scholarly journals A Systematic Review on Open Educational Games for Programming Learning and Teaching

Author(s):  
Josivan Pereira da Silva ◽  
Ismar Frango Silveira

One of the main barriers for educational games to properly fulfill the specific pedagogical, cultural and technical requirements that are often unique to each situation is the difficulty of reusing and adapting them to different educational contexts. In this sense, open educational games could facilitate reuse and adaptation, once they follow the openness principles. This paper provides a systematic review of open educational games designed specifically for teaching computer programming and computational logic. It has been identified that most authors find the issue of reusing and adapting educational games following the openness philosophy as very important, but even them fail to use open tools in game development. We conclude that most articles recommend using component-based development, reuse and adaptation, but reuse still does not happen in a practical sense. Also, the amount of studies on educational games for teaching programming is low in the scientific literature, and most open educational games available on the Internet are not documented nor have some associated published paper. Thus, reuse and adaptation may even occur, but without scientific documentation and publication.

2021 ◽  
Vol 13 (4) ◽  
pp. 95
Author(s):  
Geneci da Silva Ribeiro Rocha ◽  
Letícia de Oliveira ◽  
Edson Talamini

Blockchain is a technology that can be applied in different sectors to solve various problems. As a complex system, agribusiness presents many possibilities to take advantage of blockchain technology. The main goal of this paper is to identify the purposes for which blockchain has been applied in the agribusiness sector, for which a PRISMA-based systematic review was carried out. The scientific literature corpus was accessed and selected from Elsevier’s Scopus and ISI of Knowledge’s Web of Science (WoS) platforms, using the PRISMA protocol procedures. Seventy-one articles were selected for analysis. Blockchain application in agribusiness is a novel topic, with the first publication dating from 2016. The technological development prevails more than blockchain applications since it has been addressed mainly in the Computer Sciences and Engineering. Blockchain applications for agribusiness management of financial, energy, logistical, environmental, agricultural, livestock, and industrial purposes have been reported in the literature. The findings suggest that blockchain brings many benefits when used in agribusiness supply chains. We concluded that the research on blockchain applications in agribusiness is only at an early stage, as many prototypes are being developed and tested in the laboratory. In the near future, blockchain will be increasingly applied across all economic sectors, including agribusiness, promoting greater reliability and agility in information with a reduced cost. Several gaps for future studies were observed, with significant value for science, industry, and society.


2015 ◽  
Vol 2015 ◽  
pp. 1-19 ◽  
Author(s):  
Junyi Wu ◽  
Yanmei Hu ◽  
Yin Zhu ◽  
Ping Yin ◽  
Gerhard Litscher ◽  
...  

As a further step towards the modernization of acupuncture, the objective of this review was to figure out the frequency and severity of adverse complications and events in acupuncture treatment reported from 1980 to 2013 in China. All first-hand case reports of acupuncture-related complications and adverse events that could be identified in the scientific literature were reviewed and classified according to the type of complication and adverse event, circumstance of the event, and long-term patient outcome. The selected case reports were published between 1980 and 2013 in 3 databases. Relevant papers were collected and analyzed by 2 reviewers. Over the 33 years, 182 incidents were identified in 133 relevant papers. Internal organ, tissue, or nerve injury is the main complications of acupuncture especially for pneumothorax and central nervous system injury. Adverse effects also included syncope, infections, hemorrhage, allergy, burn, aphonia, hysteria, cough, thirst, fever, somnolence, and broken needles. Qualifying training of acupuncturists should be systemized and the clinical acupuncture operations should be standardized in order to effectively prevent the occurrence of acupuncture accidents, enhance the influence of acupuncture, and further popularize acupuncture to the rest of the world.


