scholarly journals Design and Implementation of Anonymized Social Network-based Mobile Game System for Learning Mathematics

Author(s):  
Petar Juric ◽  
Marija Brkic Bakaric ◽  
Maja Matetic

Group work and student collaboration during problem solving sessions are teaching methods which positively affect learning outcomes and socialisation. It is extremely complex to find a way of applying these methods to make them appropriate for and interesting to the new digital generation of students. This paper proposes a model which enables social network collaboration between primary school students within the system for mobile game-based learning of mathematics. It also suggests technology and proposes a general model which enables researchers to access anonymized data, teachers to keep track of student progress, and students to keep track of their own progress relative to other students, all at the same time. A microblogging social network service is integrated in the system in a way that enables sending messages without additional authentication and thus facilitates dynamics of the system. The proposed model enables mining of anonymized data streams originating from both the game and the social network. In this paper the model is used for the analysis of concepts which students most often publish, and for the analysis of their correlation with other activities within the system. Social network posts are analysed with the aim to detect students capable of taking advanced classes which cover more complex areas than the regular curriculum.

Author(s):  
Masami Yoshida

We investigated the Social Network System (SNS) competencies of high school students in Japan. Student groups (from cities or regional areas) and the opinions of their teachers were compared. Twenty-five UNESCO criteria in three competency categories were selected. By two-way analysis of variance and paired-comparisons, we detected a significant difference in the opinions of students and teachers. Although the magnitude of the difference was small, by Dunnett’s multiple comparisons, the city and regional groups also differed from each other. Performance criteria items of risk awareness were valued the highest and most important in all groups; whereas technical skills and socio-cultural skills were reported as less proficient and less important by all groups. Classification of SNS-type was used, and the data of SNS sites with which the students were familiar and the mean values of related performance criteria items were applied to view the situation of students. By this approach, we confirmed that students are savvy in navigating socializing SNSs. Based on our findings, we propose important learning and societal-public activities relevant to SNSs.


2017 ◽  
Vol 56 (3) ◽  
pp. 344-368 ◽  
Author(s):  
Achraf Touati ◽  
Youngkyun Baek

This study investigated students’ perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The model simultaneously considered other factors such as prior game experience and intensity of use, and final analysis revealed that these two variables were directly related. Another important finding was the strong impact of prior game experience on perceived competence. Results are interpreted with reference to implications for possible means of improving learning outcomes when using mobile learning games in the academic context.


Education is a process of growth and development as a result of individual interaction with the social and physical spheres. Basic skills such as reading and writing skills are important to children in the world including Malaysia. Therefore, the Literacy and Numeracy Screening (LINUS) program was introduced to help children achieve these two skills. LINUS children can be as successful as the mainstream students but they need some kind of pedagogical innovations to help, motivate and engage them in learning. As such, interactive pedagogical tool innovation helps in the dissemination of information by teachers to students. In this study, qualitative research method was used to gain LINUS teachers' and students' insights into the innovative application of Cerdik BM Series 1. Interviews with semi-structured protocols were conducted on ten LINUS teachers and six Linus students in Northern Malaysia. The results showed that LINUS teachers and students responded positively to the Cerdik BM Series 1. The application of virtual game-based learning approach can create an entertainment learning environment to stimulate LINUS students which helps to improve their literacy skills. Per se, an innovative pedagogical tool that integrates technology can increase the interest of students, especially primary school students.


Author(s):  
Elena Dmitrievna Mukhanova

The subject of this research is the new forms of cyberbullying as a social problem of school environment. The goal consists in conducting a sociological analysis of the new forms of cyberbullying. The survey was conducted on the basis of Google Forms in the social network Vkontakte; it involved students of 8-11 grades, university freshmen, and students of vocational secondary schools of Nizhny Novgorod, total of 300 persons. The second survey “New forms of manifestation of cyberbullying in social networks: on the example of the phenomenon “death community” was carried out in Marc 2018, and involved school students of 5-11 grades, total of 362 persons. The acquired results demonstrate that children who were not able to find solution of their problem most often enter the “death community”. They look for solution among other members of the group, kindred in spirit, and attracted by philosophy of the groups, presented by interesting names, such as “whales swim upwards” and “whale journal”, which describe the romantic side of death, that it is a good or an achievement, rather than something scary or unknown. The scientific novelty lies in studying the problem of cyberbullying in the school environment of Nizhny Novgorod. The obtained results may be used social pedagogues and school psychologists.in formulation of recommendations for parents of “vulnerable” group of students to prevent cyberbullying.


