878 resultados para Educational and Serious Games


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Mestrado em Engenharia Informática - Área de Especialização em Sistemas Gráficos e Multimédia

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The aim of this paper is to address some theoretical issues concerning the narrative practice in cyberspace. From a narratological perspective it intends to clarify the functioning of time and space in storytelling. For that purpose it traces the concept(s) of memory inherited from rhetoric; the use of memory as a narrative device in traditional accounts; the adaptations imposed by hyperfiction. Using practical examples (including two Portuguese case studies - InStory 2006, and Noon 2007) it will show how narrative memory strategies can be helpful in game literacy. The main purpose is to contribute to serious game research and (trans)literary studies.

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Current policies on education to visually impaired point for a growing trend of including students with special educational needs in regular schools. However, most often this inclusion is not accompanied by an appropriate professional trained or infrastructure, which has been presented as a big problem for regular school teachers who have students with visual impairments in their classroom. Based on this situation, the Group of Extension in Tactile Cartography from UNESP - University of the State of São Paulo - Campus de Rio Claro - SP - Brazil has been developing educational material of geography and cartography to blind students at a special school. Among the materials developed in this study highlight the development of graphics and board games provided with sound capabilities through MAPAVOX, software developed in partnership with UFRJ - Federal University from Rio de Janeiro - RJ - Brazil. Through this software, sound capabilities can be inserted into built materials, giving them a multi-sensory character. In most cases the necessary conditions for building specific materials to students with visual impairments is expensive and beyond the reach of features from a regular school, so the survey sought to use easy access and low cost materials like Cork, leaf aluminum, material for fixing and others. The development of these materials was supported by preparation in laboratory and its subsequent test through practices involving blind students. The methodology used on the survey is based on qualitative research and non comparative analysis of the results. In other words, the material is built based on the special students perception and reality construction, not being mere adaptations of visual materials, but a construction focused on the reality of the visually impaired. The results proved were quite successful as the materials prepared were effective on mediating the learning process of students with disabilities. Geographical and cartographic concepts were seized by the students through the technology used, associated with the use of materials that took into account in its building process the perception of the students.

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Software assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from player analytics including emotion detection to intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper the RAGE asset model and asset metadata model is presented, capturing the detail of assets and their potential usage within three distinct dimensions – technological, gaming and pedagogical. The paper highlights key issues and challenges in constructing the RAGE asset and asset metadata model and details the process and design of a flexible metadata editor that facilitates both adaptation and improvement of the asset metadata model.

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In this extended abstract, we discuss recent research at Worcester into the inclusion of AI into ‘Serious Games’. Serious Games research intends to harness the power of computer game technology to produce educational and training materials. We prefer the name ‘Immersive Environments’ (IEs) since this emphasises the human psychological dimension. Creation of compelling and convincing learning software requires a rich engagement of the learner, and a convincing learning experience. We believe that various aspects of the AI tradition can inform the production of such learning.

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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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The purpose of this paper is to analyse how educational policies about school violence are reinterpreted and implemented at school level and if this process contributes to a more pluralistic and democratic school. A research carried out in 3 clusters of schools showed that the diversity of understandings and strategies to face school violence, higher within the territories than between them, was associated to the school board's agendas and the legitimacy of the different actors to interpret and act within the national policies framework. There was a high consistency between violence management strategies and the ways schools faced social and cultural diversity. Those who favour more inclusive strategies to deal with violence tend to provide higher educational opportunities in schools, inversely, those who favour repressive strategies are more likely to support educational and social selective strategies, with less educational offer; less participation of teachers, students and parents in violence regulation.

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From a narratological perspective, this paper aims to address the theoretical issues concerning the functioning of the so called «narrative bifurcation» in data presentation and information retrieval. Its use in cyberspace calls for a reassessment as a storytelling device. Films have shown its fundamental role for the creation of suspense. Interactive fiction and games have unveiled the possibility of plots with multiple choices, giving continuity to cinema split-screen experiences. Using practical examples, this paper will show how this storytelling tool returns to its primitive form and ends up by conditioning cloud computing interface design.

