scholarly journals Kurdish Language Learning Tool in Serious Game

Author(s):  
Gulala Ali Hama Amin ◽  
Karzan Hussein Sharif

In this era, technology has a great impact on the educational system as they have on the other different areas of today’s life, for instance, smartphone devices are the best examples. Software technology vendors moving toward developing tremendous applications in the education field. However, the lack of applications that satisfy the ambition of those wishing to learn the Kurdish language is still an obstacle in this field, specifically the field of smartphone devices technology and gaming industry. Hence smartphone devices become user-friendly and necessary tools in every individuals’ life, as it is a multi-function device. In this paper we designed and implemented a smartphone application to learn the Kurdish language and improve vocabulary via a serious game. The application designed for android devices, enables users to learn and improve the Kurdish language. The application is also suitable for foreign people who desire to learn the Kurdish language. The system proposed in this paper introduces a smartphone application with an acceptable user interface for an exciting, interesting and challenging puzzle game at a time. The main goal is to learn Kurdish vocabulary using crossword puzzle, solving hidden words, find and circle the crossword in the puzzle solution in the context of a serious game.

2021 ◽  
Vol 29 (3) ◽  
pp. 150-157
Author(s):  
Fiona MacVane Phipps ◽  
Alan D Price ◽  
James Ackers-Johnson ◽  
Penny A Cook ◽  
Alexandra M. Clarke-Cornwell ◽  
...  

Background Several industry funded studies between 2001–2018 have compared the use of a single brand of baby wipes to cleansing with water and either cloth or cotton wool during nappy changes. All of these studies found that wipes were safe and effective from birth. Recommendations from these studies have included the need for brand or formula comparison but to date, no previous study has done this. Aims The ‘Baby skin integrity comparison survey’ (BaSICS) study was designed to compare three brands of baby wipes to determine if there was any difference in the incidence of irritant diaper dermatitis (IDD or nappy rash) during the first eight weeks of life. Methods Mothers who were allocated to a single brand of nappy but divided into three baby wipe allocation groups, collected and reported survey data on infant skin integrity during one nappy change daily with the use of a user-friendly smartphone application. Findings All brands of wipes were acceptable to mothers and safe and effective when cleaning during nappy changes. The brand containing the fewest ingredients showed a clinically significant advantage of fewer incidents of rash than the other two brands. Conclusion This study demonstrated that wipe formulation is a significant factor in prevention or reduction of IDD during the first eight weeks of life.


Author(s):  
Natasa Hoic-Bozic ◽  
Vedran Mornar

This chapter describes an approach to the development of an adaptive hypermedia Web-based educational system and presents the model of an AHyCo (adaptive hypermedia courseware) system. An adaptive educational system should contain not only the learning environment for students, but also the authoring environment for teachers. A user friendly authoring module should be the integral part of such a system. The authoring of adaptive hypermedia consists of the development of actual hypermedia content (lessons, tests, etc.) together with the definition of the rules for adaptation. The authoring component of an AHyCo system, described inthis chapter, includes both. By utilizing intuitive form-based user interface, it enables teachers from areas other than IT to produce and interconnect complex hypermedia content.


2008 ◽  
pp. 699-714
Author(s):  
Natasa Hoic-Bozic ◽  
Vedran Mornar

This chapter describes an approach to the development of an adaptive hypermedia Web-based educational system and presents the model of an AHyCo (adaptive hypermedia courseware) system. An adaptive educational system should contain not only the learning environment for students, but also the authoring environment for teachers. A user friendly authoring module should be the integral part of such a system. The authoring of adaptive hypermedia consists of the development of actual hypermedia content (lessons, tests, etc.) together with the definition of the rules for adaptation. The authoring component of an AHyCo system, described inthis chapter, includes both. By utilizing intuitive form-based user interface, it enables teachers from areas other than IT to produce and interconnect complex hypermedia content.


2015 ◽  
Vol 1 (3) ◽  
pp. 376
Author(s):  
Aso Mohammad Darwesh ◽  
Mazen Ismaeel Ghareb ◽  
Shaahin Karimi

Language learning is a set of techniques and methods used together to teach fundamentals of a language, including writing, reading, listening and comprehension. Usually begins by teaching letters. The purpose of this research was to initiate a scientific approach using serious games in order to discover a proper way to learn Kurdish language by writing approach. We studied related fields i.e. level of using technology with elementary school students, the method of teaching Kurdish language in the Kurdistan educational system and the students' enthusiasm for gaming. The outcome of the field-study shows there is a big gap between the current state and capacity of technology and serious game. Serious game is a composition of entertainment game with learning methods to help learning easy. We make the hypothesis that the game encourages pupils to learn rapidly. We aimed to prove a method that students start language learning by writing. In addition, there was no any serious game for learning Kurdish which it has two different alphabets and four main dialects. In this paper, we worked on Arami[1] alphabets and south dialect (Sorani). We created an algorithm and a prototype to test our hypothesis. Our prototype is simple and easy to use, but at the same time it is dynamic that a teacher or parent can generate different game. A user might have a profile and result saves in a database. It helps supervisors to assess progress of learning and diagnosis of mistakes.


