1. The document discusses the development of an educational mobile game app aimed at assisting children ages 2-7 in Ghana in learning math and English.
2. It reviews literature on the benefits of educational games for learning, including motivation, feedback, and adapting difficulty levels. Characteristics of effective educational games are discussed, such as usability, learning motivation, and interface design.
3. The document also covers game development mechanics and how to integrate learning objectives and game mechanics through a feedback loop to achieve learning outcomes.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
The Effects Of Video Games Towards Students’Blair E
This document provides an overview of a proposed study that will examine the relationship between video game usage patterns, video game type, and academic achievement. The study will survey 850 11th grade students about their video game habits and types of games played. It will then compare their survey responses to their scores on the PSSA and PSAT standardized tests. Previous research has found links between increased video game usage and lower test scores, but the proposed study aims to determine if video game type also impacts academic performance. If approved, this study could provide insights into how different forms of digital media and entertainment relate to students' academic achievement.
The document discusses using video games for educational purposes. It provides an overview of the potential benefits and concerns of using video games in classrooms. Some benefits discussed include engaging students, developing various skills and intelligences, and supporting different learning styles. However, concerns include potential negative impacts on behavior. The document also examines theoretical frameworks that can inform teaching with video games and how games support various learning theories.
Effect of Computer-Based Video Games on Children: An Experimental Studyshaimaa88
This study investigated whether playing computer-based video games or receiving traditional computer-assisted instruction (CAI) resulted in better learning outcomes for 108 third-grade students. The students were randomly assigned to either play the video game Fire Captain, which taught firefighting skills and knowledge using game elements, or receive traditional text-based CAI on the same topic. Both groups then took a post-test assessing their learning. Results of a multivariate analysis of variance (MANOVA) showed that students who played the video game scored significantly higher on the post-test overall as well as on questions testing fact recall and problem-solving compared to students who received traditional CAI. The study thus provides evidence that computer-based video games can facilitate learning
A brief overlook of video games and their use for education. Included in the presentation are drawbacks, the power of reading, and tangential learning through video games.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
02 computer games created by middle school girls can they be used to measure ...Fantar Witchaporn
This study analyzed 108 computer games created by middle school girls using the Stagecast Creator programming environment. The games were analyzed based on three key competencies: programming, organizing and documenting code, and designing for usability. The findings showed that the students engaged in moderate levels of complex programming activities when creating the games. The games exhibited moderate levels of usability but had low levels of code organization and documentation. Overall, the results provide evidence that computer game programming can support learning of computer science concepts.
This study investigated the motivations for playing video games among 40 married and single military service members stationed at Camp Lejeune in North Carolina. Participants completed a survey assessing their primary motivation for playing video games as either stress/boredom relief or simulation of combat. The results showed 70% of married participants and 60% of single participants played for stress/boredom relief. A chi-square analysis revealed a significant relationship between marital status and motivation for playing. The study concluded marital status impacts reasons for adult video game play among military members.
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...EvaniaYafie
There is a growing body of evidence supporting the many connections between cognitive competence and game
edutainment. This article defines the cluster of concepts related to pretend game and cognition and briefly synthesizes the
latest research on the role of such play in children's cognitive and naturalistic intelligence. Edutainment games are a game
that includes rules, student guides in practice, awards as a form of appreciation. The combination of interactive multimedia
with edutainment games to reduce the weaknesses of each method and media. Multimedia learning can be used to explain
games in edutainment games so childreneasy to understanding the command, as well as can be used as media to increase
motivation and enthusiasm of children. Game edutainment game utilizes classroom and outdoor especially in the park so it
is expected to increase naturalistic intelligence. The purpose of this research is for the development of Edutainment Game
Combined with Multimedia Learning which has the level of validity, 2) to overcome the effects of Edutainment Game
Combined with Multimedia to Increase Cognitive and Naturalistic Intelligence At 5-6 Year Kindergarten. The research
method is research and development (R&D. The development model adopts the Borg and bile model. This research takes
place in TKNBI Tlogowaru Malang. Data analysis used is descriptive model for model validity test and t test to analyze
model affectivity. The results showed media and method with the level of expert media expertise of 89%, material experts
by 91%. The effectiveness test also shows a model of Combined Edutainment With Effective Multimedia Learning In To Improve Cognitive And Naturalistic Intelligence In 5-6 Year TK
The Effects Of Video Games Towards Students’Blair E
This document provides an overview of a proposed study that will examine the relationship between video game usage patterns, video game type, and academic achievement. The study will survey 850 11th grade students about their video game habits and types of games played. It will then compare their survey responses to their scores on the PSSA and PSAT standardized tests. Previous research has found links between increased video game usage and lower test scores, but the proposed study aims to determine if video game type also impacts academic performance. If approved, this study could provide insights into how different forms of digital media and entertainment relate to students' academic achievement.
The document discusses using video games for educational purposes. It provides an overview of the potential benefits and concerns of using video games in classrooms. Some benefits discussed include engaging students, developing various skills and intelligences, and supporting different learning styles. However, concerns include potential negative impacts on behavior. The document also examines theoretical frameworks that can inform teaching with video games and how games support various learning theories.
Effect of Computer-Based Video Games on Children: An Experimental Studyshaimaa88
This study investigated whether playing computer-based video games or receiving traditional computer-assisted instruction (CAI) resulted in better learning outcomes for 108 third-grade students. The students were randomly assigned to either play the video game Fire Captain, which taught firefighting skills and knowledge using game elements, or receive traditional text-based CAI on the same topic. Both groups then took a post-test assessing their learning. Results of a multivariate analysis of variance (MANOVA) showed that students who played the video game scored significantly higher on the post-test overall as well as on questions testing fact recall and problem-solving compared to students who received traditional CAI. The study thus provides evidence that computer-based video games can facilitate learning
A brief overlook of video games and their use for education. Included in the presentation are drawbacks, the power of reading, and tangential learning through video games.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
02 computer games created by middle school girls can they be used to measure ...Fantar Witchaporn
This study analyzed 108 computer games created by middle school girls using the Stagecast Creator programming environment. The games were analyzed based on three key competencies: programming, organizing and documenting code, and designing for usability. The findings showed that the students engaged in moderate levels of complex programming activities when creating the games. The games exhibited moderate levels of usability but had low levels of code organization and documentation. Overall, the results provide evidence that computer game programming can support learning of computer science concepts.
This study investigated the motivations for playing video games among 40 married and single military service members stationed at Camp Lejeune in North Carolina. Participants completed a survey assessing their primary motivation for playing video games as either stress/boredom relief or simulation of combat. The results showed 70% of married participants and 60% of single participants played for stress/boredom relief. A chi-square analysis revealed a significant relationship between marital status and motivation for playing. The study concluded marital status impacts reasons for adult video game play among military members.
Technology In The Classroom! Heidi Burrisguestc93eb2
This document discusses the debate around using technology in the classroom. Critics question whether the costs of educational software are justified or if some teachers rely on technology too much. Researchers are studying how tools like video games, reading programs, and other software can benefit students. One study looks at using video games to teach STEM subjects, with a focus on science, and whether they can keep students engaged. The document discusses different programs and their effects on reading skills and engagement. While technology may change how teachers teach, the author believes it should only be used in moderation to avoid overreliance.
The document discusses the use of information and communication technologies (ICT) to support learning and teaching in early childhood education. It argues that ICT tools like computers, cameras, and interactive whiteboards can make lessons more engaging for young students by bringing concepts to life through multimedia. However, it also notes that overreliance on drill-and-practice software can reduce intrinsic motivation, and attitudes towards ICT integration vary. Overall, the document suggests ICT has benefits if used appropriately as one part of a balanced early education, but real-world experiences are also still important for child development.
The document discusses how personalized learning has become expected in many areas of life due to technology, but has not fully transformed education. It notes that students already seek out personalized learning experiences online or through other means to supplement classroom learning. The document argues that advances in technology now provide opportunities to personalize learning at scale through more individualized, efficient, and effective means. It suggests schools should adapt education models to meet students' growing expectations of personalized learning experiences.
Bridging the New Digital Divide: Innovation in Mobile Education �PlayScience
Presentation by Dr. J. Alison Bryant for Colombia 3.0 Innovation & Entrepreneurship Summit (Bogota, Oct. 31, 2013)
We look at the promise (and challenges) of mobile education around the world, with case studies of innovative approaches to solving educaitonal
This document discusses a study on how games can fit into visual art education for secondary school students. The study aims to determine whether using games in visual art education can attract and engage students. It outlines the research objectives which are to identify how interactive multimedia can improve student performance, compare manual learning to interactive multimedia learning, and examine how games can be incorporated into visual art education. The document provides relevant background information on increasing interest in games and how they are used in families and education. It poses three research questions related to the effectiveness of interactive multimedia, differences between manual and interactive learning, and the possibility of using games in visual art education.
Three studies were conducted at a national university to examine the difference in academic achievement between students who did and did not use video games in their learning. Video games were added to approximately half the classes in intro business, economics, and management courses. Students who used the games scored significantly higher on tests than students who did not, with no significant differences based on gender or ethnicity. Younger students aged 40 and under who used games scored higher, while older students above age 41 did not see the same benefits. The studies provide evidence that digital game-based learning can improve learning outcomes.
