Hands-on using on-line engineering: The trend to better solutions

Author(s):  
J. Gabriel ◽  
M.T. Restivo
Keyword(s):  
Hands On ◽  
On Line ◽  
2018 ◽  
Vol 11 (1) ◽  
pp. 103-120 ◽  
Author(s):  
Marileide Dias Esqueda ◽  
Érika Nogueira de Andrade Stupiello

ABSTRACT: Despite the significant growth of the game localization industry in the past years, translation undergraduate curricula in Brazil still lacks formal training in game localization, often leaving novice translators no alternative but to search for the required skills informally in game translation communities. Designing a video game localization course in translation undergraduate programs in public universities is a complex task in today’s reality, particularly due to limited access to free and authentic materials. This paper describes a game localization teaching experience at the undergraduate level with special focus on how to handle the linguistic assets of the online race game SuperTuxKart, while trying to shed some light on potential translation requirements of entertainment software and its incorporation into translation programs.KEYWORDS: video game localization; video game translation; translator training; translation undergraduate program; SuperTuxKart. RESUMO: A despeito do significativo crescimento da indústria de localização de games nos últimos anos, os currículos dos cursos de graduação em tradução ainda carecem de formação específica na localização de games, geralmente não oferecendo ao tradutor em formação alternativas outras senão a de adquirir informalmente, ou em comunidades on-line de gamers, os conhecimentos sobre a tradução desse tipo de material. Planejar um curso de localização de games para cursos de graduação em tradução torna-se uma tarefa complexa na realidade atual, particularmente devido ao acesso limitado a materiais livres e autênticos. Diante do exposto, este trabalho descreve uma experiência de ensino de localização de games em nível de graduação, com especial atenção às formas de manipulação dos ativos linguísticos do jogo online de corrida SuperTuxKart, com vistas a demonstrar as possíveis demandas tradutórias relacionadas a softwares de entretenimento e sua inserção na sala de aula de formação de tradutores.PALAVRAS-CHAVE: localization de videogame; tradução de videogame; formação de tradutores; graduação em tradução; SuperTuxKart.


Author(s):  
Lukas Koschmieder ◽  
Ralph Altenfeld ◽  
Janin Eiken ◽  
Bernd Böttger ◽  
Georg J. Schmitz

Hands-on type training of Integrated Computational Materials Engineering (ICME) is characterized by assisted application and combination of multiple simulation software tools and data. In this paper, we present recent experiences in establishing a cloud-based infrastructure to enable remote use of dedicated commercial and open access simulation tools during an interactive on-line training event. In the first part, we summarize the hardware and software requirements and illustrate how these have been met using cloud hardware services, a simulation platform environment, a suitable communication channel, common workspaces and more. The second part of the article focuses (i) on the requirements for suitable on-line hands-on training material and (ii) on details of some of the approaches taken. Eventually, the practical experiences made during three consecutive on-line training courses held in September 2020 with 35 nominal participants each, are discussed in detail.


2018 ◽  
Vol 8 (4) ◽  
pp. 346 ◽  
Author(s):  
Jesus Sanchez-Martin ◽  
Florentina Cañada-Cañada ◽  
María Antonia Dávila-Acedo

The current work tries to inquiry how different teaching methods affect on the student’s emotional performance. The traditional questionnaire for data collection has been replaced by in-situ, on-line-assisted, survey. This instrument was continoulsy applied over the course of 17 General Science lessons.  The experiment involved 120 prospective primary education teachers. Emotions to choose: rejection, boredom, satisfaction, surprise and the teaching methods involved were pure oral presentation, oral presentation with gamification, oral presentation with audiovisual support, oriented research, and hands-on activities.  When the teaching method was changed to gamification or hands-on activities, the prospective teachers felt dynamic emotions, whereas they generally felt satisfaction or boredom (static emotions) with a traditional pure oral presentation.  The students mainly identified the teaching method as being the most influential reason for having chosen their prevalent emotion, reflected in a dramatic increase in emotional performance when they were taught with innovative methods.


Author(s):  
Jairo Gutierrez ◽  
Koro Tawa

This case examines the experience of introducing the Cisco Networking Academy Program as part of two data communications courses taught in the School of Business and Economics at the University of Auckland. This case discusses the advantages and disadvantages encountered in the administration and delivery of the combined (traditional content plus the Cisco-based content) material. The case also analyses the impact of the program on the learning outcomes and objectives of the existing courses. The feedback presented was obtained informally through conversations with students and formally by using end-of-semester surveys and by reviewing students assignments and tests. The case describes how the program combined traditional sage on the stage lectures plus hands-on lab experiments as part of the educational experience. The availability of on-line curricula and testing is also considered as an important element in the learning process.


2017 ◽  
Author(s):  
Scott Brame ◽  
◽  
Lawrence C. Murdoch
Keyword(s):  
Hands On ◽  

2000 ◽  
Vol 43 (2) ◽  
pp. 83-91 ◽  
Author(s):  
A.A. Renshaw ◽  
J.H. Reibel ◽  
C.A. Zukowski ◽  
K. Penn ◽  
R.O. McClintock ◽  
...  

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