نتایج جستجو برای: gamified education
تعداد نتایج: 380059 فیلتر نتایج به سال:
This study examines the effects of a role-play-based pedagogical method in Finland on twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails simulation society gamified learning environment as part their formal education. Structural Equation Modeling was employed to analyze students’ (N = 253) self-reported role-play experience pre-and post-scores propensi...
In this work, we consider challenges relating to security for Industrial Control Systems (ICS) in the context of ICS security education and research targeted both to academia and industry. We propose to address those challenges through gamified attack training and countermeasure evaluation. We tested our proposed ICS security gamification idea in the context of the (to the best of our knowledge...
TERENCE is an FP7 ICT European project that developed a technology enhanced learning system for supporting its learners, who are primary school children, and their educators. In the course of the project, we run field studies with a large number of learners for analysing the context of use of the system. This paper explains what triggered the gamification of the field studies, as well as how th...
06 16:15 16:30 241 The profile of high-tech start-ups: An approach by graphical analysis of the prism on relations in networks 01 15:00 15:15 130 The Operator 4.0: Human Cyber-Physical Systems & Adaptive Automation towards HumanAutomation Symbiosis Work Systems 02 15:15 15:30 223 Supporting the Requirements Elicitation Process for cyber-physical Product-Service Systems through a gamified Approa...
We describe Open CALL-SLT, a framework that allows people who may only have modest computer skills to create interactive speech-enabled CALL courses on the web. User content is uploaded to a server and remotely compiled and deployed. Courses can be created at six levels of increasing sophistication, where the specification of the content ranges from simple prompt/response pairs at one end to mu...
Based on the assumptions that games are inherently motivating and that typically children are familiar with games, a game is being developed as a research tool to capture how far children aged 7-11 years old understand law in their everyday lives. The game consists of legal scenarios in four different settings. The participatory design approach with the traditional focus group technique has bee...
Gamified advertising has received considerable attention from scholars over the last two decades. In literature, main types of gamified can be identified: in-game (IGA) and advergames (AG). this article, we synthesize 20 years research into these – pay special to role played by International Journal Advertising (IJA). We give a systematic overview most often used theories explaining persuasive ...
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