This document provides a vision for lifelong learning and education in the year 2020, enabled by advances in educational technology. Key elements include:
1) Intelligent toys that track children's learning from an early age and provide personalized feedback and recommendations to parents and teachers.
2) Game-based and virtual reality learning environments in preschool that assess students and provide adaptive, collaborative learning experiences.
3) Ubiquitous connectivity and personalized digital libraries in high school that facilitate project-based and community-focused learning through tools like augmented reality, simulations, and virtual mentors.
4) A scenario describing a kindergarten student's personalized learning experience using technologies like intelligent toys, virtual field trips, and
Creating Digital Content for Rural Mothers and Children: Experience DocumentEkStepFoundation
The Experience Document captures how our knowledge of the realities of mothers and children in rural areas informed the process of developing digital content appropriate for them. ECE expert recommendations on creating digital content for preschool age children have also been included. The document could be beneficial for organizations and individuals working in the field of early childhood education and creating content contextually appropriate for parents and children in rural India. This Experience Document has been prepared by Gyan Prakash Foundation as part of the "Parents as Early Teachers" program funded by EkStep Foundation.
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...eLearning Papers
Author(s): Maria Saridaki, Costas Mourlas.
Game-Based Learning in the special education classroom is still regarded with skepticism by educators, or has been used mainly as an extrinsic reinforcement.
Gardner's Theory of Multiple Intelligences-Edtech Benefits!Adithya Ligory
This document discusses Howard Gardner's theory of multiple intelligences and its application in education technology (edtech). It provides an overview of Gardner's theory, which identifies several distinct types of intelligence like linguistic, logical-mathematical, spatial, bodily-kinesthetic, musical, interpersonal, intrapersonal, and naturalist intelligences. The document then discusses how edtech can be implemented in the classroom in ways that engage different intelligences, such as through augmented reality, gaming, coding, robotics, and AI assistants. It argues that merging multiple intelligences theory with edtech allows students to learn in ways tailored to their strengths and makes learning more interactive, collaborative, and personalized.
Schools around the country are starting to blend online learning into their instructional design as a means of personalizing students’ learning experiences. But with the myriad options for structuring the combination of online and face-to-face learning, teachers and administrators are faced with tough decisions on how to best implement technology for their students. In this webinar, our guests will explore the different blended-learning models that schools are using to support math instruction. They’ll discuss national trends emerging around blended-learning math programs, as well as take an up-close look at the challenges and successes one school has experienced with the blended math model.
The purpose of the study is to assess the effect of computer games on the proficiency of the B.Ed teacher trainees in using the conventional expressions in conversations. The role of technology in language learning has made outdated, drills, grammatical explanations and translation of texts, and the focus is shifted to communication based contexts. Recreational Computer Games make a positive impact on children’s subsequent performance after instructional tasks. Playing the games, children live in both physical and virtual spaces such as chat rooms, email, and communication. The tool to test their proficiency has thirty items. The achievement test has ten dialogues with three blanks in each for the students to fill them up. This is an experimental study with a single group design. After a stratified sample of 70 female and 34 male teacher trainees were exposed to some computer games involving fun and conversations for a week, they were tested for their proficiency. The tool was a standardized one. The levels of proficiency of the male and female teacher trainees were found to be average and above average. The‘t’test was applied. The proficiency of the female teacher trainees was found to be significantly higher than that of the male teacher trainees. The computer games have the potential to improve the cognitive, affective and psychomotor skills of the student-teachers.
The document summarizes a research study that assessed the effect of computer games on the proficiency of teacher trainees in using conventional expressions in conversations. The study exposed 104 teacher trainees (70 female, 34 male) to computer games involving conversations for a week. They were then tested on their proficiency using a 30-item achievement test with dialogues requiring conventional expressions. The female trainees scored significantly higher than the male trainees on average. The study found that computer games have potential to improve student-teachers' cognitive, affective and psychomotor skills when used for language learning.
Why use technology in the classroom portfolio jmJasmineMiller23
This paper highlights how the newest generation of students experience technology almost every day in the real world. This paper illustrates how and why teachers and educators can integrate technology into their classrooms to help effectively engage students and enhance their educational content.
Video games can aid in the learning process by improving skills like logic, memory, visualization, and problem solving. When designed to address a specific problem or teach a skill, games have shown considerable success. Studies have found that surgeons who played the Nintendo Wii before a virtual surgery scored higher than those who did not. Military researchers are also exploring how video games can help teach soldiers skills in a way that supplements traditional training methods. However, students still need guidance when using games and simulations for learning.
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.
1. Playing games is an important part of child development as it helps children learn social and cognitive skills like symbolization and abstract thinking. As children grow, the types of games and rules change with their cognitive abilities.
2. There is evidence that computer games can be effective instructional tools by making learning engaging and relevant to students' interests while developing different learning styles. Games help motivate students through challenge and adjustment of difficulty.
3. For games to be appropriate for classroom use, teachers must ensure the content is connected to curriculum objectives and choose games that incorporate lessons rather than being used purely for entertainment. Games can teach skills like problem solving, critical thinking and discovery to enhance learning.
This Children are future of a society within a country. They should be provided with all round educational development since educating children has many advantages. If they are educated, they can face any problem and this makes them strong and happy. In other words the growth of a country is dependent on its learned population. Children with special education needs have problems to develop cognitive abilities like thinking, learning and obtain new knowledge and concept. It may also be required to improve their conduct, communication skills and interactions with their environment. It is required to develop customizable and compliant applications designed to support them in adapting with respect to the current situations they face and thus take actions appropriately. Such applications would provide them the assistance to allow them frame their learning essentials and help to process to the diverse sensory and cognitive impairments including the mobility issues. This research will be based on artificial intelligence concept and will be self-adaptable. Besides, in many cases they have the opportunity to perform activities that previously were not accessible to them, because of the interface and contents of the activities have been adapted specifically to them. The study also suggests that the repertoire of types of activities provided is suitable for learning purposes with students with impairments. Finally, the use of electronic devices and multimedia contents increases their interest in learning and attention.
Technology In The Classroom! Heidi Burrisguestc93eb2
This document discusses the debate around using technology in the classroom. Critics question whether the costs of educational software are justified or if some teachers rely on technology too much. Researchers are studying how tools like video games, reading programs, and other software can benefit students. One study looks at using video games to teach STEM subjects, with a focus on science, and whether they can keep students engaged. The document discusses different programs and their effects on reading skills and engagement. While technology may change how teachers teach, the author believes it should only be used in moderation to avoid overreliance.
The document discusses the use of information and communication technologies (ICT) to support learning and teaching in early childhood education. It argues that ICT tools like computers, cameras, and interactive whiteboards can make lessons more engaging for young students by bringing concepts to life through multimedia. However, it also notes that overreliance on drill-and-practice software can reduce intrinsic motivation, and attitudes towards ICT integration vary. Overall, the document suggests ICT has benefits if used appropriately as one part of a balanced early education, but real-world experiences are also still important for child development.
The document discusses how personalized learning has become expected in many areas of life due to technology, but has not fully transformed education. It notes that students already seek out personalized learning experiences online or through other means to supplement classroom learning. The document argues that advances in technology now provide opportunities to personalize learning at scale through more individualized, efficient, and effective means. It suggests schools should adapt education models to meet students' growing expectations of personalized learning experiences.
Bridging the New Digital Divide: Innovation in Mobile Education �PlayScience
Presentation by Dr. J. Alison Bryant for Colombia 3.0 Innovation & Entrepreneurship Summit (Bogota, Oct. 31, 2013)
We look at the promise (and challenges) of mobile education around the world, with case studies of innovative approaches to solving educaitonal
This document discusses a study on how games can fit into visual art education for secondary school students. The study aims to determine whether using games in visual art education can attract and engage students. It outlines the research objectives which are to identify how interactive multimedia can improve student performance, compare manual learning to interactive multimedia learning, and examine how games can be incorporated into visual art education. The document provides relevant background information on increasing interest in games and how they are used in families and education. It poses three research questions related to the effectiveness of interactive multimedia, differences between manual and interactive learning, and the possibility of using games in visual art education.
Three studies were conducted at a national university to examine the difference in academic achievement between students who did and did not use video games in their learning. Video games were added to approximately half the classes in intro business, economics, and management courses. Students who used the games scored significantly higher on tests than students who did not, with no significant differences based on gender or ethnicity. Younger students aged 40 and under who used games scored higher, while older students above age 41 did not see the same benefits. The studies provide evidence that digital game-based learning can improve learning outcomes.
This document provides a vision for lifelong learning and education in the year 2020, enabled by advances in educational technology. Key elements include:
1) Intelligent toys that track children's learning from an early age and provide personalized feedback and recommendations to parents and teachers.
2) Game-based and virtual reality learning environments in preschool that assess students and provide adaptive, collaborative learning experiences.
3) Ubiquitous connectivity and personalized digital libraries in high school that facilitate project-based and community-focused learning through tools like augmented reality, simulations, and virtual mentors.