Author(s):  
Gilbert Ahamer

This chapter details the basic design of the social processes involved in the five-level negotiation game “Surfing Global Change” (SGC). Through its communicational design, this web-based game elicits characteristic collaborative behavior in student groups, which is then statistically analyzed by using several sets of university students. The architecture of SGC has already been explained in other articles and gives a framework for “game-based learning” along five interactive game levels. The web-based arena of interaction induces student collaboration; the quality of which is assessed here. The statistical analyses suggest that the SGC game rules didactically enhance anticipated processes of social self-organization. Motivation for a good grade (function of collected rewards) in this sense impacts team size, attitude towards work, and individual affinity for sticking to personal convictions. The rules trigger two distinct processes: social dynamics in the class and the striving for course grades; these targets do not necessarily match.


2020 ◽  
Vol 7 (4) ◽  
pp. 255-263 ◽  
Author(s):  
Ayan S. Sarmantayev ◽  
Pirmagambet Ishanov ◽  
Kanat Sadykov ◽  
Zikirya Abdrakhmanov ◽  
Amanbek Imanbetov ◽  
...  

This study describes the features of active game-based learning in primary schools. The survey involved 38 national sports coaches and 29 school teachers. Based on previous empirical findings, this study probes whether there is an established opinion about national games in the school curriculum among teachers and experts. Primary school students are offered many techniques to form necessary skills during the execution of physical exercises. The findings demonstrate that different games and competitions are able to expand the social circle of children. In the long run, the relationships between individual tribes and tribal unions became consistent and global. Games and competitions favoured this tendency, contributing to a gradual formation of behavioural norms in people of different generations.  


2020 ◽  
Vol 4 (2) ◽  
pp. 255
Author(s):  
Nawaar Faizatun Ashri ◽  
Nurhadi Nurhadi ◽  
Okta Hadi Nurcahyono

The purpose of this research was to know the social networks of smoking behavior of active smoker students, especially in high school of Surakarta. This study aimed to describe agents that contribute to form this behavior through social ties based on Marwell theory of Social Networks. The methods that used in this study was descriptive qualitative with ethnography approach. The data was collected through interview using WhatsApp application. The data was analyzed with theory of Social Network from Marwell and compared to related researches. Informants in this study were ten high school students in Surakarta who active in smoking behavior. The results of this study indicated that its habit started from curiosity and imitation of others into an action that receive “support” from people around. It could be concluded that student's decision of smoking was determined by their relationship with the social milieu which was also an active smoker, such as family and peer groups.


2003 ◽  
Vol 27 (6) ◽  
pp. 532-540 ◽  
Author(s):  
Anne Lacasse ◽  
Kelly T. Purdy ◽  
Morton J. Mendelson

This study investigated the incidence and tolerance of potentially offensive sexual behaviours in relation to the gender composition of adolescents’ friendship networks. High-school students (Grades 8 and 11) self-reported on the Sexual Experiences Questionnaire—High School and on the Social Network Form. Adolescents whose friendship network included a relatively greater proportion of other-sex friends tended to be those who experienced some form of potentially offensive sexual behaviours. However, tolerance (i.e., lack of upset) of these behaviours was not related to the gender composition of the friendship network. Moderate behaviours were perpetrated mostly by boys to both sexes, whereas severe behaviours were perpetrated by other-sex peers. The discussion addresses how sexual harassment in adolescence might be conceptualised.


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