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This paper is the first to use a randomized trial in the US to analyze the short- and long-term educational and employment impacts of an afterschool program that offered disadvantaged high-school youth: mentoring, educational services, and financial rewards with the objective to improve high-school graduation and postsecondary schooling enrollment. The short-term hefty beneficial average impacts quickly faded away. Heterogeneity matters. While encouraging results are found for younger youth, and when the program is implemented in relatively small communities of 9th graders; detrimental longlived outcomes are found for males, and when case managers are partially compensated by incentive payments and students receive more regular reminders of incentives.

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This study aimed to analyze the social representations in the professionals of technical staff, who work with children at USP daycare centers. Eight professionals of the nursing field underwent a semi-structured interview. The interviews were recorded and transcribed in their entirety and the content of the discourse was subjected to thematic-categorical analysis. The categories were transformed into variables and processed by the software Classification Hiérarchique Classificatoire et Cohésitive (CHIC®) and analyzed by the hierarchical similarity tree. The results indicate that actions to promote health are reported as educational and transformative, in which health care gains new meaning through contextualized conceptions in the field of child education. We conclude that professionals attribute new meanings to their practices in the health care environment of daycare centers as their representations shifts from the logic of the biomedical field to a logic of educational care. In this sense, they perceive themselves as being challenged to establish an interaction with the children in terms of their activities related to the promotion of health and in an educational act.

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A investigação “Do Jardim-de-infância ao Centro de Actividades de Tempos Livres: Representações das Crianças sobre o Brincar” reconhece as crianças como actores sociais, sujeitos de direitos, entre eles, o direito à participação em assuntos que lhes digam directamente respeito, a assuntos de seu interesse, nomeadamente o direito ao brincar. O brincar é uma actividade lúdica, assim como o jogar, importante no processo de crescimento e desenvolvimento da criança e, nos tempos que correm, a sociedade, de uma forma geral, e particularmente as famílias, preocupam-se muito com o trabalho e colocam as necessidades básicas das crianças em segundo plano ao valorizarem acima de tudo o sucesso e o desempenho das mesmas. Assim, se participar significa “tomar parte em”, reconhece-se a necessidade de ouvir as crianças e o que elas têm a dizer sobre essa actividade lúdica, sobre a forma como organizam o seu dia e o tempo que despendem para brincar e sobre a forma como gostariam de ver os seus dias ocupados. É neste pressuposto, de que é através da acção e da voz das crianças, que é possível a construção de um conhecimento teórico e válido que contribua para uma melhor intervenção educativa com as crianças. Esta investigação, que decorreu numa instituição com várias vertentes, entre elas a vertente da Animação Infantil, enquadra-se no paradigma qualitativo de natureza participativa, e procura interpretar os significados atribuídos pelas crianças, que frequentam o Jardim-deinfância da rede pública e a mesma instituição, na condição de Componente de Apoio à Família, ao brincar, às suas vivências no que concerne à gestão do seu quotidiano, quer no que refere ao tempo que passam no Jardim-de-infância, quer no que passam no Prolongamento de Horário/Actividades de Tempos Livres. Neste trabalho de investigação que decorreu numa instituição situada numa freguesia pertencente ao Distrito de Viana do Castelo e que disponibiliza os serviços de ATL, participaram como protagonistas as crianças da faixa etária entre os três e os seis anos de idade e que frequentam dois contextos: educacional e lúdico. Este trabalho é sustentado por um referencial teórico que engloba o brincar na sociedade actual e a sua importância, a educação pré-escolar e as suas funções, a natureza da componente de apoio à família, a animação sócio-educativa e os contextos de vida das crianças, que permitiram questionar a participação infantil em assuntos de seu interesse. Ainda que este estudo não permita generalizações, reflecte-se sobre a realidade existente, dá voz às crianças e indica aspectos que, de uma forma geral, precisam de mais atenção. Afinal o brincar na infância é um assunto sério…

