940 resultados para Computer games
Resumo:
Computer games have now been around for over three decades and the term serious games has been attributed to the use of computer games that are thought to have educational value. Game-based learning (GBL) has been applied in a number of different fields such as medicine, languages and software engineering. Furthermore, serious games can be a very effective as an instructional tool and can assist learning by providing an alternative way of presenting instructions and content on a supplementary level, and can promote student motivation and interest in subject matter resulting in enhanced learning effectiveness. REVLAW (Real and Virtual Reality Law) is a research project that the departments of Law and Computer Science of Westminster University have proposed as a new framework in which law students can explore a real case scenario using Virtual Reality (VR) technology to discover important pieces of evidence from a real-given scenario and make up their mind over the crime case if this is a murder or not. REVLAW integrates the immersion into VR as the perception of being physically present in a non-physical world. The paper presents the prototype framework and the mechanics used to make students focus on the crime case and make the best use of this immersive learning approach.
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El artculo identifica y analiza el discurso predominante que poseen 12 nios y 7 nias de 7 y 8 ao bsico pertenecientes a 4 establecimientos educacionales en la ciudad de Talca en Chile, en torno a la transgresin de las identidades tradicionales de la mujer en los videojuegos. Para ello durante el 1 semestre del ao 2014 al interior de un programa de formacin de profesores/as en Artes Visuales se implementa una estrategia didctica centrada en la expresin grfica denominada Crea tu propia personaje para videojuego. Haciendo partcipes a nios y nias junto a profesionales en formacin de una propuesta metodolgica basada en la Investigacin-Accin enmarcada en las prcticas profesionales. Concluyendo tras el anlisis semntico de dibujos y relatos, que las imgenes representativas de la mujer en los videojuegos transgreden las identidades tradicionales de gnero al interior de un marco androcntrico predominante.
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Different types of serious games have been used in elucidating computer science areas such as computer games, mobile games, Lego-based games, virtual worlds and webbased games. Different evaluation techniques have been conducted like questionnaires, interviews, discussions and tests. Simulation have been widely used in computer science as a motivational and interactive learning tool. This paper aims to evaluate the possibility of successful implementation of simulation in computer programming modules. A framework is proposed to measure the impact of serious games on enhancing students understanding of key computer science concepts. Experiments will be held on the EEECS of Queens University Belfast students to test the framework and attain results.
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Computer game technology is poised to make a significant impact on the way our youngsters will learn. Our youngsters are Digital Natives, immersed in digital technologies, especially computer games. They expect to utilize these technologies in learning contexts. This expectation, and our response as educators, may change classroom practice and inform curriculum developments. This chapter approaches these issues head on. Starting from a review of the current educational issues, an evaluation of educational theory and instructional design principles, a new theoretical approach to the construction of Educational Immersive Environments (EIEs) is proposed. Elements of this approach are applied to development of an EIE to support Literacy Education in UK Primary Schools. An evaluation of a trial within a UK Primary School is discussed. Conclusions from both the theoretical development and the evaluation suggest how future teacher-practitioners may embrace both the technology and our approach to develop their own learning resources.
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Commercial computer games contain physics engine components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a detailed scientific investigation of the physics engine of Unreal Tournament 2004 (UT2004). This article presents their motivation, methodology, and results. The author presents the findings of experiments that probed the accessibility and fidelity of UT2004's physics engine, examples of educational materials developed, and an evaluation of their use in high school classes. The associated pedagogical implications of this approach are discussed, and the author suggests guidelines for educators on how to deploy the approach. Key resources are presented on an associated Web site.
Resumo:
Computer games such as Unreal Tournament (UT2004 and UT3) contain a 'physics engine' responsible for producing believable dynamic interactions between players and objects in the three-dimensional (3D) virtual world of a game. Through a series of probing experiments we have evaluated the fidelity and internal consistency of the UT2004 physics engine. These experiments have then led to the production of resources which may be used by learners and teachers of secondary-school physics. We also suggest an approach to learning, where both teachers and pupils may produce learning materials using the Unreal Tournament editor 'UnrealEd'.