2019 ◽  
Vol 15 (5) ◽  
pp. 472-485 ◽  
Author(s):  
Kuo-Chen Chou ◽  
Xiang Cheng ◽  
Xuan Xiao

<P>Background/Objective: Information of protein subcellular localization is crucially important for both basic research and drug development. With the explosive growth of protein sequences discovered in the post-genomic age, it is highly demanded to develop powerful bioinformatics tools for timely and effectively identifying their subcellular localization purely based on the sequence information alone. Recently, a predictor called “pLoc-mEuk” was developed for identifying the subcellular localization of eukaryotic proteins. Its performance is overwhelmingly better than that of the other predictors for the same purpose, particularly in dealing with multi-label systems where many proteins, called “multiplex proteins”, may simultaneously occur in two or more subcellular locations. Although it is indeed a very powerful predictor, more efforts are definitely needed to further improve it. This is because pLoc-mEuk was trained by an extremely skewed dataset where some subset was about 200 times the size of the other subsets. Accordingly, it cannot avoid the biased consequence caused by such an uneven training dataset. </P><P> Methods: To alleviate such bias, we have developed a new predictor called pLoc_bal-mEuk by quasi-balancing the training dataset. Cross-validation tests on exactly the same experimentconfirmed dataset have indicated that the proposed new predictor is remarkably superior to pLocmEuk, the existing state-of-the-art predictor in identifying the subcellular localization of eukaryotic proteins. It has not escaped our notice that the quasi-balancing treatment can also be used to deal with many other biological systems. </P><P> Results: To maximize the convenience for most experimental scientists, a user-friendly web-server for the new predictor has been established at http://www.jci-bioinfo.cn/pLoc_bal-mEuk/. </P><P> Conclusion: It is anticipated that the pLoc_bal-Euk predictor holds very high potential to become a useful high throughput tool in identifying the subcellular localization of eukaryotic proteins, particularly for finding multi-target drugs that is currently a very hot trend trend in drug development.</P>


Author(s):  
Lion D. Comfort ◽  
Marian C. Neidert ◽  
Oliver Bozinov ◽  
Luca Regli ◽  
Martin N. Stienen

Abstract Background Complications after neurosurgical operations can have severe impact on patient well-being, which is poorly reflected by current grading systems. The objective of this work was to develop and conduct a feasibility study of a new smartphone application that allows for the longitudinal assessment of postoperative well-being and complications. Methods We developed a smartphone application “Post OP Tracker” according to requirements from clinical experience and tested it on simulated patients. Participants received regular notifications through the app, inquiring them about their well-being and complications that had to be answered according to their assigned scenarios. After a 12-week period, subjects answered a questionnaire about the app’s functionality, user-friendliness, and acceptability. Results A total of 13 participants (mean age 34.8, range 24–68 years, 4 (30.8%) female) volunteered in this feasibility study. Most of them had a professional background in either health care or software development. All participants downloaded, installed, and applied the app for an average of 12.9 weeks. On a scale of 1 (worst) to 4 (best), the app was rated on average 3.6 in overall satisfaction and 3.8 in acceptance. The design achieved a somewhat favorable score of 3.1. One participant (7.7%) reported major technical issues. The gathered patient data can be used to graphically display the simulated outcome and assess the impact of postoperative complications. Conclusions This study suggests the feasibility to longitudinally gather postoperative data on subjective well-being through a smartphone application. Among potential patients, our application indicated to be functional, user-friendly, and well accepted. Using this app-based approach, further studies will enable us to classify postoperative complications according to their impact on the patient’s well-being.


Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3784
Author(s):  
Cristina Stolojescu-Crisan ◽  
Calin Crisan ◽  
Bogdan-Petru Butunoi

Home automation has achieved a lot of popularity in recent years, as day-to-day life is getting simpler due to the rapid growth of technology. Almost everything has become digitalized and automatic. In this paper, a system for interconnecting sensors, actuators, and other data sources with the purpose of multiple home automations is proposed. The system is called qToggle and works by leveraging the power of a flexible and powerful Application Programming Interface (API), which represents the foundation of a simple and common communication scheme. The devices used by qToggle are usually sensors or actuators with an upstream network connection implementing the qToggle API. Most devices used by qToggle are based on ESP8266/ESP8285 chips and/or on Raspberry Pi boards. A smartphone application has been developed that allows users to control a series of home appliances and sensors. The qToggle system is user friendly, flexible, and can be further developed by using different devices and add-ons.


2013 ◽  
Vol 10 (2) ◽  
pp. 153-177 ◽  
Author(s):  
Silvina Montrul

One of the chief characteristics of heritage speakers is that they range in proficiency from “overhearers” to “native” speakers. To date, the vast majority of linguistic and psycholinguistic studies have characterized the non-target-like linguistic abilities of heritage speakers as a product of incomplete acquisition and/or attrition due to reduced exposure and opportunities to use the language during childhood. This article focuses on the other side of the problem, emphasizing instead the high incidence of native-like abilities in adult heritage speakers. I illustrate this issue with recent experimental evidence from gender agreement in Spanish, a grammatical feature that is mastered at almost 100% accuracy in production by native speakers;yet it is one of the most difficult areas to master for non-native speakers, including near-natives.I discuss how age of acquisition and language-learning experience explain these effects.


RELC Journal ◽  
2021 ◽  
pp. 003368822110402
Author(s):  
Lucas Kohnke ◽  
Benjamin Luke Moorhouse

Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language learning environments. Many teachers have begun to employ digital apps and tools (e.g. Mentimeter and GoSoapBox) as a more interactive alternative to traditional activities. One product that has been particularly popular due to its user-friendly interface and focus on motivation, enjoyment and competition is Kahoot! ( https://kahoot.com ) – a game-based student response system in which the teacher takes on the role of a game show host with the students as contenders. Kahoot! can enhance the language classroom by making the introduction of new content (e.g. definitions, tenses or collocations) and the consolidation of knowledge more interactive and visible, helping learners reach mastery of the language content. Although Kahoot! has been a popular platform since its launch in 2013, its utility in the language classroom has yet to be fully explored. Furthermore, to be used effectively, teachers need a clear understanding of its subject-specific affordance and limitations. Therefore, this review explores how language teachers can use Kahoot! to improve student engagement – and potentially academic performance – by gamifying learning. Notably, only the free version of Kahoot! is examined.


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