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This paper presents a customizable system used to develop a collaborative multi-user problem solving game. It addresses the increasing demand for appealing informal learning experiences in museum-like settings. The system facilitates remote collaboration by allowing groups of learners tocommunicate through a videoconferencing system and by allowing them to simultaneously interact through a shared multi-touch interactive surface. A user study with 20 user groups indicates that the game facilitates collaboration between local and remote groups of learners. The videoconference and multitouch surface acted as communication channels, attracted students’ interest, facilitated engagement, and promoted inter- and intra-group collaboration—favoring intra-group collaboration. Our findings suggest that augmentingvideoconferencing systems with a shared multitouch space offers newpossibilities and scenarios for remote collaborative environments and collaborative learning.

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Although capacity has been used in recent federal government accords and policies related to the voluntary and amateur sport sectors, there is little consensus over the meaning of the term. Consequently, the purpose of this qualitative case study was to explore the concept of organizational capacity within a temporary voluntary sport organization. Specifically, the nature of organizational capacity was examined within the case of the Volunteers Division of the 2005 Canada Summer Games (CSG) Host Society. Data were collected from executive planning and middle management CSG volunteers through the use of a variety of methods: verbal journals, interviews, observations, documents and a focus group. Findings indicated several challenges associated with the volunteer management model utilized by the host society, varying levels of importance among six elements of capacity, and key aspects of the relationship between organizational capacity and transformational development. Implications focused upon the importance of highlighting individuals rather than the organizational as a whole in order to build capacity, and utilizing a brain or hybrid brain-machine organizational form to enhance capacity. Recommendations are provided for both the Canada Games Council and Canada Games host societies.

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Atout pour la mise en œuvre, atout pour l’évaluation et de manière plus évidente atout pour la motivation, le jeu sérieux se veut une solution pédagogique pertinente dans un contexte d’éducation formel ou informel. Au niveau de la recherche, on peut se questionner quant à la valeur pédagogique d’une telle approche ainsi que sur ses principaux atouts. Dans notre projet, nous nous sommes intéressés plus particulièrement à l’apport du scénario pédagogique dans un jeu sérieux. En utilisant le jeu vidéo Mecanika, développé dans le cadre d’une maîtrise en didactique à l’UQAM et basé sur un questionnaire reconnu permettant d’identifier les conceptions des élèves en mécanique, le Force Concept Inventory (HESTENES et al., 1992), nous tenterons d’extraire l'élément principal du scénario pédagogique afin d’en évaluer l’effet sur l’apprentissage. Notre méthodologie a permis de comparer les performances d’élèves de cinquième secondaire ayant utilisé deux versions différentes du jeu. Dans un premier temps, les résultats obtenus confirment ceux observés par Boucher Genesse qui étaient déjà supérieurs à ceux habituellement cités dans les recherches impliquant le FCI. Nous avons aussi observé qu’il semble exister une relation significative entre le plaisir à jouer et l’apprentissage, ainsi qu’une relation significative entre le nombre d’interactions et la version du jeu sur le gain, ce qui confirme que le jeu produit un effet qui s’ajoute à celui du professeur. La présence d’étoiles dans le jeu original a suscité plus d’actions des élèves que la version orientée simulation qui en est démunie, ce qui semble indiquer que l’utilisation d’un jeu sérieux favorise l’implication des élèves. Cependant, l’absence d’effet significatif associé à la suppression des étoiles indique que la scénarisation n’est peut-être pas la principale cause des apprentissages observés dans le jeu Mecanika. Le choix des autres éléments présents dans chaque tableau doit aussi être considéré. Des recherches futures seraient nécessaires pour mieux comprendre ce qui favorise les apprentissages

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« Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).