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At the University of Worcester we are continually striving to find new approaches to the learning and teaching of programming, to improve the quality of learning and the student experience. Over the past three years we have used the contexts of robotics, computer games, and most recently a study of Abstract Art to this end. This paper discusses our motivation for using Abstract Art as a context, details our principles and methodology, and reports on an evaluation of the student experience. Our basic tenet is that one can view the works of artists such as Kandinsky, Klee and Malevich as Object-Oriented (OO) constructions. Discussion of these works can therefore be used to introduce OO principles, to explore the meaning of classes, methods and attributes and finally to synthesize new works of art through Java code. This research has been conducted during delivery of an Advanced OOP (Java) programming module at final-year Undergraduate level, and during a Masters OO-Programming (Java) module. This allows a comparative evaluation of novice and experienced programmers learning. In this paper, we identify several instructional factors which emerge from our approach, and reflect upon the associated pedagogy. A Catalogue of ArtApplets is provided at the associated web-site.
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Computers have invaded our offices, our homes, cars and coffee-pots; they have become ubiquitous. However, the advance of computing technologies is associated with an increasing lack of visibility of the underlying software and hardware technologies. While we use and accept the computer, we neither know its history nor functionality. In this paper, we argue that this is not a healthy situation. Also, recruitment onto UK Computing degree courses is steadily falling; these courses are appearing less attractive to school-leavers. This may be associated with the increasing ubiquity. In this paper we reflect on an MSc. module of instruction, Concepts and Philosophy of Computing, and a BSc. module Computer Games Development developed at the University of Worcester which address these issues. We propose that the elements of these modules form a necessary part of the education of all citizens, and we suggest how this may be realized. We also suggest how to re-enthuse our youth about computing as a discipline and halt the drop in recruitment.
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Computers have invaded our offices, our homes, cars and coffee-pots; they have become ubiquitous. However, the advance of computing technologies is associated with an increasing lack of visibility of the underlying software and hardware technologies. While we use and accept the computer, we neither know its history nor functionality. In this paper, we argue that this is not a healthy situation. Also, recruitment onto UK Computing degree courses is steadily falling; these courses are appearing less attractive to school-leavers. This may be associated with the increasing ubiquity. In this paper we reflect on an MSc. module of instruction, Concepts and Philosophy of Computing, and a BSc. module Computer Games Development developed at the University of Worcester which address these issues. We propose that the elements of these modules form a necessary part of the education of all citizens, and we suggest how this may be realized. We also suggest how to re-enthuse our youth about computing as a discipline and halt the drop in recruitment.
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Bakgrund: Fr att uppn en god barnanpassad vrd inom ortopedteknik krvs information om hur barn uppfattar mtet p en ortopedteknisk avdelning. Genom att ta del av barns tankar, sikter och frslag kan verksamheter i framtiden lttare argumentera fr exempelvis hur lokaler br inredas och hur man br bemta barn. Syfte: Syftet med denna studie r att underska hur barn upplever mtet p en ortopedteknisk avdelning i avseendet vrdmilj och mte med ortopedingenjren. Metod: En kvalitativ metod dr deltagarna fr rita och bertta kallad Draw and tell och tta intervjuer med barn mellan 6 till 12 r om deras upplevelse efter besket hos en ortopedingenjr genomfrdes. Intervjuerna transkripterades och en innehllsanalys genomfrdes. Resultat: Vissa gemensamma faktorer hittades i intervjuerna s som att det ansgs att det samtalades fr mycket utan att engagera barnet samt att aktiviteter som fanns sgs som bra d det kunde bli lite vntan under besket. Det fanns flera frslag p andra aktiviteter som nskades under vntan och speglade barnens egna intressen s som datorspel och bcker. Slutsats: Denna studie visar att det som ortopedingenjren r viktigt att engagera barnen vid mtena samt att aktiviteter finns till hands under lnga vntetider. Nyckelord: Barns upplevelser, ortopedteknik, ortopedingenjr, bemtande, milj
