scholarly journals Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

Author(s):  
D.-T. Shih ◽  
C. L. Lin ◽  
C.-Y. Tseng

This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of “The Digital ARt/ARchitecture Project”. <br><br> The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, “3D AR for Hukou Old ” and “Hsinchu County History Museum AR Tour” which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. <br><br> This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.

Author(s):  
Desislava Paneva-Marinova ◽  
Radoslav Pavlov

This chapter presents solutions for personalized observation and enhanced learning experience in digital libraries (DLs) by special smart educational nooks. Main factors related to the DLs user experience and content usability issues are considered. During the user experience design, the users' needs, goals, preferences, and interests have been carefully studied and have become the starting point for the new DLs functionality development. This chapter demonstrates several educational nooks or their components, such as learning tools in a digital library for fashion objects, a smart learning corner in an iconographical art digital library, an ontology of learning analysis method, and some educational games for art and culture in which authors are co-developers.


Author(s):  
Carl J. Ekberg ◽  
Sharon K. Person

This chapter examines the role played by woodcutters, carpenters, cabinetmakers, and stonemasons in St. Louis during its earliest years, 1766–1770. Charles E. Peterson, one of the founding fathers of preservation architecture in the United States, wrote three seminal pieces about colonial architecture in the middle Mississippi Valley. Since Peterson, however, there has been no comprehensive study on Illinois Country architecture. Drawing largely on extant manuscripts in the archives of the Missouri History Museum, this chapter compares St. Louis's early buildings with those in other Illinois Country communities (Kaskaskia and Ste. Genevieve), those on the Gulf Coast, and those in French Canada. It also looks at a number of prominent woodworkers in early St. Louis, including Jacques Denis and Pierre Lupien dit Baron. Finally, it considers some of the features of Illinois Country houses and the materials used in their construction, primarily timber.


ZooKeys ◽  
2018 ◽  
Vol 795 ◽  
pp. 49-65 ◽  
Author(s):  
Patina K. Mendez ◽  
Sangyeon Lee ◽  
Chris E. Venter

Availability of 3D-printed laboratory equipment holds promise to improve arthropod digitization efforts. A 3D-printed specimen scanning box was designed to image fluid-based arthropod collections using a consumer-grade flatbed scanner. The design was customized to accommodate double-width microscope slides and printed in both Polylactic Acid (PLA) and nylon (Polyamide). The workflow with two or three technicians imaged Trichoptera lots in batches of six scanning boxes. Individual images were cropped from batch imagess using an R script. PLA and nylon both performed similarly with no noticeable breakdown of the plastic; however, dyed nylon leeched color into the ethanol. The total time for handling, imaging, and cropping was ~8 minutes per vial, including returning material to vials and replacing ethanol. Image quality at 2400 dpi was the best and revealed several diagnostic structures valuable for partial identifications with higher utility if structures of the genitalia were captured; however, lower resolution scans may be adequate for natural history collection imaging. Image quality from this technique is similar to other natural history museum imaging techniques; yet, the scanning approach may have wider applications to morphometrics because of lack of distortion. The approach can also be applied to image vouchering for biomonitoring and other ecological studies.


Heritage ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 42-60
Author(s):  
Margherita Longoni ◽  
Norma Cicala ◽  
Vittoria Guglielmi ◽  
Gianluca Poldi ◽  
Silvia Bruni

Two paintings, made on aluminium support by Silvio Pasotti (among the major exponents of 1960s Italian pop art) were investigated in a totally non-invasive manner to identify the materials used by the artist. Raman spectroscopy, Fourier-transform infrared spectroscopy (FTIR), visible reflectance spectroscopy, and spectrofluorimetry with visible excitation were exploited as molecular analysis techniques, which are particularly suitable to recognise also synthetic organic materials, such as pigments and binders. The effectiveness of this multi-analytical approach was demonstrated, leading to the identification of several synthetic organic pigments, both conventional and “special effect” ones, introduced during the first half of the 20th century, as well as some well-established inorganic ones. Combining FTIR results both in the medium and near IR ranges, considerations regarding the binders employed by the artist could also be made, suggesting the use of both nitrocellulose and acrylic paints. Imaging techniques, such as IR reflectography, false colour IR, UV induced fluorescence, and portable microscopy, were also used to achieve a better knowledge of the painting practice.


