scholarly journals Automatic Updating of Computer Games Data Warehouse for Cognition Identification

2013 ◽  
Author(s):  
Monika Szpringer ◽  
Grazyna Nowak-Starz ◽  
Malgorzata Markowska ◽  
Edyta Laurman-Jarzabek
Keyword(s):  

2008 ◽  
Author(s):  
Philip McClenaghan ◽  
Clive Fencott ◽  
Paul van Schaik
Keyword(s):  

2002 ◽  
Author(s):  
Stephane Bouchard ◽  
Patrice Renaud
Keyword(s):  

2003 ◽  
Author(s):  
David Walshe ◽  
Elizabeth Lewis ◽  
Kathleen O'Sullivan ◽  
Brenda K. Wiederhold ◽  
Sun I. Kim

2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


KURVATEK ◽  
2018 ◽  
Vol 3 (1) ◽  
pp. 63-69
Author(s):  
Siti Jamilah Tarigan ◽  
Wing Wahyu Winarno ◽  
Henderi Safei
Keyword(s):  

Pengambilan keputusan dan perencanaan bidang akademik sering kali tidak berdasarkan pada informasi yang lengkap. Jajaran pengambil keputusan (rektorat atau tingkat eksekutif) hanya bisa melihat sebuah data dalam satu dimensi. Pengambil keputusan akan lebih baik jika informasi dapat disajikan dari berbagai dimensi. Perguruan tinggi telah memiliki data operasional yang lengkap dari kegiatan akademik, kepegawaian, dan penerimaan mahasiswa yang telah dikumpulkan lebih dari 4 tahun. Data warehouse adalah suatu koleksi optimasi database untuk mendukung keputusan. Konsep ini mengintegrasikan antara sistem lama dan sistem baru sehingga tidak terjadi duplikasi data. Data yang telah diintegrasikan dapat diolah dalam berbagai bentuk laporan sesuai dengan kebutuhan.Tujuan dari penelitian ini adalah bagaimana data yang ada bisa menghasilkan informasi yang akurat dan multidimensi sehingga pengambilan keputusan lebih cepat dan akurat. Penelitian ini menggunakan analisis data OLAP, dan skema bintang. Kesimpulan dari penelitian ini adalah rancangan yang dihasilkan bisa membantu pihak akademik dalam membuat keputusan berdasarkan data dan informasi yang mulitidimensi.


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