4) A scenario describing a kindergarten student's personalized learning experience using technologies like intelligent toys, virtual field trips, and
Creating Digital Content for Rural Mothers and Children: Experience DocumentEkStepFoundation
The Experience Document captures how our knowledge of the realities of mothers and children in rural areas informed the process of developing digital content appropriate for them. ECE expert recommendations on creating digital content for preschool age children have also been included. The document could be beneficial for organizations and individuals working in the field of early childhood education and creating content contextually appropriate for parents and children in rural India. This Experience Document has been prepared by Gyan Prakash Foundation as part of the "Parents as Early Teachers" program funded by EkStep Foundation.
Fingers on the Screen: Game-Based Learning for Students with Intellectual Dis...eLearning Papers
Author(s): Maria Saridaki, Costas Mourlas.
Game-Based Learning in the special education classroom is still regarded with skepticism by educators, or has been used mainly as an extrinsic reinforcement.
Gardner's Theory of Multiple Intelligences-Edtech Benefits!Adithya Ligory
This document discusses Howard Gardner's theory of multiple intelligences and its application in education technology (edtech). It provides an overview of Gardner's theory, which identifies several distinct types of intelligence like linguistic, logical-mathematical, spatial, bodily-kinesthetic, musical, interpersonal, intrapersonal, and naturalist intelligences. The document then discusses how edtech can be implemented in the classroom in ways that engage different intelligences, such as through augmented reality, gaming, coding, robotics, and AI assistants. It argues that merging multiple intelligences theory with edtech allows students to learn in ways tailored to their strengths and makes learning more interactive, collaborative, and personalized.
Schools around the country are starting to blend online learning into their instructional design as a means of personalizing students’ learning experiences. But with the myriad options for structuring the combination of online and face-to-face learning, teachers and administrators are faced with tough decisions on how to best implement technology for their students. In this webinar, our guests will explore the different blended-learning models that schools are using to support math instruction. They’ll discuss national trends emerging around blended-learning math programs, as well as take an up-close look at the challenges and successes one school has experienced with the blended math model.
The purpose of the study is to assess the effect of computer games on the proficiency of the B.Ed teacher trainees in using the conventional expressions in conversations. The role of technology in language learning has made outdated, drills, grammatical explanations and translation of texts, and the focus is shifted to communication based contexts. Recreational Computer Games make a positive impact on children’s subsequent performance after instructional tasks. Playing the games, children live in both physical and virtual spaces such as chat rooms, email, and communication. The tool to test their proficiency has thirty items. The achievement test has ten dialogues with three blanks in each for the students to fill them up. This is an experimental study with a single group design. After a stratified sample of 70 female and 34 male teacher trainees were exposed to some computer games involving fun and conversations for a week, they were tested for their proficiency. The tool was a standardized one. The levels of proficiency of the male and female teacher trainees were found to be average and above average. The‘t’test was applied. The proficiency of the female teacher trainees was found to be significantly higher than that of the male teacher trainees. The computer games have the potential to improve the cognitive, affective and psychomotor skills of the student-teachers.
The document summarizes a research study that assessed the effect of computer games on the proficiency of teacher trainees in using conventional expressions in conversations. The study exposed 104 teacher trainees (70 female, 34 male) to computer games involving conversations for a week. They were then tested on their proficiency using a 30-item achievement test with dialogues requiring conventional expressions. The female trainees scored significantly higher than the male trainees on average. The study found that computer games have potential to improve student-teachers' cognitive, affective and psychomotor skills when used for language learning.
Why use technology in the classroom portfolio jmJasmineMiller23
This paper highlights how the newest generation of students experience technology almost every day in the real world. This paper illustrates how and why teachers and educators can integrate technology into their classrooms to help effectively engage students and enhance their educational content.
Video games can aid in the learning process by improving skills like logic, memory, visualization, and problem solving. When designed to address a specific problem or teach a skill, games have shown considerable success. Studies have found that surgeons who played the Nintendo Wii before a virtual surgery scored higher than those who did not. Military researchers are also exploring how video games can help teach soldiers skills in a way that supplements traditional training methods. However, students still need guidance when using games and simulations for learning.
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.
1. Playing games is an important part of child development as it helps children learn social and cognitive skills like symbolization and abstract thinking. As children grow, the types of games and rules change with their cognitive abilities.
2. There is evidence that computer games can be effective instructional tools by making learning engaging and relevant to students' interests while developing different learning styles. Games help motivate students through challenge and adjustment of difficulty.
3. For games to be appropriate for classroom use, teachers must ensure the content is connected to curriculum objectives and choose games that incorporate lessons rather than being used purely for entertainment. Games can teach skills like problem solving, critical thinking and discovery to enhance learning.
This Children are future of a society within a country. They should be provided with all round educational development since educating children has many advantages. If they are educated, they can face any problem and this makes them strong and happy. In other words the growth of a country is dependent on its learned population. Children with special education needs have problems to develop cognitive abilities like thinking, learning and obtain new knowledge and concept. It may also be required to improve their conduct, communication skills and interactions with their environment. It is required to develop customizable and compliant applications designed to support them in adapting with respect to the current situations they face and thus take actions appropriately. Such applications would provide them the assistance to allow them frame their learning essentials and help to process to the diverse sensory and cognitive impairments including the mobility issues. This research will be based on artificial intelligence concept and will be self-adaptable. Besides, in many cases they have the opportunity to perform activities that previously were not accessible to them, because of the interface and contents of the activities have been adapted specifically to them. The study also suggests that the repertoire of types of activities provided is suitable for learning purposes with students with impairments. Finally, the use of electronic devices and multimedia contents increases their interest in learning and attention.
AN INTELLIGENT SELF-ADAPTABLE APPLICATION TO SUPPORT CHILDREN EDUCATION AND L...ijcsit
ABSTRACT
This Children are future of a society within a country. They should be provided with all round educational development since educating children has many advantages. If they are educated, they can face any problem and this makes them strong and happy. In other words the growth of a country is dependent on its learned population. Children with special education needs have problems to develop cognitive abilities like thinking, learning and obtain new knowledge and concept. It may also be required to improve their conduct, communication skills and interactions with their environment. It is required to develop customizable and compliant applications designed to support them in adapting with respect to the current situations they face and thus take actions appropriately. Such applications would provide them the assistance to allow them frame their learning essentials and help to process to the diverse sensory and cognitive impairments including the mobility issues. This research will be based on artificial intelligence concept and will be self-adaptable. Besides, in many cases they have the opportunity to perform activities that previously were not accessible to them, because of the interface and contents of the activities have been adapted specifically to them. The study also suggests that the repertoire of types of activities provided is suitable for learning purposes with students with impairments. Finally, the use of electronic devices and multimedia contents increases their interest in learning and attention.
The document discusses game-based learning and how incorporating games and ICT resources can make learning fun. It outlines several benefits of game-based learning such as defined learning outcomes, real-world application of skills, feedback, and an immersive environment. It also discusses considerations for teachers in implementing game-based learning such as matching games to curriculum, time availability, and associated activities. The document provides examples of games that can be used and the roles of teachers and students. Challenges of game-based learning including curriculum integration and assessing learning are also presented.
International Journal of Humanities and Social Science Invention (IJHSSI)inventionjournals
International Journal of Humanities and Social Science Invention (IJHSSI) is an international journal intended for professionals and researchers in all fields of Humanities and Social Science. IJHSSI publishes research articles and reviews within the whole field Humanities and Social Science, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online
This document summarizes a research study that examined the effects of electronic gadgets on students' academic performance at the secondary level in Islamabad, Pakistan. The study found that gadgets can have both positive and negative impacts on students. While gadgets may help with tasks like solving math problems, their excessive use can negatively impact students' health and performance. The study also found that gadgets help relieve stress and provide entertainment for students. It recommends that teachers provide guidance to students on positively using mobile devices and that schools provide awareness programs on managing gadget use.
This study explored the use of the educational video game MinecraftEdu in middle school classrooms. It analyzed student outcomes, attitudes of teachers, students and parents, and interactions on the virtual learning environment Edmodo. While student academic outcomes did not significantly improve and some parents had negative views, most students found MinecraftEdu fun, engaging, and a good way to explore and learn about history in an immersive virtual environment. The study used a quasi-experimental design to compare students who used MinecraftEdu to a control group, surveys to assess attitudes, and message analysis to study online interactions. Overall, the results suggest video games may enhance motivation and creativity even if they do not directly improve test scores.
Educational Gaming W200 Iupui Spring 09guestef9387
The document discusses the need for more research on educational games and how to make them both fun and relevant for students. While some classrooms already use computer games, more research is needed, especially at the primary and secondary levels. Educational games need reward systems not tied to academics and need to engage student interest over testing performance. Most have been made without a learning theory or research background.
This document discusses developing a learning theory for teaching "digital natives" or young students in the digital age. It notes that traditional learning theories may not fully address how technology has changed learning needs and styles. The document advocates for a theory that blends traditional knowledge, basic skills, technology literacy, and critical thinking to prepare students for lifelong learning. It also emphasizes the importance of balancing digital learning with in-person interactions and outdoor experiences to prevent addiction to screens. Effective teaching requires intentionality, classroom management, direct instruction, and using technology judiciously to reinforce lessons and develop digital skills.
