ARIS

Author(s):  
Christopher L. Holden ◽  
David J. Gagnon ◽  
Breanne K. Litts ◽  
Garrett Smith

This chapter describes ARIS, an open source tool for creating educational games, narratives, and field research activities on mobile devices. The tool is the result of years of design-based research into educational gaming, design pedagogy, and place-based learning. It has been used in a variety of educational contexts from after-school game-design workshops to university-level language courses. Deeply committed to open and democratic education, the project invites involvement at all levels and continues to innovate as a community of users matures.

2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2020 ◽  
Vol 9 (9) ◽  
pp. 155 ◽  
Author(s):  
Sven Ivens ◽  
Monika Oberle

Grounded in a design-based research approach, the aim of this article is to determine whether scientific evaluations help to (a) identify and fix problems in educational interventions and (b) eventually foster a more effective and positive evaluated intervention. Therefore, data from a longer-term evaluation of short digital simulation games about the European Parliament for civic education in schools were used. The data included three cycles of interventions with pre- and post-evaluations starting with the first prototype in 2015/2016 (n = 209), the second cycle in 2017/18 (n = 97), and the last one in 2019/20 (n = 222). After each evaluation, major problems and critiques regarding the simulation game were discussed with the developers, and changes were implemented in the game design. The four most important problems, the processes by which they were improved and the reactions of the participants in the following evaluations are pointed out in the article. A comparison of the last and first evaluation cycle showed an overall improvement of the simulation game regarding its effectiveness in transferring EU knowledge and the participants’ general satisfaction with the simulation game. This study underlines the value of the design-based research approach for developing educational interventions and can be useful for further work on civic education measures and the implementation of digital simulation games.


2009 ◽  
Vol 4 (3) ◽  
pp. 49-57 ◽  
Author(s):  
Mary J. Ditton ◽  
Leigh Lehane

An important aspect of ethical conduct of field research is for the researcher to have an appropriate relationship with the legitimate gatekeepers of the field site. This paper describes our experiences of obtaining approval from regulatory authorities in Thailand for field research on Burmese migrants, and discusses the nature and rationale of such government control in Asia and Western countries. It is intended to guide future humanitarian researchers who are planning to study oppressed groups at politically sensitive research sites where regulatory authorities monitor both research sites and research performance. Thailand, like several other Southeast Asian countries, operates a permit system for foreign researchers. This permit system is designed to promote research activities in Thailand so that the results can be used to further the country's development, and to enhance the cooperation and collaboration between Thai and foreign researchers providing opportunities for the exchange of knowledge, technical expertise, and experience. This control of foreign researchers is not prohibitive; foreign humanitarian researchers can organize research and advance the welfare of targeted oppressed populations in cooperation with government agencies.


2021 ◽  
Vol 11 (4) ◽  
pp. 72-89
Author(s):  
Mirela Gutica ◽  
Stephen Petrina

Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students' subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.


2011 ◽  
Vol 1 (1) ◽  
pp. 45-58 ◽  
Author(s):  
Michael D. Kickmeier-Rust ◽  
Elke Mattheiss ◽  
Christina Steiner ◽  
Dietrich Albert

One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fits-all level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and weakness, personality, and experiences with gaming. Considering motivation being a fragile and constantly changing state, it is important to continuously assess learning and gaming processes and the oscillations of motivation and immersion within a game. With this premise in mind, the authors developed a psycho-pedagogical approach to a non-invasive embedded assessment of motivational states and learning progress, feeding into a dynamic, ontology-driven learner (and gamer) model. To evaluate the approach, the demonstrator games were subject to intensive quantitative and qualitative experimental research. Results show that a meaningful personalization and an individual support are key factors of the success of learning games.


Author(s):  
Rahmiati* . ◽  
Rika Melyanti ◽  
Suryani Des ◽  
Ambiyar .

Japanese is a different language because it uses the letters Katakana and Hiragana. Japanese learning at the Kansai Vocational School Pekanbaru encountered several obstacles including the lack of learning facilities and a learning atmosphere that tends to be boring so that many students have difficulty learning and choosing to play games. Educational games on mobile devices are a new learning method that is considered to be more attractive to someone to learn. Fisher-Yates is a randomization technique on questions so questions that come out will be different and can be generated without repetition and duplication. Fuzzy Tsukamoto is a method used in decision-making to determine the score at the end of the quiz. From this research, it can be found that Fisher-Yates can determine the randomization solution that is not multiple and varied object randomization. Fuzzy Tsukamoto has a fairly good accuracy between calculations based on the system and calculations manually, although it does not show results that are 100% the same in each calculation. Educational game recognizing the letters Katakana and Hiragana is expected to help students overcome difficulties in understanding and learning Japanese related to the mastery of the letters Katakana and Hiragana.


Author(s):  
Nina Vyatkina

Data-Driven Learning (DDL), or a corpus-based method of language teaching and learning, has been developing rapidly since the turn of the century and has been shown to be effective and efficient. Nevertheless, DDL is still not widely used in regular classrooms for a number of reasons. One of them is that few workable pedagogical frameworks have been suggested for integrating DDL into language courses and curricula. This chapter describes an exemplar of a practical application of such a pedagogical framework to a high-intermediate university-level German as a foreign language course with a significant DDL component. The Design-Based Research approach is used as the main methodological framework. The chapter concludes with a discussion of wider pedagogical implications.


2021 ◽  
Author(s):  
Akeem Olapade Mufutau ◽  
Fernando Pedro Guiomar ◽  
Arnaldo Oliveira ◽  
Paulo Pereira Monteiro

Abstract Towards enabling 5G radio access technologies and beyond to meet the requirements for continuous dynamic and diverse services, flexibility and scalability of the cellular network are therefore pertinent. The utilization of software-defined radio (SDR) aided with an open-source platform and virtualization techniques are increasingly exposing the realization of desirable flexibility for radio access network (RAN) while enabling the development of a prototype which can be directed at fostering further mobile network research activities. In this paper, we review OpenAirInterface (OAI) implementation and present an OAI based cloud RAN (C-RAN) testbed with which mobile fronthaul (MFH) solutions can be tested.


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