scholarly journals Improving the Effectiveness of Compute-Based Educational Game with IMS Learning Design

2012 ◽  
Vol 6-7 ◽  
pp. 1016-1021
Author(s):  
Miao Miao Zeng

This article employed the concept of IMS learning design (LD) to realize the balance of “educational function” and “entertainment” in Computer-based educational game (CEG). A design structure of CEG based on activity theory was set up firstly, and then a method how to use LD to model each element in CEG was described, which was illustrated by an integration case as well. Finally, the conclusion that LD used as a framework of game activity design can improve the effectiveness of CEG was got.

2019 ◽  
Vol 4 (2) ◽  
Author(s):  
Rozali Toyib ◽  
Ardi Wijaya

Abstack: Data stored in storage media is often lost or opened by certain parties who are not responsible, so that it is very detrimental to the owner of the data, it is necessary to secure data so that the data can be locked so that it cannot be opened by irresponsible parties. The RC5 and RC6 algorithms are digestive massage algorithms or sometimes also known as the hash function which is an algorithm whose input is a message whose length is not certain, and produces an output message digest from its input message with exactly 128 bits in length. RC6 password is a protection for the user in securing data on a PC or computer. Based on the results of the conclusions taken: For the experiments carried out on the RC5 algorithm the execution time for the generation of keys (set-up key) is very fast, which is about 9-10 ns, a trial carried out on the RC6 algorithm execution time for the key generator (set up key ) faster than 10-11 ns. In the encryption and decryption process, the execution time depends on the size or size of the plaintext file. The larger the size of the plaintext file, the longer the execution time.Abstrak : Data yang tersimpan dalam media penyimpanan sering hilang atau dibuka oleh pihak-pihak tertentu yang tidak bertanggung jawab, sehinga merugikan sekali bagi pemilik data tersebut, untuk itu diperlukan suatu pengamanan data agar data tersebut dapat terkunci sehingga tidak dapat dibuka oleh pihak yang tidak bertanggung jawab.. Algoritma RC5 dan RC6 merupakan algoritma massage digest atau kadang juga dikenal dengan hash function yaitu suatu algoritma yang inputnya berupa sebuah pesan yang panjangnya tidak tertentu, dan menghasilkan keluaran sebuah message digest dari pesan inputnya dengan panjang tepat 128 bit. Password RC6 merupakan salah satu perlindungan kepada user dalam pengamanan data yang berada dalam sebuah Pc atau computer. Berdasarkan hasil pengujian diambil kesimpulan : Untuk uji coba yang dilakukan pada algoritma RC5 waktu eksekusi untuk pembangkitan kunci  (set up key) sangat cepat sekali yaitu sekitar  9-10 ns, uji coba yang dilakukan pada algoritma RC6 waktu eksekusi untuk pembangkit kunci (set up key) lebih cepat sekali yaitu 10-11 ns, Pada proses enkripsi dan dekripsi, waktu eksekusi tergantung dari besar atau kecilnya ukuran file plaintext.s emakin besar ukuran file plaintext maka semakin lama waktu eksekusinya.


2013 ◽  
pp. 63-101
Author(s):  
Marion A. Hersh ◽  
Barbara Leporini

This chapter presents an overview of accessibility and usability for educational computer-based games and the first survey of the accessibility and usability of digital educational games. The overview includes a discussion of accessibility and usability, both in general and in the specific context of educational games, as well as a brief presentation of issues relating to game design, including of mobile games. Since there are no previous studies of the accessibility and usability of educational computer-based games, studies of the accessibility and usability of the related areas of virtual learning environments, digital games for entertainment and PDF documents, are also presented. The overview of accessibility and usability and the results of the survey are used to draw up a structured list of 62 guidelines and recommendations, organised into three categories at the first level and ten at the second level. These guidelines and recommendations are illustrated by an example of their application to a fictitious new educational game.


2015 ◽  
Vol 2015 ◽  
pp. 1-11 ◽  
Author(s):  
Yen-Ru Shi ◽  
Ju-Ling Shih

How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting games.


2015 ◽  
Vol 789-790 ◽  
pp. 1311-1316 ◽  
Author(s):  
Thanh Cong Nguyen ◽  
Yao Jin

This paper examines the application of proposed Design Structure Matrix (DSM) by modeling the collaborative design of the Automotive Powertrain System. A task of the whole design process is divided into several levels and some specific design tasks. Respectively, the flow diagram is set up based on the DSM principle. In order to optimize the design process and to shorten the development cycle, detailed analysis and reconstruction of DSM were performed by eliminating iterative design process.