Martha Finley presented a PowerPoint on educational engagement and the use of technology. She discussed how students have grown up with technology and want it integrated into their learning. The presentation covered how gaming can be used to help students learn difficult concepts in math and science. It also addressed the need to provide teachers with training to select and implement digital learning objects and educational games, as teachers play an important role in technology-rich classrooms.
This document reviews 10 journal articles on using the game-based platform Kahoot to motivate students to learn English as a second language. Most studies found that Kahoot enhanced students' motivation and engagement in learning. Quantitative research designs were most common, using methods like pre-tests, post-tests, surveys and statistical analysis. The studies concluded that Kahoot motivates students to participate and learn better than traditional methods by making the learning process more fun and interactive. However, some qualitative research also found Kahoot improved students' intrinsic motivation, confidence and positive attitudes towards English learning. Overall, the literature suggests gamified learning through Kahoot is an effective way to enhance motivation for students studying English as a second language.
Mathematics is the language of science and technology. It is the creation of the human mind. Its knowledge, skills, applications, and competence is required in the 21st century that is technologically-driven. However, students’ achievement and performance, and their ability to apply the little knowledge gained in the subject has continuously remained low. This has become a matter of concern to all stakeholders in the education industry, to the extent that urgent steps need to be taken to re-position the situation. Ale and Adetula (2010), reported that the demarcation between industrialized and wealthy (developed) nations and the non-industrialized and poor (undeveloped) nations is based on their level of mathematical attainment and ingenuity. This implies that without mathematics there is no science and without science there is no modern technology, and without modern technology there is no modern society. Therefore, mathematics remains the cognitive tool that can take any nation to its dream of scientific and technological developments.
- Ludic or game-based learning (GBL) can help engage students by meeting them in the game world and incorporating learning through play into teaching pedagogy. Before formal schooling, children learn naturally through play, exploration, and inquiry.
- For GBL to be successful, the culture of learning must change, requiring buy-in from faculty, administrators, and students. Faculty must embrace GBL methodologies and show they improve outcomes. Administrators must champion new instructional approaches. Students must find GBL engaging and motivating.
- Surveys show a gap between students' extensive technology skills and faculty's more limited skills. Students are ready for technology-based GBL solutions, using devices extensively
The study aims to examine the effects of game-based learning on motivation, engagement, and achievement of 9th grade students. A sample of 28 students from an urban high school will participate in the study. Students will complete pre-assessments to measure current motivation and engagement. They will then participate in game-based learning activities 3 days a week for 3 weeks using Kahoot, Quizlet, and Goosechase. Post-assessments and interviews will measure any changes in motivation, engagement, and achievement. If results show game-based learning increases these factors, the approach could be applied more widely across content areas and grade levels. The theoretical framework includes constructivism, Vygotsky's zone of
The study aims to examine the effects of game-based learning on motivation, engagement, and achievement of 9th grade students. A sample of 28 students from an urban high school will participate in pre- and post-assessments and interviews about their motivation and engagement. They will then participate in game-based learning activities using Kahoot, Quizlet Live, and Goosechase for 30 minutes per day over 3 weeks. The study is grounded in constructivist theory, the theory of proximal development, and cognitive theory of multimedia learning. If successful, the findings could inform the use of game-based learning across other content areas and age groups to increase motivation, engagement, and achievement.
How to balance screen time with hands-on learning in Primary School going kids? sangerarayal
The way we live, work, and learn has changed dramatically, and technology is now an essential component of modern education. Learning is now more interesting, accessible, and efficient then ever, thanks to technology, which includes anything from interactive whiteboards to instructional apps. The negative impacts of excessive screen usage, particularly for young children, are causing considerable worry.
Let's discuss the role of technology in education and the value of a healthy balance between screen time and hands-on learning in primary school.
Similar to Educational Gaming Mobile App in Assisting Kids in Learning Math and English (20)
In the early twentieth century, major representatives of the Jadid movement became active participants in the socio-political processes in the Turkestan region. Usmonkhoja Polatkhoja, a progressive from Bukhara, was one of the beams not only in the Emirate of Bukhara, but also in Turkestan. He first participated in the reforms and progressives, and later in the national liberation movements, and fought for the prosperity and independence of the country.This article provides information about Usmonkhoja's life and work in Jadidism, revolts, national liberation struggles, and emmigiration.
Flood is one of the natural disaster known to be part of the earth biophysical processes, which its occurrence can be devastating; due to mostly anthropogenic activities and climatological factors. The aim of the research is to identify and map the extent at which the impact of flood due to intense rainfall and rise in water in the study area using geospatial techniques and the specific objectives are to carry out terrain analysis of the study area and to generate flood indicator maps of the study area. The study analyzed rain fall data;, the drainage system and Shuttle Radar Topographic Mission (SRTM 30m) of the area. ArcGIS 10.8 was to modelled and to generate the contributing factors map of the study area. The drainage system was generated through on-screen digitization of topographic map of scale 1:50,000 of Ondo South-West. The mean annual rainfall of Lagos State was generated in the ArcGIS environment from the rainfall data through spatial analysis tool. The SRTM was used in terrain analysis of the study area. The results generated showed the lowest mean annual rain fall of the area 1,700mm and the highest mean annual rain fall was 2,440mm. Digital elevation model (DEM), slope, flow direction were generated from the SRTM. Drainage density of the area was generated using the drainage system. The slope map of the entire area which are classified into five slope classes of very high (14%-48.5%) to high (7.6%-13.9%) to moderately high (4.2%-7.6%) to low (1.5%-4.2%) and very low (0. % - 1.2%).
Work study is a catch-all phrase encompassing a variety of methodologies, including method research and work measurement, that are applied in a variety of contexts and lead to a systematic assessment of all elements that affect the efficiency and economy of the situation under evaluation that is meant to be improved. The main aim of this study is to examine and enhance the process token in manufacturing a Perfume of the famous, well-known, aromatic, and beautiful Taif Roses. Some changes in the process has been suggested using method study and time study method which lead to reduction in process time, labor cost and production cost.
Workers are the maximum precious method of an association. Their importance to institutions requires not most effective the want to draw the trendy bents but additionally the need to preserve them for a long term. This paper specializes in reviewing the findings of former research carried out with the aid of colourful experimenters with the quit to identify determinants factors of hand retention. This exploration almost looked at the subsequent broad factors improvement openings, reimbursement, work- lifestyles balance, operation/ management, work terrain, social aid, autonomy, training and improvement.
Watering plants during the correct time is very important due to scientific reasons. Both underwatering, as well as overwatering, can lead to the growth of unhealthy plants or in extreme cases, the death of the plant/tree. These issues which are the case with most self-gardeners and plant lovers can be solved using the smart irrigation technique. The main purpose of this innovation is to assist plant lovers to continue their passion to grow plants at home with ease. Smart irrigation system helps in monitoring the moisture level which majorly affects plant growth besides other factors such as sunlight, fertility of the soil, etc. The digital planting pot has been designed in a way that it effectively incorporates the idea of smart irrigation. Arduino Uno R3 has been used as the main chip in this project along with a few other components like a soil moisture sensor, relay, and water pump. This project requires coding to synchronize all the components, and function properly. A required test has been carried out to review the functioning of the mechanism. The project was tested by once using the soil with enough moisture in the pot and then the soil with the least moisture. Both times, it worked exactly how it was supposed to function. When the soil with the least moisture was tested, there was a clear indication of a low level of moisture and accordingly, the water pump got triggered to water the plant, and when the soil with enough moisture was tested, there was again the clear indication of the correct level of moisture and the water pump was inactive. All the readings which were displayed on the LCD were checked back and forth during the project. The outcomes were the same as expected. Hence, it shows that every component in this project is actively functioning and the whole project is effectively designed.
Because of its accessibility and flexibility, cloud technology is among the most notable innovations in today's world. Having many service platforms, such as GoogleApps by Google, Amazon, Apple, and so on, is well accepted by large enterprises. Distributed cloud computing is a concept for enabling every-time, convenient, on-demand network access to processing resources including servers, storage devices, networks, and services that may be mutually configured. The major security risks for cloud computing as identified by the Cloud security alliance (CSA) have been examined in this study. Also, methods for resolving issues with cloud computing technology's data security and privacy protection were systematically examined.
This study's goal is to present Solutions for Determining the importance level of criteria in creating cultural resources’ attractiveness from tourists’ evaluation. Data were collected from 558 international tourists who chose Vietnam as the destination for tourism.
The study points out that we need to resolve challenges such as: building a safe, friendly destination, etc., destinations need to review and re-evaluate the services of their products and tourist attractions to prepare for the largest number of visitors and stimulate the domestic tourism market is a good solution: To boost the domestic tourism market, it is necessary to increase domestic flights and train connections to major tourist destinations.
