interactive games
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2022 ◽  
Vol 3 ◽  
Author(s):  
Rebecca J. Lloyd ◽  
Stephen J. Smith

The overarching purpose of the InterActive for Life (IA4L) project is to mobilize relational knowledge of partnered movement practices for physical education practitioners. Through a participatory, motion-sensing phenomenological methodology, relational knowledge gleaned from world class experts in salsa dance, equestrian arts, push hands Tai Chi and acroyoga, and analyzed through the Function2Flow conceptual model, was shared with Physical Education Teacher Education (PETE) students. They, in turn, made sense of the ways these experts cultivate relational connections through a process of designing interactive games suitable for physical education curricula. The kinetic, kinesthetic, affective and energetic dynamics of these games were then shared through professional development workshops, mentoring, and open-access resources. Each phase of the IA4L project invites us to depart from the predominance of individualistic ways of conceiving and teaching movement and instead explore what it means to be attuned to the pulse of life as we break away from tendencies to objectify movement as something our bodies do or that is done to them. Consideration is given to the ways in which meaningful relational connections are formed in and through movement and how this learning prioritizes the InterActive Functions, Forms, Feelings and Flows of moving purposefully, playfully and expressively with others. In so doing, what this research offers is an understanding of how knowledge of an essentially motion-sensitive kind, which can breathe life into physical education curricula, can be actively and interactively mobilized.


Electronics ◽  
2022 ◽  
Vol 11 (2) ◽  
pp. 195
Author(s):  
Nikolaos Partarakis ◽  
Xenophon Zabulis ◽  
Nikolaos Patsiouras ◽  
Antonios Chatjiantoniou ◽  
Emmanouil Zidianakis ◽  
...  

An approach to the representation and presentation of spatial and geographical context of cultural heritage sites is proposed. The goal is to combine semantic representations of social and historical context with 3D representations of cultural heritage sites acquired through 3D reconstruction and 3D modeling technologies, to support their interpretation and presentation in education and tourism. Several use cases support and demonstrate the application of the proposed approach including immersive craft and context demonstration environment and interactive games.


Author(s):  
Khairun Nisa

During the COVID-19 epidemic, this research aimed to improve students' fundamental Indonesian knowledge using Quizizz as a game-based learning tool. Description qualitative research technique. The study sample consisted of 33 students from the first semester of the Indonesian Language and Literature Education Study Program. The research instrument is multiple-choice questions about standard and non-standard words and Indonesian writing, which is included in the quizizz website. The data analysis technique was carried out in four stages; 1) data collection, data reduction; data presentation; and concluding. Based on the analysis results, it was found that the quizizz learning media in learning Indonesian can increase student interest in learning and is very effective in increasing knowledge of writing or spelling Indonesian and standard Indonesian grammar. Quizizz also prepares lecturers and students for global education expectations. Online interactive games can help enhance language education and boost digital literacy among the youth, both of which are essential for the fourth industrial revolution.


2022 ◽  
pp. 1300-1323
Author(s):  
Levent Durdu

Interactive, communicative, and participatory activities contribute to the effectiveness of peace education. The use of games in educational settings is expressed as educational games. From the Oregon Trail to today's highly interactive games, many games have been used to support learning in many subjects. To state it specifically about peace education, the history of digital games for peace education started with My City (1995), supported by UNICEF, continued with games aiming different learning subjects, such as Escape from Woomera (2003), Ayiti (2006), PeaceMaker (2007), Hush (2007) and This War of Mine (2014). The most important contribution of these games in terms of peace education is that individuals gain empathy and perspective. These gains at cognitive and affective domains will contribute to individuals to be more successful in conflict resolution. The games introduced in this chapter are detailed with their pros and cons within the scope of peace education. The researches based on these games are included, and the critical findings of these studies are discussed.


2021 ◽  
Vol 12 ◽  
Author(s):  
Robbin Gibb ◽  
Lara Coelho ◽  
Nicole Anna Van Rootselaar ◽  
Celeste Halliwell ◽  
Michelle MacKinnon ◽  
...  

