Collaborative Game-Based Learning with Motion-Sensing Technology

2017 ◽  
Vol 7 (4) ◽  
pp. 53-64 ◽  
Author(s):  
Cheng-Yu Hung ◽  
Yu-Ren Lin ◽  
Kai-Yi Huang ◽  
Pao-Ta Yu ◽  
Jerry Chih-Yuan Sun

The purpose of this study was to compare the influence of a single-player game with that of a collaborative game on students' motivation, attention levels, and relaxation levels in a motion-sensing learning environment. Participants were 20 college students in a higher education institution in southern Taiwan. A Kinect-based game with motion-sensing technology was incorporated to help the students enhance their attention levels and reduce their anxiety. Results showed that when the students worked collaboratively, they achieved higher learning motivation. In addition, brainwave data revealed that during the gaming activities, the students' attention levels in both conditions increased. It is suggested that instructors can incorporate collaborative learning environments with a Kinect motion-sensing platform to enhance students' learning motivation.

2018 ◽  
Vol 112 ◽  
pp. 9-19 ◽  
Author(s):  
Carly Cooper ◽  
Anne Gross ◽  
Chad Brinkman ◽  
Ryan Pope ◽  
Kelli Allen ◽  
...  

2018 ◽  
Vol 915 ◽  
pp. 207-212
Author(s):  
Mustafa Umut Mutlu ◽  
Osman Akin ◽  
Mustafa M. Demir ◽  
Ümit Hakan Yildiz

Conductive polymer-electrospun polymer nanofiber network was combined to host iron oxide nanoparticles providing micrometer thick sensing interface. The sensor has fabricated as free-standing fabric exhibiting 10 to 100 KOhm base resistivity upon bias applied. The moving object has been sensed through the electrostatic interactions between fibers and object. The sensing range has been found to be 1-5 cm above the surface of fabric. By the controlled combination of conductive polymers electrospun polymer nanofibers effective device miniaturization has been provided without loss of performance. The noncontact motion sensor platform has unique flexibility and light weight holding a potential for wearable sensor technology.


Author(s):  
Dariusz Czerwinski ◽  
Marek Milosz ◽  
Patryk Karczmarczyk ◽  
Mateusz Kutera ◽  
Marcin Najda

2017 ◽  
Vol 7 (2) ◽  
pp. 18 ◽  
Author(s):  
Chiung-Li Li ◽  
Yi-Chieh Lin ◽  
Chienyan Hsieh

The purposes of the study were to examine technical university students’ tourism and hospitality English vocabulary learning achievement and the factors influencing their hospitality and tourism English vocabulary learning. The subjects were 62 students from a technical university in southern Taiwan. The instruments included one questionnaire called TARGETT questionnaire consisting of seven factors about learning motivation on hospitality and tourism English vocabulary and one English test called Professional Vocabulary Quotient Credential (PVQC) on hospitality and tourism. The subjects accepted a 40-hour vocabulary learning training course. Then, the subjects took a 50-minute PVQC test and 10-minute TARGETT questionnaire on December 22, 2015; the researchers collected the data from the questionnaire and PVQC test and analyzed the data by descriptive statistics and inferential statistics. The results revealed that most of the subjects liked to learn hospitality and tourism English vocabulary, and found that learning hospitality and tourism English vocabulary was important for the subjects. The results also showed that male subjects had significantly different opinions from female ones in some factors of learning motivation. Moreover, female and male subjects significantly showed that teaching tasks, grouping activities, and evaluation had more effects on their hospitality and tourism English vocabulary learning. Finally, the researchers drew a conclusion based on the results and provided some teaching and research implications for the future.


2015 ◽  
Vol 11 (2) ◽  
pp. 80-95 ◽  
Author(s):  
Lai-Chung Lee ◽  
Kuang-Chung Hao

Multimedia teaching applications have been widely utilized in various subjects. The presentation of teaching materials with animations and games helps to stimulate the visual sense and enhance the learning motivation of learners. Successful learning, however, requires the stimulation of learning motivation that can inspire learners to achieve the desired learning objectives. This study combines the ARCS (Attention, Relevance, Confidence, Satisfaction) motivation model, and humor to design a set of multimedia applications that include teaching animations and games for sixth graders' natural science and technology course, called the Cat's Cradle Multimedia Learning System (CCMLS). The scenario stories of anthropomorphic characters introduce four units of natural science: levers, axles, pulleys and gears. Additionally, games are designed to impress learners even more. After the applications were prepared, tests for learning effectiveness, learning motivation and perceived fun associated with teaching materials were conducted with 106 students at the Qishan Elementary School in Kaohsiung. The experimental group used CCMLS, while the control group used videos of the textbook as the applications. A pre-test and post-test, ARCS Learning Motivation Questionnaire, Smileyometer and interviews were conducted with both groups. According to the statistical analysis, significance was detected in regard to learning effectiveness between the experimental group and the control group. Significance was also found in ARCS learning motivation and perceived fun of teaching materials. Moreover, there is a significant positive correlation between the perceived fun related to the teaching materials and learning motivation. The contribution of this study lies in the proposal of the digital game-based learning (DGBL) from the design perspective: to enhance students' learning motivation and use willingness regarding the teaching materials of the drama and the cartoon characters in humorous dialogues. The proper sound and light effects and examples that are close to daily life will also be taken into consideration in the design of the multimedia applications.


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