A new convenient and efficient route for the synthesis of two very important hydroxo-bridged stepped-cubane copper complexes viz: [Cu4(bpy)4Cl2(OH)4]Cl2.6H2O (1) and [Cu4(phen)4Cl2(OH)4]Cl2.6H2O (2) have been obtained. This synthetic route from the mononuclear CubpyCl2 complex is easier, more reproducible and afforded the complex in a much higher yield than the other two previously reported procedures which were equally serendipitously discovered. The purity and formation of the complexes were confirmed with elemental (C,H,N) analysis and the details of the UV-Vis, Fourier transform infrared, electrospray ionization mass spectra of both complexes and the single crystal X-ray crystallography of 1 are presented and discussed. X-ray crystallography confirms the absolute structure of the complexes. The complexes were formed via the connection of four copper atoms to four hydroxide bridging ligands and four bipyridyl ligands with two chloride ligands. There are two coordinate environments around two pairs of copper atoms (CuN2ClO2 and CuN2O3) and each copper atom is pentacoordinate with square pyramidal geometry.
Artocarpus heterophyllus Lam., which is commonly known as jackfruit is a tropical fruit, belonging to Moraceae family, native to Western Ghats of India and common in Asia, Africa, and some regions in South America. It is known to be the largest edible fruit in the world. The Jackfruit is an extremely versatile and sweet tasting fruit that possess high nutritional value. Jackfruit is rich in nutrients including carbohydrates, proteins, vitamins, minerals, and phytochemicals. The jackfruit has diverse medicinal uses especially antioxidant, anti-inflammatory, antimicrobial and antiviral properties, anticancer and antifungal activity, anthelminthic activity. Traditionally, this plant is used in the treatment of various diseases especially for treatment against inflammation, malarial fever, diarrhoea, diabetes and tapeworm infection. Jackfruit is a good natural source of phytochemicals such as phenolics, flavonoids and tannins, saponins. The health benefits of jackfruit have been attributed to its wide range of physicochemical applications. The use of jackfruit bulbs and its parts has also been reported since ancient times for their therapeutic qualities. The beneficial physiological effects may also have preventive application in a variety of pathologies.
Myogenic differentiation requires to be exactly explored for the effective treatment of fracture. The speed of healing is affected by skeletal muscle, linked to activation of specific myogenic transcription factors during the repair process. In previous study, we discovered that psoralen enhanced differentiation of osteoblast in primary mouse. In the current study, we show that psoralen stimulates myogenic differentiation through the secretion of factors to hone the quality of repair in fractured mice. 3-month old mice were treated with corn oil or psoralen followed by a tibial fracture surgery. Fractures were tested 7, 14, and 21 days respectively later by histology and images observation. Skeletal muscles including soleus muscle and posterior tibial muscle around the damaged bone were collected for quantitative real-time PCR, HE staining, as well as western blot. Daily treatment with psoralen at seven, fourteen days or twenty-one days improves protein or mRNA levels responsible for the whole myogenic differentiation process, makes the muscle fibers more tightly aligned, and promotes callus formation and development. This data shows that high levels of myogenic transcription factors in the process of fracture healing in mice foster the repair of damaged muscles, and indicates a pharmacological approach that targets myogenic differentiation to improve fracture repair. This also reflects the academic thought of "paying equal attention to both muscles and bones" in the prevention and treatment of fracture healing.
The current pandemic has generated the search for new reliable and economic alternatives for the detection of SARS-CoV-2, which produces the COVID-19 disease, one of the recommendations by the World Health Organization, is the detection of the virus by RT-qPCR methods from upper respiratory tract samples. The discomfort of the pharyngeal nasopharyngeal swab described by patients, the requirement of trained personnel, and the generation of aerosols, are factors that increase the risk of infections in this type of intake. It is known that the main means of transmission of SARS-CoV-2 is through aerosols or small droplets, which is why saliva is important as a relevant means of detecting COVID-19. In this study, a modified method based on SARS-CoV-2 RNA release from saliva is described, avoiding the isolation and purification of the genetic material and its quantification of viral copies; the results are compared with paired pharyngeal/nasopharyngeal swab samples (EF/EN). Results showed good agreement in saliva samples compared to EF/EN samples. On average, a sensitivity for virus detection of 80% was demonstrated in saliva samples competing with EF/EN samples. The use of saliva is a reliable alternative for the detection of SARS-CoV-2 by means of RT-PCR in the first days of infection, having important advantages over the conventional method. Saliva still needs to be studied completely to evaluate the detection capacity of the SARS-CoV-2 nucleic acid, however, the described process is viable, due to the decrease in materials and supplies, process times, the increment in the sampling and improvement of laboratory performance.
A recent study establishes that since 1970, there has been an ecological gap between human needs and the planet's resources, with annual resource demand exceeding the bio-productivity of the planet. Specifically, humanity utilises equivalent of 1.75 earths to produce the ecological resources used, with half of this attributable to food consumption. The present work therefore seeks to provide an empirically-based insight into the environmental sustainability of the EF of food consumption in Ijebu Ode. A descriptive cross-sectional approach was used, and primary data were collected from 400 systemically sampled households via structured questionnaires and analysed descriptively using Microsoft Excel and inferentially using mathematical models for calculating ecological footprints. Findings revealed that the household EF of food consumption in Ijebu Ode is 0.05gha per capita, with the footprint of cereal consumption (0.17gha; 37%) taking the major share, followed by meat with a footprint of 0.11gha (23.9%). As a result, it was concluded that Ijebu Ode has sustainable food consumption, which is necessary for its environmental sustainability. However, the sustenance of the former requires creating awareness of the need for sustainable consumption and prioritisation of integrated and population-wide policies and food intervention initiatives to encourage attitudinal change in favour of sustainable food consumption while fostering sustainable food production strategies amidst current environmental realities.
The symmetry occurs in most of the phenomena explained by physics, for example, a particle has positive or negative charges, and the electric dipoles that have the charge (+q) and (-q) which are at a certain distance (d), north or south magnetic poles and for a magnetic bar or magnetic compass with two poles: North (N) and South (S) poles, spins up or down of the electron at the atom and for the nucleons in the nucleus In this form, the particle should also have mass symmetry. For convenience and due to later explanations, I call this mass symmetry or mass duality as follows: mass and mass cloud. The mass cloud is located in the respective orbitals given by the Schrödinger equation. The orbitals represent the possible locations or places of the particle which are determined probabilistically by the respective Schröndiger equation.
Metal-organic molybdenum complexes were synthesized by the hydrothermal method using ammonium heptamolybdate as the metallic source, and as the organic ligand terephthalic acid (BDC) or bis(2-hydroxyethyl) terephthalate (BHET), obtained via glycolysis of poly(ethylene)terephthalate (PET). The BDC-Mo and BHET-Mo complexes were characterized by XRD, N2 physisorption, TGA, ATR-FTIR, SEM, XPS and their in vitro biocompatibility was tested by porcine fibroblasts viability. The results show that molybdates (MoO4-2) are coordinated to the carbonyl functional groups of BDC and BHET by urea bonding (-NH-CO-NH-) which is related to their high biocompatibility and high thermal stability. These organic molybdate complexes possess rectangular prism particles made up of rods arrays characteristics of molybdenum oxides (MoO3). The organic complexes BDC-Mo and BHET-Mo do not show to be cytotoxic for porcine dermal fibroblasts growing on their surface for up to 48 h of culture.
Exercise training with varying intensity increases maximal oxygen intake (VO2max), a strong predictor of cardiovascular and all-cause mortality. Purpose: The aim of this study was to find out the influence of low intensity aerobic training on the vo2 max in 11 to 14 years school girls in Hyderabad district. Methodology: The research scholar has randomly selected thirty (N=30) high school girls were selected as subjects and their age ranged between 11 to 14 years. The subjects were divided into two equal groups, each group consist of 15 total 30. Group one acted as experimental group (EG) and group two acted as control group (CG). The dependent variable vo2 max was selected and it is measured by manual test. Statistical Tool: The statistical tool paired sample ‘t’ test was used for analysing of the data and the obtained ‘t’ ratio was tested for significance at 0.05 level of confidence. Results: The analysis of the data revealed that there was a significant improvement on vo2 max by the application of low intensity aerobic.
Hybrid rice has the potential to outperform existing inbred rice and was said to have the potential to produce 14-20 % more yield. In response, Malaysia Government has introduced its very own first Hybrid Rice Variety knew as Kadaria 1 developed by MARDI. This is in line with one of the strategies outlined in Dasar Agromakanan Negara (DAN) 2011-2020 as an approach to increasing rice productivity within Malaysia. The next step would be developing our hybrid seed rice production system. Therefore, an experiment to determine the planting ratio and planting distance between 0025A (A)-a hybrid with MR283 (R)-inbreed variety was carried out. Planting ratios studied in this study were 2:4, 2:6, 2:8, and 2:10 while planting distance was 14 x 30 cm, 16 x 30 cm, and 18 x 30 cm. Statistical analyses suggested that yield R, yield A, and panicle number A were significantly affected by planting ratios while yield A was significantly affected by an interaction between planting distance and planting ratios. Panicle number A performed significantly higher at planting ratios of 2:4 compared to 2:10. Yield R shows higher significant performance under ratio 2:6 compared to 2:4 and 2:8. Relatively, yield A performed the best under planting distance of 18 x 30 cm. Furthermore, under this particular planting distance, the planting ratio of 2:10 shows the highest significant figure while 2:8 exhibits statistical parity. Both yield R and yield A were significantly affected by planting ratios and have a significant positive association with each other. Therefore, the planting ratio of 2:10 should be the best since it contributed to significantly highest value for yield A while yield R under 2:10 shows statistical parity with 2:6 which was the highest significant value. In conclusion, the combination of 2:10 with a planting distance of 18 x 30 cm was the best since it shows best potential for both yields A and yield R
This document summarizes a study on cassava production systems in the Tivaouane department of Senegal. Key findings include:
- Cassava is an important crop for food security but production in Senegal remains low compared to other African countries.