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Observations of continuous radio and sporadic X-ray emission from low-mass objects suggest they harbor localized plasmas in their atmospheric environments. For low-mass objects, the degree of thermal ionization is insufficient to qualify the ionized component as a plasma, posing the question: what ionization processes can efficiently produce the required plasma that is the source of the radiation? We propose Alfven ionization as a mechanism for producing localized pockets of ionized gas in the atmosphere, having sufficient degrees of ionization ( 107) that they constitute plasmas. We outline the criteria required for Alfven ionization and demonstrate its applicability in the atmospheres of low-mass objects such as giant gas planets, brown dwarfs, and M dwarfs with both solar and sub-solar metallicities. We find that Alfven ionization is most efficient at mid to low atmospheric pressures where a seed plasma is easier to magnetize and the pressure gradients needed to drive the required neutral flows are the smallest. For the model atmospheres considered, our results show that degrees of ionization of 1061 can be obtained as a result of Alfven ionization. Observable consequences include continuum bremsstrahlung emission, superimposed with spectral lines from the plasma ion species (e.g., He, Mg, H2, or CO lines). Forbidden lines are also expected from the metastable population. The presence of an atmospheric plasma opens the door to a multitude of plasma and chemical processes not yet considered in current atmospheric models. The occurrence of Alfven ionization may also be applicable to other astrophysical environments such as protoplanetary disks.
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Elongated dust grains exist in astrophysical plasmas. Anisotropic growth of elliptical dust grains, via plasma deposition, occurs if the deposited ions are non-inertial. In reality the extent of such growth depends upon the initial kinetic energy of the ions and the magnitude of the electric field in the sheath. Simulations of the dynamics of the ions in the sheath are reported, showing how elliptical growth is related to the initial eccentricity and size of the seed relative to the sheath length. Consequences for the eventual fate of elliptical dust are then discussed.
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Context. Recent observations of brown dwarf spectroscopic variability in the infrared infer the presence of patchy cloud cover. Aims. This paper proposes a mechanism for producing inhomogeneous cloud coverage due to the depletion of cloud particles through the Coulomb explosion of dust in atmospheric plasma regions. Charged dust grains Coulomb-explode when the electrostatic stress of the grain exceeds its mechanical tensile stress, which results in grains below a critical radius a < a Coul crit being broken up. Methods. This work outlines the criteria required for the Coulomb explosion of dust clouds in substellar atmospheres, the effect on the dust particle size distribution function, and the resulting radiative properties of the atmospheric regions. Results. Our results show that for an atmospheric plasma region with an electron temperature of Te = 10 eV (105 K), the critical grain radius varies from 107 to 104 cm, depending on the grains tensile strength. Higher critical radii up to 103 cm are attainable for higher electron temperatures. We find that the process produces a bimodal particle size distribution composed of stable nanoscale seed particles and dust particles with a a Coul crit , with the intervening particle sizes defining a region devoid of dust. As a result, the dust population is depleted, and the clouds become optically thin in the wavelength range 0.110 m, with a characteristic peak that shifts to higher wavelengths as more sub-micrometer particles are destroyed. Conclusions. In an atmosphere populated with a distribution of plasma volumes, this will yield regions of contrasting radiative properties, thereby giving a source of inhomogeneous cloud coverage. The results presented here may also be relevant for dust in supernova remnants and protoplanetary disks.
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Paper presented at the 1st International Joint Conference of DiGRA and FDG Dundee, August 1-6, 2016.
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In 2014 over 70% of people in Great Britain accessed the Internet every day. This resource is an optimal vector for malicious attackers to penetrate home computers and as such compromised pages have been increasing in both number and complexity. This paper presents X-Secure, a novel browser plug-in designed to present and raise the awareness of inexperienced users by analysing web-pages before malicious scripts are executed by the host computer. X-Secure was able to detect over 90% of the tested attacks and provides a danger level based on cumulative analysis of the source code, the URL, and the remote server, by using a set of heuristics, hence increasing the situational awareness of users browsing the internet.