2 resultados para intention to learn

em Repositório Científico da Universidade de Évora - Portugal


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(Prefácio) This dissertation is submitted for the degree of Masters (Engenharia Informática) at University of Évora. Under the supervision of Professor Francisco Manuel Gonçalves Coelho, i have selected to work on game design. With the specific period of time and resources, an attempt has been made to make a serious educational game. While writing this thesis, the objective was to describe a math game for solving mathematical equations. Injecting learning factor in a game, is a main concern of this project. The document is about the description of ‘X in Balance’ game. This game provides a platform for school aged students to solve the equations by playing game. It also gives a unique dimension of putting fun and math in a same platform. The document describes full detail on the project. The first chapter gives an introduction about the problem faced by students in doing maths and the learning behavior of a game. It also points out the opportunities that this game might brings and the motivation behind doing this work. It describes the game concept and its genre too. Besides, the second chapter tells state of an art of serous educational game. It defines the concept of serious game and its types. Furthermore, it justifies the flexibility of serious games to adapt all learning styles. The impact of serious games on learning is also mentioned. It also includes the related work of other researchers.

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Dyscalculia stands for a brain-based condition that makes it hard to make sense of numbers and mathematical concepts. Some adolescents with dyscalculia cannot grasp basic number concepts. They work hard to learn and memorize basic number facts. They may know what to do in mathematical classes but do not understand why they are doing it. In other words, they miss the logic behind it. However, it may be worked out in order to decrease its degree of severity. For example, disMAT, an app developed for android may help children to apply mathematical concepts, without much effort, that is turning in itself, a promising tool to dyscalculia treatment. Thus, this work focuses on the development of an Intelligent System to estimate children evidences of dyscalculia, based on data obtained on-the-fly with disMAT. The computational framework is built on top of a Logic Programming framework to Knowledge Representation and Reasoning, complemented with a Case-Based problem solving approach to computing, that allows for the handling of incomplete, unknown, or even contradictory information.