- The study examined farming practices through surveys of 85 producers in 8 communes across two agro-ecological zones.
- Analysis showed cassava is only grown during rainy season with traditional cultivation methods. Four of five recommended varieties were grown, with different varieties preferred in each zone.
Cassava plays an important role in improving food security and reducing poverty in rural areas. Despite its importance, its production in Senegal remains low compared to other African countries. Nowadays, it is confronted with numerous constraints. It is in this context that a study was conducted on the cassava production system in the Thiès "cassava granary" region, with the objective of examining farmers' cultivation practices. It was conducted in eight communes located in the department of Tivaouane, some of which are located in the Niayes agro-ecological zone and others in the central-northern groundnut basin. Surveys were conducted among the largest cassava producers in these communes. Analysis of the results showed that cassava is only grown in the rainy season with the same cultivation practices that have been used for years. Of the five varieties listed by the President of the Senegalese Cassava Interprofession, only four are grown in the areas surveyed. The Terrasse (43%) and Kombo (36%) varieties are grown more by our respondents in the Niayes area. Soya (75%) and Wallet "Parydiey" (20% of our sample) dominate in the central-northern groundnut basin.
We are witnessing very demanding and stressful times in which we live, and an occupation that is particularly exposed to stress and different working conditions is the job of a nurse. Exposing themselves to everyday challenges and stressful situations, nurses reach a stage of great emotional and physical exhaustion, lethargy, dissatisfaction, and poorer work achievements, which we know as burnout. The aim of this paper was to determine whether there is and to what extent professional burnout is present in nurses and technicians working in nursing homes across Slovenia and Croatia. The paper is answering the questions of the extent of the burnout influenced by individual characteristics (age, education, years of service and work experience at the current workplace). The study involved a validated questionnaire “The Oldenburg Burnout Inventory (OLBI)” to measure professional burnout. Surveying of the nurses was conducted online at their home institutions. The results show that all respondents have a medium or high level of professional burnout, while no one has a low level or shows no signs of burnout. In terms of age, the group from 55-65 years of age had the highest relative level of burnout in the age group category. With regard to education, the highest burnout was measured in registered nurses.
This document discusses hepatitis and its transmission through needlestick injuries. It covers the different types of hepatitis viruses, their epidemiology, risk factors, and transmission. Healthcare workers are at high risk of contracting hepatitis B and C through needlestick injuries involving contaminated needles and sharps. Dental professionals face increased risk due to exposure to blood and saliva. The document recommends vaccination, safe handling of needles and sharps, and post-exposure prophylaxis to prevent transmission of hepatitis viruses occupationally.
More from Associate Professor in VSB Coimbatore (20)
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UI5con 2024 - Bring Your Own Design SystemPeter Muessig
How do you combine the OpenUI5/SAPUI5 programming model with a design system that makes its controls available as Web Components? Since OpenUI5/SAPUI5 1.120, the framework supports the integration of any Web Components. This makes it possible, for example, to natively embed own Web Components of your design system which are created with Stencil. The integration embeds the Web Components in a way that they can be used naturally in XMLViews, like with standard UI5 controls, and can be bound with data binding. Learn how you can also make use of the Web Components base class in OpenUI5/SAPUI5 to also integrate your Web Components and get inspired by the solution to generate a custom UI5 library providing the Web Components control wrappers for the native ones.
Consistent toolbox talks are critical for maintaining workplace safety, as they provide regular opportunities to address specific hazards and reinforce safe practices.
These brief, focused sessions ensure that safety is a continual conversation rather than a one-time event, which helps keep safety protocols fresh in employees' minds. Studies have shown that shorter, more frequent training sessions are more effective for retention and behavior change compared to longer, infrequent sessions.
Engaging workers regularly, toolbox talks promote a culture of safety, empower employees to voice concerns, and ultimately reduce the likelihood of accidents and injuries on site.
The traditional method of conducting safety talks with paper documents and lengthy meetings is not only time-consuming but also less effective. Manual tracking of attendance and compliance is prone to errors and inconsistencies, leading to gaps in safety communication and potential non-compliance with OSHA regulations. Switching to a digital solution like Safelyio offers significant advantages.
Safelyio automates the delivery and documentation of safety talks, ensuring consistency and accessibility. The microlearning approach breaks down complex safety protocols into manageable, bite-sized pieces, making it easier for employees to absorb and retain information.
This method minimizes disruptions to work schedules, eliminates the hassle of paperwork, and ensures that all safety communications are tracked and recorded accurately. Ultimately, using a digital platform like Safelyio enhances engagement, compliance, and overall safety performance on site. https://safelyio.com/
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14 th Edition of International conference on computer visionShulagnaSarkar2
About the event
14th Edition of International conference on computer vision
Computer conferences organized by ScienceFather group. ScienceFather takes the privilege to invite speakers participants students delegates and exhibitors from across the globe to its International Conference on computer conferences to be held in the Various Beautiful cites of the world. computer conferences are a discussion of common Inventions-related issues and additionally trade information share proof thoughts and insight into advanced developments in the science inventions service system. New technology may create many materials and devices with a vast range of applications such as in Science medicine electronics biomaterials energy production and consumer products.
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Measures in SQL (SIGMOD 2024, Santiago, Chile)Julian Hyde
SQL has attained widespread adoption, but Business Intelligence tools still use their own higher level languages based upon a multidimensional paradigm. Composable calculations are what is missing from SQL, and we propose a new kind of column, called a measure, that attaches a calculation to a table. Like regular tables, tables with measures are composable and closed when used in queries.
SQL-with-measures has the power, conciseness and reusability of multidimensional languages but retains SQL semantics. Measure invocations can be expanded in place to simple, clear SQL.
To define the evaluation semantics for measures, we introduce context-sensitive expressions (a way to evaluate multidimensional expressions that is consistent with existing SQL semantics), a concept called evaluation context, and several operations for setting and modifying the evaluation context.
A talk at SIGMOD, June 9–15, 2024, Santiago, Chile
Authors: Julian Hyde (Google) and John Fremlin (Google)
https://doi.org/10.1145/3626246.3653374
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Educational Gaming Mobile App in Assisting Kids in Learning Math and English
1. Middle East Journal of Applied Science & Technology (MEJAST)
Vol.3, Iss.3, Pages 68-80, July-September 2020
ISSN: 2582-0974 [68] www.mejast.com
Country: Ghana
Educational Gaming Mobile App in Assisting Kids in Learning Math and
English
Prince Kelvin Owusu1
& Raul Asante Adjei-Boateng2
1
Information Systems Department, Ghana Communication Technology University, Ghana. Email: powusu@gtuc.edu.gh
2
Computer Science Department, Coventry Undergraduate Programme. Email: phamouz2@gmail.com
Article Received: 29 June 2020 Article Accepted: 22 August 2020 Article Published: 23 September 2020
1. Introduction
We live in a world where computing devices are our go-to devices in our day to day activities. The upcoming
generation is more exposed to these opportunities and as such we would like to exploit their potential to the highest
extent. Childhood education is a very essential and delicate issue. Childhood education is directed towards the
establishment of the social, emotional, cognitive, and physical needs to constitute a firm starting point for life-long
learning. Childhood education in our part of the world has become more tailored towards meticulous instructions
given to young students. Young children are instructed to be at their desks working on academic tasks. This usually
takes place with little or no breaks factoring playtimes and less mentally demanding tasks. These requirements for
studies in our part of the world have repressed teachers and drained the expressiveness from the children hence
eliminating the joy associated with learning.
As a result, this study has been directed towards finding more interesting and interactive ways to make children
learn as well as track their performance through educational games. The games however will allow the child to
have fun at the same time learn which would make it less stressful and more efficient. We could describe the
approach as killing two birds with one stone. Making learning more conducive and fun helps students pay rapt
attention to learning sessions and stay focused throughout. A very excellent reason promote educational games is to
empower and at the same time incite students to study outside the traditional classroom setting. Studies have proven
that games tend to make students focus and learn better. According to Lepper and Cordova, 1992 the revision of
lessons embedded with stories combined with challenges that urge students to surpass significantly improves the
rate at which students learn. The usage of games for teaching and learning is a conducive alternative for children of
this generation. This will facilitate the learning process of subjects that are conceived difficult to learn making them
ABSTRACT
Education in every country is very critical to each one of us. This project seeks to identify the problems associated with learning at the elementary
level, and the highlights the effects of poor educational foundations have on children when they grow to learn at the advanced level. The project
proposes the designing and implementing of an educational video game app that can assist children from ages 2 to 7 years in overcoming the
challenges associated with poor educational foundation in most developing countries in Africa especially. This app is design by creating an intuitive
mobile application that will aid in the understanding of basic concepts associated with learning and the ability for elementary school children to
employ this in their respective everyday activities. The project is also designed to encourage children in the whole study process hence not making it
boring but exciting and more fun for children as well. It also seeks to help parents’ teachers and guardians to track the progress of children who use
the application and helps them know the needed support that they require to make each study session a success. The study incorporates a rigorous
literature review that seeks to identify all the gaps associated with solving the problem. This project adopts the Scrum methodology. The scrum
method is a simple adaptive framework to deliver working software in sprints. It has three main stakeholders the Product owner, scrum master and the
team members. It uses two main artifacts namely the product backlog and the sprint backlog to guide the team during sprints. The study concluded
that the use of educational video games in learning math and English by the children is helpful since the children can quickly grasp the concepts
within very short period.