2015 ◽  
Vol 6 (4) ◽  
pp. 15-23 ◽  
Author(s):  
Abderrahim EL MHOUTI ◽  
Mohamed ERRADI .

In the e-learning field, there is an urgent need for the sharing, reuse and design of online courses as learning objects. However, in the vast majority of cases, e-learning courses are built in a manner that not stimulating cooperation, interaction, and collaborative learning. The primary aim of this paper is to develop a strategy for constructing learning objects, strategy targeted at supporting instructors in designing educational contents in order to promote collaborative learning in e-learning environments. A key challenge in this work is the definition of a new method of learning design of e-learning contents to stimulate collaborative learning. In addition, we introduce a general model of online and collaborative learning design. Model is based on the methods of instructional design and Educational Modeling Languages, particularly the IMS-LD specification. Firstly, the paper presents the online and collaborative design process of a content based on a life cycle adapted. Then, the paper describes the steps of the modeling process of content. Finally, the paper exposes the adopted technical choices and a first prototype is set up to provide a subjective evaluation of the new framework.


2021 ◽  
Author(s):  
◽  
Pippin Barr

<p>Video games are a form of software and thus an obvious object of study in Human-Computer Interaction (HCI). Interaction with video games differs from the usual understanding of HCI, however, because people play video games rather than use them. In this dissertation we ask: " How can we analyse human-computer interaction in video games when the interaction in question is play?" We propose video game values, defined as sustained beliefs about preferable conduct during play, as a basis for video game HCI. In order to describe and analyse play we use activity theory, focusing on how the interface mediates players' beliefs about preferable conduct. Activity theory allows us to address the multiple levels of context and detail in play as well as the role of conflict. We employ a qualitative case study methodology to gather data about five popular video games: Civilization III, Fable, Grand Theft Auto: San Andreas, Half-Life 2, and The Sims 2. Our core data comes from observation and interview sessions with twenty-five experienced players of these games. We collected further data based on the games' interfaces, participant observation, and documentation such as manuals and walkthroughs. We make three key contributions to video game HCI: 1) We introduce video game values as a means to analyse play as a form of human-computer interaction and show how the values of PAIDIA and LUDUS influence all aspects of play; 2) we develop a video game activity framework for describing and analysing video game play at multiple levels of detail and context; and 3) we extend the video game activity framework to include contradictions and breakdowns as a means to describe and analyse the role of conflict and challenge in video game play.</p>


2011 ◽  
Vol 4 (2) ◽  
Author(s):  
Jean Underwood ◽  
Arne Dahlberg ◽  
Simon FitzPatrick ◽  
Malcolm Greenwood

The STILE Project (Students' and Teachers' Integrated Learning Environment) is one of 76 projects set up under the UK Government's Teaching and Learning Technology Programme (TLTP) initiative sponsored by the British Higher Education Funding Councils (HEFCs). The STILE Project uses hypermedia to provide greater opportunities for independent and flexible modes of learning both in a campus situation and for distance learning. The approach is resource-based. STILE provides a mechanism for both tutors and learners to discover and access relevant resources when they need them, together with facilities that enable users readily to use and re-use existing materials, to integrate them together, and to add further materials of their own in a way that seems natural to them (see Ruggles et al, 1995). The result is not a closed and finished product,but a set of tools and services and a continually developing resource base. The effect is to ease the load on academic staff in maintaining and supporting student access to resources, and to enrich the set of resources available to both staff and students.DOI:10.1080/0968776960040205


1989 ◽  
Vol 18 (291) ◽  
Author(s):  
Susanne Bødker

<p>This paper presents a framework for the design of user interfaces which starts out from the work situations where computer based artifacts are used: The framework deals with the role of the user interface in purposeful human work. Human activity theory is used in this analysis. The purpose of the paper is to make the reader curious and hopefully open his or her eyes to a somewhat different way of thinking about the user interface. The paper applies examples of real-life interfaces to support this process, but it is not the purpose of the paper to give a systematic presentation of empirical results. The paper focuses on the role of the computer application in use. Thus, it is necessary to deal not only with the relation between the human being and the computer, but also with other surounding conditions for work. Human experience and competence is dealt with as rooted in the practice of the group which conducts the specific work activity</p> <strong></strong>


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