A Haptic System for Educational Games: Design and Application-Specific Kinematic Optimization

Author(s):  
Jeffrey A. Kessler ◽  
R. Curtis Lovelace ◽  
Allison M. Okamura

HAPTIC PONG is a force-feedback version of the classic arcade game “Pong”, conceived as an educational game that can teach physics and controls concepts to high school students. Our design incorporates two identical linear one-degree-of-freedom haptic paddles, each with a four-bar linkage transforming motor rotation to linear motion. Virtual environments were designed to incorporate dynamic systems describing the force-displacement relationships of each paddle. At a demonstration with 50 high school students, a prototype of the device was rated as both educational and fun to use. After the initial proof of concept, a design optimization study was conducted to improve the kinematic performance of the linear haptic devices based on the device constraints for the application. Optimization considered both the linearity of the coupler point and Jacobian minimum singular value. While maintaining a satisfactory level of linearity, the optimized linkage lengths produced an estimated 160% improvement in the maximum consistent force output.

Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


2021 ◽  
Author(s):  
Yogi Dwi Satrio ◽  
Cipto Wardoyo ◽  
Sheerad Sahid ◽  
Slamet Fauzan ◽  
Dudung Ma’ruf

Learning through interactive media gives additional value to the educational world because it enables learners to represent themselves. Game-based learning promotes learners’ creativity, critical thinking and cognitive skills related to technology use. Previous research discovered that game-based learning has a positive effect on learners. Therefore, in this research, an applied study was conducted on the use of the E-CrowdWar educational game with high school students. The purpose of this study was to determine the effectiveness of using games in learning to improve student learning outcomes. The study was conducted with 100 high school students in Blitar and 100 in Kediri. E-CrowdWar was used during the classroom activities along with in-class learning. An independent sample t-test was used to measure the effectiveness of game-based learning. The integration of games into online learning had a significantly positive effect on student learning outcomes. The pre-test results showed that the average student learning outcome score in both cities was the same, namely 65 points. After implementing game-based learning, student learning outcomes in Kediri increased to 90.74 points and in Blitar to 86.95 points. The study discovered that game-based learning through E-CrowdWar was effective in promoting the students’ academic outcomes, although there were differences in the mean score. Based on the results, game-based learning provides tremendous improvements in learning outcomes and so should be applied, especially in the economic field. Keywords: Gamification, Education, Learning Result


2011 ◽  
Vol 9 (2) ◽  
pp. 12
Author(s):  
I.E.P. Silva ◽  
L.S. Azevedo ◽  
M.S. Souza ◽  
J.R. Silva ◽  
W.M. Pompilho

Author(s):  
Ameen Ghyama

This study is an investigation of the educational games used in Yemeni high school classes. The main objective is to find out the extent to which Yemeni teachers are aware of the utility described in the theoretical part and whether they make use of EFL games in their classes while teaching English. Equally, this study tries to probe into some of the Yemeni EFL learners’ viewpoints towards using EFL games in the learning process-besides shedding light on the types of games they generally prefer. The approach I used was purely quantitative in nature, but I also relied on the qualitative approach. Twenty teachers and one hundred high school students were given a questionnaire about using games in English teaching and learning. The results were analyzed and show that games can be a unique opportunity for teachers to teach meaningfully and communicatively English in real-life contexts as well as the learners encourage and increase cooperation and collaboration among them and acquire the vocabulary easily. Using English teaching EFL games, in my opinion, can mitigate such difficulties facing Yemeni teachers in teaching English. Carefully choosing the right games can help a great deal in encouraging students to learn avidly. Furthermore, good EFL games have a great role to play in creating a stress-free learning atmosphere, and at the same time make it possible for students to practice the desired language skills. The key significance is that games are not mere time-fillers; rather, this study tries to guide and help teachers see when to use games, how to choose games that cater to students’ needs and interests. Based on these results, some practical recommendations were formulated in order to enhance Yemeni EFL teaching and learning through using games.


2017 ◽  
Vol 6 (1) ◽  
Author(s):  
F. Adnan ◽  
B. Prasetyo ◽  
N. Nuriman

<p>Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students’ learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.</p>


2017 ◽  
Vol 7 (4) ◽  
pp. 1-21 ◽  
Author(s):  
Scott Neal Wilson ◽  
Caroline E. Engler ◽  
Jessica E. Black ◽  
Derik K. Yager-Elorriaga ◽  
William Michael Thompson ◽  
...  

In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information (information literacy skills) become ever more important for success in both academic and non-academic settings. This study sought to assess the efficacy of two educational games designed to increase high school students' information literacy skills. Using a randomized controlled trial in a high school setting, the games were integrated into a standard curriculum and tested for efficacy. Post-test results indicated that both games effectively transmit targeted skills. Additionally, improved performance (relative to controls) on end-of-instruction testing (EOI; end-of-year state testing) suggest that these skills transfer across important academic domains. The study provides strong evidence to support the use of these two educational games to supplement and enhance information literacy instruction.


2007 ◽  
Vol 35 (6) ◽  
pp. 416-421 ◽  
Author(s):  
Tânia da S. Cardona ◽  
Carolina N. Spiegel ◽  
Gutemberg G. Alves ◽  
Jacques Ducommun ◽  
Andrea Henriques-Pons ◽  
...  

Author(s):  
Adriana Carla da Silva Alencar ◽  
Adriana Dantas Gonzaga de Freitas

O propósito desta pesquisa foi enfatizar a importância do uso de novas estratégias metodológicas para despertar o interesse e a participação dos alunos, em sala de aula, para a disciplina de Biologia. Foram utilizados recursos de baixo custo, simples e práticos com o objetivo de proporcionar aos alunos condições mínimas para atingir um ótimo desempenho escolar. Através dos jogos didáticos, uma aula se enriquece de sabedoria, de interesses e de participação dos alunos de uma forma divertida. Este trabalho foi desenvolvido na Escola Estadual João Vieira no município de Coari/AM, com uma turma do 1º ano do Ensino Médio. A aplicação dos jogos didáticos como processo de ensino e de aprendizagem, utilizando estratégias criativas, despertou o interesse dos discentes, de modo que os métodos aplicados e as práticas permitiram que os alunos do Ensino Médio aprendessem com facilidade, de maneira mais eficaz e divertida os assuntos de Biologia Celular.Palavras-chave: Produção de Jogos. Divertimento. Interação.AbstractThe purpose of this research was to emphasize the importance of using new methodological strategies to arouse the interest and participation of students in the classroom to the subject of biology. It used low cost, simple and practical resources  with the performance to provide students with minimum conditions to achieve optimal academic performance. Through educational games a class is enriched with wisdom, interests and students’ participation in a fun way. This work was developed in the State School João Vieira in Coari / AM district, with a group of 1st year of high school. The application of educational games as a teaching-learning process, using creative strategies, aroused the students’ interest, so that the applied methods and practices allowed the high school students learn easily, more effectively and in a  fun way issues of Cell Biology. Keywords: Games Production. Fun. Interaction.


Author(s):  
Hakkun Elmunsyah ◽  
Heru Wahyu Herwanto ◽  
Azhar Ahmad Smaragdina ◽  
Naurah Septi Anggraini ◽  
Wahyu Mulyo Utomo

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