Keywords: Educational games, Cognitive development, Game app, Early childhood education, Information systems education, Digital Game-Based
Learning.
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more fun hence motivating students to undertake this process. This approach will also breed the competitive nature
that is buried in children to help motivate them to accomplish tasks associated with their studies. Another benefit of
educational games will be to provide the student with quick and precise feedback that will help students identify the
right approaches to consider succeeding.
Students of today grew up exposed to different kinds of technologies which are entirely different from what their
teachers grew up with. A study by an educational video game designer states that students of today are used to
thinking about multiple things at a time and trying to find solutions too at the same time, however they tend to have
little or no patience with understanding things associated with reasoning in a linear manner or delayed satisfaction
associated with the resolution of tasks (Prensky, 2001a ; Prensky, 2001b ). The educational system in Ghana has
been influenced by the definition of standards and the taking of tests. This however has resulted in the collection of
mammoth amounts of data just to establish the fact that teachers are doing their jobs and children are learning.
These prerequisites have subdued teachers and siphoned off the creativity and radiance from academic work for
students. Woefully, this misplaced viewpoint to studies has now been seeped down the youngest of our generation.
Over the past years the amount of activities in classrooms have reduced immensely. Artistic and musical activities
have also been on the downside which is really hindering the expressional attributes children possess. Based on
these observations’ children being forced to churn large formulas and procedures into their heads in the name of
education. The process of studying should be made less demanding in order to make it more attractive to the
children and if possible, make them develop some kind of passion for particular subject areas as a result of the
current educational system they may be convinced to run away from their passion from day one. Play is much more
than recreation or an activity for enjoyment, play is how a child learns. Instead society puts a high value on
academics to show how much a child has learned. Our challenge is to provide education for our little ones in a fun
way. We want to attempt to respond to this need through some computer-aided educational games. The reason for
this approach to the resolution of the problem stated is that games tend to provide an immense escape from reality
as a whole. Hence the consequences are not permanent. This environment will drive the players (students) to
overcome their fears and in the long run develop the “can do” attitude towards work that will help them in future
immensely.
2. Literature Review
A. An Overview of Games
There is a huge assemblage of research supporting the capability of utilizing games as an instructive device. This
exploration research games comparable to the subjective way to deal with learning and additionally inspects
factors, for example, player commitment and the psychosocial perspectives that have an orientation on learning. As
indicated by the intellectual methodology of learning, games could be advantageous for various reasons. Right off
the bat, it is guaranteed that in games information or aptitudes learned and rehearsed are bound to move than when
drilled on a solitary sort of issue. When aced, the information and aptitudes are rehearsed further to give
overlearning. This prompts the information and abilities turning out to be automatized and merged in memory, with
the goal that the student can start to concentrate deliberately on grasping or applying new data (Gentile and Gentile,
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2005). Also, games appear to place the student in the job of chief, pushing players through ever harder difficulties,
and learning is cultivated through experimentation (Gee, 2003). Games additionally have a noteworthy favorable
position in that understudies get prompt criticism on their activities and choices, welcoming investigation, and
experimentation (Kirriemuir, 2002). Also, games are very much sequenced in levels of expanding trouble,
multifaceted nature or pace, with progress at resulting levels dependent upon capabilities aced at past levels and can
be utilized as an instructive device since they have clear targets, regularly set at various trouble levels to adjust to
the earlier information and abilities of every student (Gentile and Gentile, 2005). In particular, the pace of the
exercises can be balanced for quicker or slower students, fledglings, or specialists, to really convey separated
guidance and this is the epitome of the winding educational plan (Bruner, 1960). Another purpose behind proposing
games as great instructive apparatuses is that they are drawing in for players (Prensky, 2001) inspiring them by
means of fun, challenge and moment visual criticism inside a total, intuitive virtual playing condition, whereby
atmosphere data makes a vivid encounter, supporting enthusiasm for the game (Mitchell and Savill-Smith, 2004).
Concerning the psychosocial factors that impact learning, it has been referenced that games can energize students
who need premium or on the other hand certainty (Klawe, 1994). Besides, Mitchell and Savill-Smith (2004)
express that perplexing games, specifically, can possibly bolster subjective preparing and the advancement of key
aptitudes. With respect to scholastic execution, it is asserted that mind motions, related with navigational and
spatial learning, happen all the more much of the time in progressively complex games, and this expands clients'
learning and memory abilities and supports more prominent scholarly, social and PC proficiency aptitudes (Natale,
2002). The above discoveries are just a portion of those that recommend that the possibility of utilizing games in the
training procedure is more than promising. It appears that games can show youngsters in a fun, drawing in,
spurring, intriguing and empowering way, empowering the educating of complex new data, in any case too hard to
even think about being instructed in a study hall, since information can be balanced for various kinds of learning,
and prompting the advancement of key abilities through experimentation and experimentation. Along these lines
both scholastic execution and relational relations can be upgraded by the standards of the winding educational
program. Game scientists frequently differ on whether instructive games can be drawing in for players. To address
this inquiry first, we have to analyze numerous components in game play perspectives, for example, the recurrence
of game play by youngsters and sex contrasts in their utilization, recognizable proof with the characters of the
games and the kinds of games that youngsters like, so as to check the capability of utilizing games as an instructive
device. In addition, since web-based games are being proposed as an instructive apparatus, we have to analyze
some psychosocial factors that may impact learning, for example, the relationship of game play with scholastic
execution, confidence and PC self-efficacy.
B. The Concept of E-learning
E-learning or electronic learning is the desired approach that most educational institutions use to educate their
students. Most academic institutions in existence have at least one course being delivered through this means. this
approach is supposedly better because of it providing the student with the ability to learn at their own pace. There is
also the flexibility associated with the ability to self-enroll on courses at the student’s desired time. However what
e-learning provides in this case is just the extension of the traditional classroom learning which may not be entirely
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beneficial to the student regardless of the added flexibility. This is so because of the lack of the zeal in students to
repeat the experience as a result student still face learning challenges with e-learning.
C. The Concept of Educational Games
The concept of educational games is perceived as an activity that is targeted at providing the users hands on
experience to theoretical educational content. The use of educational games seeks to present complex scenarios
without discouraging users to ease the frustrations of theoretical studies. This however can be applied in the
professional field to grant the users hands on experience on professional practices. Educational games however
have increased motivation in students and lead to increased participation in activities found in the game to help
them understand better the contents being delivered though the medium. It has also been identified that the
introduction of educational games has led to the prospect to present diverse concepts in an integrated manner. There
is also the mention of the ample and self-motivated examples of concepts that can be shared by students and their
teachers. There is also the distinctive interaction with the main beneficiaries (students) that tends to satisfy their
urge to understand concepts hence derive knowledge and be motivated at the same time.
D. Characteristics of Educational Games
Educational mobile games have become extremely prevalent in the world in which we live in. The current
pandemic in which we find ourselves have increased their patronage vastly because of their benefits associated with
the improvement the learning process that students undertake. The motivation to learn as well as ease of use are
critical to the design in the educational games. There are already existing games under these criteria, but it is
important to compare the respective characteristics and assess the features that are more important than the rest.
The characteristics apply to three main factors usability, learning motivation and user interface.
Table 1: Characteristics of Educational Games
Characteristics Application Areas
The game is easy to understand regardless of the levels Usability
The elements within the interface are illustrative in the description of
their respective functionality.
Usability
It is easy to know the current score or ranking within the game Usability
The game is designed to help improve knowledge skills and
experience
Learning Motivation
Ability to learn more with the game compared to the traditional
educational methods
Learning Motivation
The tendency to repeat the experience User Interface
Results of the game assessing the level of knowledge Usability
Attractive interface User interface
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E. Game Development Mechanics
The elements of "agreeableness" and "playability" have been recognized as embodying SG (Procci, Chao,
Bohnsack, Olsen, and Bowers, 2012). Playability is depicted by Procci et al. (2012) as a comprehensive, integrative
quality. On the off chance that these aspects are to be fused into games for individuals with ID, at that point a
detailed thought of how they can be conveyed, that is, the Game Mechanics, is required. Arnab et al. (2015)
characterized Genuine Game Mechanics as the "structure choice that concretely realizes the change of a learning
practice/goal into a mechanical component of ongoing interaction" (Arnab et al., 2015, p. 393). Various plan
factors that make diversion games appealing have been recognized: games are visually convincing and have
tangible appeal; they give fascinating and novel encounters; they are challenging and intelligent; they give
criticism; allow player control; change time mindfulness; and are propelling (McGonigal, 2011; Prensky, 2001).
