scholarly journals Implementing M-Learning System for Learning Mathematics Through Computer Games and Applying Neural Networks for Content Similarity Analysis of an Integrated Social Network

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

In order to make e-learning systems more readily available for use, the majority of new systems are being developed in a form suitable for mobile learning, i.e. m-learning. The paper puts focus on the parts of the implementation of an e-learning system which is not restricted to desktop platforms, but works equally well on smartphones and tablets in the form of m-learning. The implemented system uses educational computer games for learning Mathematics in primary schools and has an integrated social network, which is used for communication and publishing of the content related to the game. Besides analysing the platforms used for accessing the system (desktop/mobile), since students are given a choice, the paper also questions how to interpret messages when they contain concepts in student jargon or generally unknown to teachers, and shows that these messages can be interpreted by applying neural networks.

2018 ◽  
Vol 63 (1) ◽  
pp. 47
Author(s):  
Oksana A. Kucheruk

The article deals with the problem of forming the lexical competence of younger teenage pupils with the use of computer games in the process of learning the Ukrainian language, the ways of its solution and the corresponding methodical recommendations are offered. The importance of creating and using computer games in order to improve the quality level of Ukrainian-language education is substantiated. The essence of the concepts of «lexical competence», «educational computer game» is specified. On the basis of analysis of scientific works, synthesis of educational and methodological ideas, generalization of own experience of pedagogical work the conditions of effective use of educational computer games within the limits of Ukrainian-language education are determined. It has been established that the integration of computer games into the traditional Ukrainian language learning system helps to provide internal motivation for learning, activating pupils ‘cognitive activity, forming general and substantive competencies. It is emphasized that the effectiveness of educational computer games in the language training of students depends on the level of professional education, ICT competence and linguodidactic skill of a teacher-translator. The educational potential of an interactive educational game complex is described, which is to stimulate interest in teaching the Ukrainian language and creates opportunities for the formation of lexical competence on the basis of electronic linguodidactics.


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

One of the main drawbacks of delivering new teaching lessons in e-learning systems is the lack of motivation for using those systems. This paper analyses which elements of computer games for learning mathematics have a beneficial effect on intrinsic motivation and give students continuous feedback in order to improve the learning process. While the control group has access to the basic version of the educational computer game, the experimental group uses the version enriched with additional motivational elements which include enhanced graphics for indulging in the game, messages of support while playing the game, and the possibility to compare results with fellow peers in terms of trophies and medals won.


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

One of the problems of individualized classes which adapt contents and methods of teaching to students of different cognitive capabilities is early and widely available detection of students gifted in certain educational fields. The paper proposes models which are based on stream mining and which can detect students gifted in Mathematics solely on the basis of their interaction with the m-learning system using educational computer games and with no access to any other feature except for student age. Classification accuracy and time-efficiency of different feature selection methods are examined in order to make the models more interpretable, hence less complex. Stream mining classification accuracy in the utilized models is evaluated on new (yet unseen) records, while the concept drift detection analyses at which point of time should new models be built.


2018 ◽  
Vol 44 (2) ◽  
pp. 433-454 ◽  
Author(s):  
Corinne Amel Zayani ◽  
Leila Ghorbel ◽  
Ikram Amous ◽  
Manel Mezghanni ◽  
André Péninou ◽  
...  

Purpose Generally, the user requires customized information reflecting his/her current needs and interests that are stored in his/her profile. There are many sources which may provide beneficial information to enrich the user’s interests such as his/her social network for recommendation purposes. The proposed approach rests basically on predicting the reliability of the users’ profiles which may contain conflictual interests. The paper aims to discuss this issue. Design/methodology/approach This approach handles conflicts by detecting the reliability of neighbors’ profiles of a user. The authors consider that these profiles are dependent on one another as they may contain interests that are enriched from non-reliable profiles. The dependency relationship is determined between profiles, each of which contains interests that are structured based on k-means algorithm. This structure takes into consideration not only the evolutionary aspect of interests but also their semantic relationships. Findings The proposed approach was validated in a social-learning context as evaluations were conducted on learners who are members of Moodle e-learning system and Delicious social network. The quality of the created interest structure is assessed. Then, the result of the profile reliability is evaluated. The obtained results are satisfactory. These results could promote recommendation systems as the selection of interests that are considered of enrichment depends on the reliability of the profiles where they are stored. Research limitations/implications Some specific limitations are recorded. As the quality of the created interest structure would evolve in order to improve the profile reliability result. In addition, as Delicious is used as a main data source for the learner’s interest enrichment, it was necessary to obtain interests from other sources, such as e-recruitement systems. Originality/value This research is among the pioneer papers to combine the semantic as well as the hierarchical structure of interests and conflict resolution based on a profile reliability approach.


2004 ◽  
Vol 12 (1) ◽  
pp. 18-21 ◽  
Author(s):  
Simon Egenfeldt‐Nielsen

This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II. The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group work, teacher preparation, perception of games, class size, priority issue. It is concluded that these factors add up to a tremendous workload on teachers that wish to engage with educational computer games and demands that the teacher possesses a variety of skills.


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