In recent years, play has been shown to be a powerful means to enhance learning and brain development. It is also known that through play children enhance their executive function (EF) skills. Furthermore, well-developed EF in preschoolers has been shown to be an important predictor for later academic and life success. Armed with this information a program, Building Brains and Futures (BBF), for developing EF through play was designed for 3–5-year-old. The program consisted of 10 simple, fun, and interactive games selected to enhance various facets of EF. The 10 games included were: dimensional change card sort, lips and ears, block building, musical freeze, opposites, pretend play, red light/green light, shared project, Simon says, and wait for it. The program was implemented with a group of children shown to have challenges with respect to kindergarten readiness. The approach was first, to build adult capability by sharing knowledge of brain development, EF, and the importance of play with educators, caregivers, and parents. Second, to build skills in delivering the program in the school setting. Children engaged with the program of games for a minimum of 6 weeks. Their performance on a battery of direct measures of EF, language, and motor skills, were recorded before and after the program. The results showed improvement in all three domains. In addition, adopters of the BBF program reported it was easily and successfully integrated into their existing preschool curricula. The importance of intentional adult directed play in building developmental learning, including EF, is discussed.


2021 ◽  
Vol 12 (2) ◽  
pp. 413-426
Author(s):  
Neni Hermita ◽  
Jesi Alexander Alim ◽  
Zetra Hainul Putra ◽  
Peggi Muharrani Gusti ◽  
Tommy Tanu Wijaya ◽  
...  

Number sense is an essential primary mathematics material in elementary school that students must master. Learning media may be utilized in elementary schools' teaching and learning process to engage and inspire students to participate in learning activities, particularly mathematics. Therefore, the researchers designed an interactive game using Genially to improve students' number sense. The ADDIE development model was applied in the research and development procedure. In this research, the ADDIE development model began by analyzing problems related to the mathematics learning process in elementary schools, analyzing the environment and work situation, designing an interactive game, developing the game based on validation results from three media experts and two concept experts, and conducting a one-on-one trial. The product feasibility was tested on 46 students who were divided into two classes. Class B served as the experimental class, while Class A served as the control class. The interactive game's validation findings showed that the developed interactive learning media was practical and useful. As a result of the implementation, the experimental class students' grasp the material better than the control class. 


Author(s):  
Masnur Masnur ◽  
Tri Hariadi Purnomo

Mathematics is a science that is very useful in everyday life. Mathematics lessons can be applied in various ways in everyday life. Hone skills in arithmetic can be done through interactive games such as games or games that are digital. This kind of game or game aims to provide education and a spirit of competition, especially in mathematics, by competing with other people to hone skills and speed in answering questions. A web-based math duel game made with HTML5, CSS3, PHP, and JavaScript technology. In this game, players can duel in Realtime with opponents in answering questions correctly and accurately by using a matching system according to the player's ranking. This Math Duel Web Game also has three types of games so that players have more playing options.


Author(s):  
Ying Wang ◽  
Yuanyuan Huang ◽  
Junjie Xu ◽  
Defu Bao

Existing motion capture technology can efficiently track whole-body motion and be applied to many areas of the body. This whole-body interaction design has gained the attention of many researchers. However, few scholars have studied its suitability for elderly users. We were interested in exercise-based whole-body interactive games, which can provide mental and physical exercise for elderly users. We used heuristic evaluation to measure participants’ actions during exergame tasks and analyzed preference differences between elderly and younger users through the distribution of actions in four dimensions. We found that age affected the actions performed by users in exergame tasks. We discuss the mental model of elderly users during the process of performing these tasks and put forward some suggestions for interactive actions. This model and these suggestions theoretically have guiding significance for the research and application of exergame design for elderly users and may help designers develop more effective exergames or other whole-body interaction interfaces suitable for elderly users.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Joshua Zonca ◽  
Alexander Vostroknutov ◽  
Giorgio Coricelli ◽  
Luca Polonio

AbstractMany types of social interaction require the ability to anticipate others' behavior, which is commonly referred to as strategic sophistication. In this context, observational learning can represent a decisive tool for behavioral adaptation. However, little is known on whether and when individuals learn from observation in interactive settings. In the current study, 321 participants played one-shot interactive games and, at a given time along the experiment, they could observe the choices of an overtly efficient player. This social feedback could be provided before or after the participant’s choice in each game. Results reveal that players with a sufficient level of strategic skills increased their level of sophistication only when the social feedback was provided after their choices, whereas they relied on blind imitation when they received feedback before their decision. Conversely, less sophisticated players did not increase their level of sophistication, regardless of the type of social feedback. Our findings disclose the interplay between endogenous and exogenous factors modulating observational learning in strategic interaction.


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