The Info Process Outcome model depicted by Harris et al. emphasized the need to explain how game attributes are
coordinated with the significant instructional substance to give profitable player encounters in an intuitive circle of
player conduct, framework input and player evaluation, that lead to the predetermined learning results. Arnab et al.
(2015) also depicted how the game highlights bolster learning exercises with their LM-GM model which
recognized 31-learning mechanics (such as explore, identify and analyze), and mapped these into proper game
mechanics (such as game turns, movement, and input), giving a helpful model to game plan. These models
emphatically propose the should be clear about the learning results looked for, and how these can be realized in
gamified learning exercises. Inside and out thought of these issues is at present ailing in games for health generally
(Kelley et al., 2017) and especially in games for individuals with ID (Baranowski et al., 2016). While several
pedagogical speculations are pertinent to learning in games, game architects have been diverse in using significant
builds from a scope of hypotheses, such as constructivism and arranged perception (Dondlinger, 2007), as well as
dynamic learning, self-guideline, experiential learning, and platform (Arnab et al., 2015). It is generally helpful to
identify learning exercises or tasks that are required and the game exercises that can best help these as Arnab
recommends. 694 English Journal of Educational Innovation Vol 49 No 4 2018 VC 2018 English Educational
Exploration Association Games offer the limit with respect to continuous execution audit through learning
analytics, the ability to (generally inconspicuously) gather and analyze cooperation information accumulated by
learning the executives frameworks. These are probably going to be especially helpful to augment the learning
potential of games for individuals with ID. While learning analytics have been applied in educational settings to
improve learning, it has also been called attention to that it might be valuable to recognize" movement analytics"
from "learning analytics" (Wilson, Watson, Thompson, Drew, and Doyle, 2017, p.997). At last, such information
potentially bolster learning if it is custom fitted to the individual understudy and can advance the inclusivity of SG
by giving personalized learning. By installing learning analytic models inside health-related games, it is
conceivable to catch the learning necessities of individuals with inabilities, and how they change through the span
of the learning venture. Cano et al. (2016) implanted in a learning analytics model inside the game, downtown: A
Metro Experience, intended for students with ID. The learning analytics caught included total time spent playing,
movement, and time slipped by without accomplishing a goal, which was then converted into client necessities. The
utilization of game learning analytics is especially challenging because of the exceptionally intuitive nature of
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games combined with the short cooperation cycles typical of ongoing interaction. By the by, proof such as Cano et
al. shows both the feasibility of catching learning analytic information for SG, and its utilization in adjusting games
to every individual's psychosocial profile.
F. Design of educational games
The interactive design concepts of educational games for preschool children can be divided into three main aspects
of organizational structure, and knowledge presentation and interactive experience:
• Organizational interface structure: The absence of a hierarchical framework defines the simplistic hierarchical
interface structure. It, coupled with simple control, helps to minimize interference of interface elements in
children's service, so that their attention can be more concentrated on the narratives of educational games.
• Method of presenting information: To meet children's cognitive development needs, presentation methods such
as information classification and information visualization are implemented to help improve their cognitive level.
Light colors, custom graphical interfaces and animation effects can, however, stimulate the intense interest of a
child and fulfill their need for joy while at the same time stimulating the development of unwanted attention.
• Interactive games experience: Life-scenes and social experiences enable children to have a greater sense of
presence and inspire them to better understand and explore learning materials and reap the benefits of active
learning. A good social interaction and encouragement make children more comfortable and help them learn more
quickly from the games they are engaging in, maximizing the effect of teaching through enjoyable activities.
• The goal of educational games is to provide an engaging learning experience in line with the requirements of
physiological and cognitive psychological development of children; and to use specific interactive methods to
stimulate the interest of children
But questions have arisen around this subject. For example, whether kids should play educational games, how to
play educational games and how to design such games suitably for preschool kids. Such problems have become
major worries for parents and educators alike. Therefore, according to the needs of cognitive development of
children, it is important that game interfaces and environments are adequately developed to provide interactive
activities to help create more effective teaching strategies.
Following a comprehensive analysis of existing domestic and foreign educational applications, early childhood
education goals can be categorized into three main areas: cognition, emotional skills and action. These three areas
can be seen to have in action the following: vocabulary awareness, analytical skills, cognitive technique, attitude,
emotion and ability. Research also discovered that traditional early childhood education is predominantly based on
understanding language knowledge and academic competencies. With respect to image-identifying cognition, it
mainly adopts methods such as object-identification cards, puzzles, and sticker books which can be classified as
focusing on receptive knowledge. But the solutions do have drawbacks:
• As a special group, pre-school children's cognitive thinking is still in its initial stages, and the current framework
for interaction does not conform to the cognitive characteristics and cognitive patterns of children.
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• The interfaces for educational application have too many layers and are too complex, lacking visual centers which
make it difficult for children to use them.
• Direct transition to the traditional early education style digital platform does not take full advantage of the
platform's functionality and benefits.
Consequently, the experiences of preschool children with games of educational image-identification are a field
worth exploring. The purpose of cognitive development is to prepare the children for their future challenges and
roles. The interactive scenes of pictures, sounds, animations, and other media render image recognition feel like
play, which enhances children's engagement in learning, enriching a child's experience to achieve the teaching
purpose through lively activities. Around the same time, open interactive scenes often leverage children's
imagination and ingenuity, turning conventional receptive experience into articulate comprehension.
3. Methodology
This section describes the method used to design the system. The iterative process was used for this study which
implies a process for arriving at a decision or a desired result by repeating rounds of analysis or a cycle of
operations. The objective is to bring the desired decision or result closer to discovery with each repetition
(iteration). The iterative process can be used where the decision is not easily revocable (such as a marriage or war)
or where the consequences of revocation could be costly.
A child can progress to the next phase by repeating cycle of the operations at one stage till he or she is able to
familiarize himself/herself with the alphabets or numbers and be able to recognize them with ease. If a child is
unable to identify the objects or text in the next phase, then the system stops and move the child to the previous
stage to begin again.
Figure 1
The menu layout provides an interface for the user to be able to select the game he or she is interested in playing.
This layout also has a shortcut to the scores layout and displays the username in its heading. The layout has a
simplistic design accompanied with quite large fonts to make it easy to navigate to the various games of interest.
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Figure 2. Math Layout
Math Layout
The math layout allows players to perform basic calculations with the help of visually represented objects as seen
below. This is to capture the photographic portions of the mind in to processing the images there and converting
that into a numerical format helping the player better understand the basic mathematical functions easily
Figure 3. Word Layout
Word Layout
The word layout provides clues using images to help students fill in the right word. This also aids in the recollection
of words that have quite confusing spellings and challenges the players in getting those words right in the long run
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Figure 4. Logic Layout
Logic Layout
The logic layout seeks to provide trivial questions and puzzles to the players in a way such that the student will be
compelled to apply both math and word related skills to accomplish tasks offered in this section.
Figure 5. Learn English Layout
Learn Layout
The learn layout is an intuitive section for the child using a lot of colored animations to teach the child to lean both
math and English on demand. It is coupled with clear sounds to aid the child hear what exactly he or she is learning
in relation to the selected on the learn menu.
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Figure 6. Word Layout
Word Layout
The word layout provides clues using images to help students fill in the right word. This also aids in the recollection
of words that have quite confusing spellings and challenges the players in getting those words right in the long run.
4. Conclusion
To sum up, the idea of building a mobile game for kids between the ages between two and seven is to help increase
the zeal to gain interest in subjects that are usually considered as being difficult to understand from the beginning of
education. This approach was accomplished by using a more graphical and welcoming approach to create fun and a
conducive atmosphere for learning other than a more tensed one which always require the kid to read from a book
of blackboard. The study was carried out using a carefully selected current and precise literature highlighting on the
basic elements required for an in-depth understanding of learning patterns in children and branching more into the
effects in adults. The literature threw more light on the respective careers children aspire to be in the future but as a
result of lack of interest in certain areas they are discouraged to pursue further hence they tend to go in for other
options that they do not in most cases perform very well. The literature also delves into ways that help grab
attention through the use of graphics on mobile devices that will help the players of the game have fun at the same
time learn and tap in to the photographic aspects of their mind to help them be able to understand and recollect
better in the long run. The study also makes use of the scrum methodology as the preferred agile development
approach to be used. this was the preferred approach as a result of the ability of the development aspects to be
divided in to multiple parts that will enable it to be viewed as individual components to ensure they meet the desired
standards with respect to the project’s laid down objectives.
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The aim of the project has been met despite there being more room for improvement in the future to make it more
effective and efficient. Some of the recommendations include, the integration of Artificial Intelligence (AI) to help
track the learning patterns to know exactly where a student does not perform well to bridge the gap.
The study can be equipped with the adequate functions to help facilitate learning not just at the lower level but also
at the higher level using more advanced games to help adults to study and be able to apply what they learn in more
practical and complicated scenarios to provide a virtual hands on experience like the use of Augmented Reality
(AR) and Virtual Reality (VR).
Declarations
Source of Funding
This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit
sectors.
Competing Interests Statement
The authors declare no competing financial, professional and personal interests.
Consent for publication
We declare that we consented for the publication of this research work.
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