Exergames, Accepted to Educational
Technology & Society special issue “Overcoming the technological hurdles facing virtual worlds in education: the road to
widespread deployment”.
VS
SciFest, Joensuu Ajou University
17. ScienceSpots AR
●
Children's interest in science has been declining* because of:
– Lack of relevance to the real world
– Lack of motivation
●
Context-awareness and augmented reality can solve the real world
relevance problem.
●
Games can solve the motivation problem.
●
ScienceSpots AR: a platform for story-based context-aware games
for science learning.
*Osborne et al. “Attitudes towards science: A review of the literature and its implications,” Int. J. Sci.
Educ., vol. 25, no. 9, pp. 1049–1079, Sep. 2003.
*C. Porter and J. Parvin, “Learning to Love Science: Harnessing children’s scientific imagination,” 2008.
19. Key features
●
Customizable stories created by educators and learners with a game
design tool.
●
Inventory of reusable assets such as task templates, game characters,
and media files.
●
Augmented reality content visualization and interaction.
●
Real-time usage statistics for educators (Learning Process Monitor).
●
Context-awareness through ManySense middleware.
●
Multiplayer tasks through the game server.
●
Portable across contexts.
21. Leometry
●
First prototype game for the ScienceSpots AR
platform.
●
Storytelling for immersion.
●
The player solves geometry challenges at real-world
spots.
●
Colorful UI to attract young players.
●
Augmented reality features.
●
Evaluated at the SciFest 2014 festival and at a
Korean elementary school during spring 2014.
●
Created in collaboration with University of Eastern
Finland & Haaga-Helia UAS.
22. Game content
●
Geometry challenges are based
on the Van Hiele levels for
geometry education.
●
A story of mother leopard and
her cub who escape from
poachers with help of a dung
beetle.
●
Story characters modeled after
photographies of African
animals.
Game play video: https://www.youtube.com/watch?v=6J2U0C-AL2o
24. Augmented reality features
●
The game map
– Connected to the floor plan of the
SciFest 2014 festival.
– Challenges appear as virtual objects
floating on top of the physical map.
●
The boss challenge
– the player disarms AR traps set by the
poachers.
– Similar to defusing bombs in Calory
Battle AR.
26. Videos
● Calory Battle AR: UI & Game play
https://www.youtube.com/watch?v=J6-fxiNpkwE
● Calory Battle AR: Test with Korean elementary school children
https://www.youtube.com/watch?v=j1N_C2GIrqc
● Calory Battle AR: Unity 3D version
https://www.youtube.com/watch?v=jNkDP2CRCHs
● Leometry: game play
https://www.youtube.com/watch?v=8f-0FUIo7Vc
● Running Othello: players
https://www.youtube.com/watch?v=HOFzHEFv_d4
27. Related articles
●
Calory Battle AR
– Laine, T.H. & Suk, H.J. (2015). Designing mobile augmented reality exergames, Accepted to Games & Culture.
– Westlin, J. and Laine, T.H. (2014). Short paper: Calory Battle AR: An Extensible Mobile Augmented Reality
Exergame Platform. Proceedings of the IEEE World Forum on Internet of Things, Seoul, Korea.
– Kim, S.L., Laine, T.H. Suk. H.J., Westlin, J., Kang, J.H. and Jung, J.M. (2014). Using Unity 3D to Facilitate Mobile
Augmented Reality Game Development. Proceedings of the IEEE World Forum on Internet of Things, Seoul,
Korea.
●
Running Othello
– Laine, T.H. & Islas Sedano, C. (2015). Distributed Pervasive Worlds: The Case of Exergames, Accepted to
Educational Technology & Society.
●
Leometry / ScienceSpots AR
– Article submitted to IEEE Transactions on Learning Technologies
More publications: http://www.ubilife.net/?page_id=108