Author(s):  
Carmen Requena Hernández ◽  
Paula Álvarez Merino ◽  
Francisco Salto Alemany

Abstract.Getting to know the capacities and limitations of the reasoning brain can help us to understand why some learning situations are efficient while others are not. Brain imaging techniques can offer this information, hence current neuroscience is inclined to use service-learning methodologies which include emotion when measuring mental and brain learning efficiency. In this paper we collect results from empirical research on logico-emotional training based in control by inhibition strategies. This strategy consists in training subjects in self-instructions to avoid falling into the perceptive pairing bias. Results show an increase in the percentage of success from 10% to 90% of the trained subjects, as opposed to subjects trained with other methodologies commonly used in the classroom. As a conclusion, it has been shown that brain activity hints of metacognition imply a deeper and more successful learning experience in the teacher/pupil diad.Key words: Social competence, Young, Older persons, Computer technology, Social abilitiesResumen.Conocer las capacidades y limitaciones del cerebro que razona puede ayudarnos a entender por qué algunas situaciones de aprendizaje son eficaces y otras  o no. Las imágenes cerebrales proporcionan esta información de modo que la neurociencia actual se inclina por metodologías de enseñanza-aprendizaje que incluyen la emoción al apreciar su eficacia a nivel mental y cerebral. En este artículo se recogen los resultados de investigaciones apoyadas en el entrenamiento logicoemocional fundamentado en la estrategia control por inhibición. Esta estrategia consiste en entrenar al sujeto en autoinstrucciones para impedir que caiga en la trampa de sesgo de emparejamiento perceptivo. Los resultados muestran un aumento de porcentaje de éxito de un 10% a un 90% en los sujetos entrenados en este tipo de práctica, frente a sujetos entrenados con otro tipo de metodologías utilizadas frecuentemente en las escuelas. Conclusión, “sentir la sensación de lo que sucede” conlleva una experiencia de aprendizaje más comprometida y exitosa en la díada maestro/aprendiz.Palabras clave: Control por inhibición, Metacognitivo, Neurociencia, Lógicoemocional.


2014 ◽  
Vol 4 (4) ◽  
pp. 19-36 ◽  
Author(s):  
Gabriel Barata ◽  
Sandra Gama ◽  
Joaquim Jorge ◽  
Daniel Gonçalves

Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In this paper the authors present a study in which they analyzed student data from a gamified college course and looked for distinct behavioral patterns. The authors clustered students according to their performance throughout the semester, and carried out a thorough analysis of each cluster, regarding many aspects of their learning experience. They clearly found three types of students, each with very distinctive strategies and approaches towards gamified learning: the Achievers, the Disheartened and the Underachievers. A careful analysis allowed them to extensively describe each student type and derive meaningful guidelines, to help carefully tailoring custom gamified experiences for them.


Physiotherapy ◽  
2015 ◽  
Vol 101 ◽  
pp. e433-e434
Author(s):  
T. Petta ◽  
A. Furness ◽  
G. Mulvey ◽  
T. Redwood ◽  
L. Bainbridge

2018 ◽  
Vol 61 (4 (459)) ◽  
pp. 125-138 ◽  
Author(s):  
Dawid Maria Osiński

The article attempts to present the stages of Wilhelmina Zyndram-Kościałkowska’s approach to reflection on Miriam’s understanding of aesthetic and artistic principles. A critical diagnosis related to the understanding of art and culture by Zenon Przesmycki is possible due to observation of Kościałkowska’s holistic reflection on the concept of culture and modernist literature (including the essence of translation, the meaning of modernist art, drama specificity and the concept of “art for art”) contained in manuscript intimist collections. The analysis includes diaries, notes, “extracts” from life and people, calendars kept throughout the life of the Grodno writer deposited in the Lithuanian State Historical Archives in Vilnius. The method of examination and the nature of the approach are defined by the author of the article as a coffin portrait.


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