2021 ◽  
Vol 102 (2) ◽  
pp. 98-104
Author(s):  
A. Tokzhigitova ◽  
◽  
M. Tokzhigitova

The article provides an analysis of gamified software tools, taking into account the need to clarify the concept of “gamification” in the educational process and the features and principles of this concept. All types of software tools with the ability to gamify learning are divided into groups: game platforms, educational quests, training management services, and game development sites. Within each group the most common platforms in the foreign and domestic educational environment are considered. In the modern educational environment there is an increased interest in the use of digital games to improve the quality of learning, which determines the relevance of the proposed research on the analysis of software tools with the possibility of gamifying the educational process within the requirements of the state, society and education. The use of digital tools during the coronovirus pandemic has become a daily necessity in the lives of students. Gamified software tools facilitate the achievement of educational goals, thanks to the clarity of gamification reflect the capabilities, type of thinking, logical abilities of an individual student. The article analyzes several game platforms and educational quests, on the basis of which the method of gamification of the learning process will be further improved. The research methodology requires the study of information sources of psychological, pedagogical, methodological and technical orientation, the analysis of digital educational games of foreign and domestic authors recognized by the scientific community.


2021 ◽  
Vol 42 (spe) ◽  
Author(s):  
Antonio Rosa de Sousa Neto ◽  
Ana Raquel Batista de Carvalho ◽  
Erika Morganna Neves de Oliveira ◽  
Rosilane de Lima Brito Magalhães ◽  
Maria Eliete Batista Moura ◽  
...  

ABSTRACT Objective To identify symptoms of COVID-19 in adults in the scientific literature. Method Systematic review of studies published from December 1, 2019 to April 21, 2020 from the Scopus, Web of Science and PubMed databases, in order to answer the following research question: “What are the symptoms caused by COVID-19 in adults?” using the keywords “Symptoms”, “Clinical Manifestations”, “Coronavirus”, “COVID-19”. Results Of the total 105 references, 13 references that addressed the symptoms of COVID-19 were selected. Fever and normal or dry cough were symptoms present in all studies. Conclusion The symptoms identified in adult patients were fever, normal or dry cough, headache, pharyngalgia, dyspnea, diarrhea, myalgia, vomiting, sputum or expectoration, anxiety or chest pain, fatigue, nausea, anorexia, abdominal pain, rhinorrhea, runny nose or nasal congestion, dizziness, chills, systemic pain, mental confusion, hemoptysis, asthma, taste disorder, smell disorder, belching and tachycardia.


Author(s):  
Barbara Chamberlin ◽  
Jesús Trespalacios ◽  
Rachel Gallagher

Over the past 20 years, instructional designers in the Learning Games Lab at New Mexico State University have developed a design model for game development that brings researchers, educators, and game developers together throughout the design process. Using this approach, game developers and content experts (a) work collaboratively to ensure educational goals and outcomes are appropriate for the learner and the learning environment, (b) immerse themselves in both content and game design, and (c) test extensively throughout development with members of the target audience. In this chapter, the authors describe the model as it was used in development of several math games during a four-year development cycle for the Math Snacks project. They discuss the implications of this approach for the creation of other educational games or suites of games and share recommendations for expansion of the model to other developers.


Author(s):  
Lea Kuznik

Virtual worlds for adults (e.g. Second Life), youth (e.g. Habbo) and children (e.g. Whyville) have a great potential for learning and teaching practices for enriching wider public and engendering collective experience and collaboration. Informal learning environments such as educational virtual worlds offer children and adults various intellectual and sensory activities or »crystallized« experiences with reinforcing multiple intelligences, according to Gardner. Virtual worlds promote social interaction and offer visitors an opportunity for various interactive activities which can sometimes not be realized in real life education. Children and adults can explore and learn in a different way and from a different perspective, e.g. with educational games and simulations. Virtual worlds represent a new medium that allows people to connect in new virtual ways and offer new challenges in the educational field.


Author(s):  
Leonard A. Annetta ◽  
Shawn Holmes ◽  
Meng-Tzu Cheng

As educational games become more pervasive, the evolution of game design software is inevitable. This study looked at student perceptions of teacher created Serious Educational Games as part of a project striving to create a game development software where teachers and students create games as part of educational activities. The objective was to use evidence from student perceptions to inform further development of the software. A mixed method design ascertained data from 181 male and 178 females from 33 teacher created games. Results indicate that the software is relatively effective by the supporting documentation and training lacked in several areas. This information led to the creation of a commercial game development software set for release in 2010.


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