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1.
The goal of this study was to probe the effectiveness of a mobile game-based learning approach in modifying behavioural outcomes and competence. The experiment was set against the background of low rates of laymen providing CPR during sudden cardiac arrests. A post-test control group design was used to contrast and evaluate the effects of the two different types of learning. Two hundred two students were randomly assigned to two conditions, a game-based variant simulating an emergency situation (experimental group), and an instruction-based approach (control group). After the intervention participants completed a questionnaire assessing self-prediction, self-efficacy, attitude, subjective norm, empathy and competence. The largest arguably significant difference between the two groups showed in self-prediction and capacity beliefs. Results further revealed a positive relationship between self-prediction and the variables attitude and self-efficacy. The type of scenario did not translate into the other concepts we assessed, though, and results were inconclusive regarding the effectiveness of the type of learning scenario and CPR knowledge. We explain the small effect size partly by the experimental procedure and the design of the game intervention, which is discussed in the course of this article.  相似文献   

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Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated in terms of pupil engagement in the game, historical knowledge, and motivation for History in general and the topic of the Middle Ages in particular. A quasi-experimental design was used with 458 pupils from 20 classes from five schools. The pupils in 10 of the classes played the mobile history game whereas the pupils in the other 10 classes received a regular, project-based lesson series. The results showed those pupils who played the game to be engaged and to gain significantly more knowledge about medieval Amsterdam than those pupils who received regular project-based instruction. No significant differences were found between the two groups with respect to motivation for History or the Middle Ages. The impact of location-based technology and game-based learning on pupil knowledge and motivation are discussed along with suggestions for future research.  相似文献   

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We investigate the role of the information available to the players on the outcome of the cops and robbers game. This game takes place on a graph and players move along the edges in turns. The cops win the game if they can move onto the robber’s vertex. In the standard formulation, it is assumed that the players can “see” each other at all times. A graph GG is called cop-win if a single cop can capture the robber on GG. We study the effect of reducing the cop’s visibility. On the positive side, with a simple argument, we show that a cop with small or no visibility can capture the robber on any cop-win graph (even if the robber still has global visibility). On the negative side, we show that the reduction in cop’s visibility can result in an exponential increase in the capture time. Finally, we start the investigation of the variant where the visibility powers of the two players are symmetrical. We show that the cop can establish eye contact with the robber on any graph and present a sufficient condition for capture. In establishing this condition, we present a characterization of graphs on which a natural greedy pursuit strategy suffices for capturing the robber.  相似文献   

4.
数字化部队移动通信与指挥控制装备技术研究   总被引:1,自引:1,他引:1  
讨论了数字化部队移动通信与指挥控制装备研究与应用的关键技术,包括移动计算网络通信技术、移动计算处理技术和移动应用支撑技术,对国内外相关技术研究发展现状及美军移动通信与指挥控制装备的具体应用进行了详细的研究分析。  相似文献   

5.
The purpose of this single‐case study was to explore the lived experiences of a grade 6 teacher and students who used tablets as part of their classroom instruction. Malone and Lepper's taxonomy of intrinsic motivations for learning is used as a framework for examining whether and how this particular theory of motivation applies equally well for mobile learning. This study reports on the grade 6 teacher's and students' perceptions regarding the motivational affordances of using these mobile devices for learning. The findings are consistent with those of Malone and Lepper that motivation can be enhanced through challenge, curiosity, control, recognition, competition and cooperation. This model is helpful in informing our understanding of the motivating features of using mobile devices for learning and how mobile technologies can be used to enhance learners' motivation.  相似文献   

6.
通过对云计算技术的应用研究,分析了数字档案馆引入云计算技术带来的好处,提出了云计算环境下数字档案馆的运行架构,推动了数字档案馆信息化建设的步伐,改进档案馆整体服务和管理模式,提升档案资源利用率和管理水平.同时对云计算在档案馆的应用,也起到了普及和推广的作用.  相似文献   

7.
The augmentation of visitor experiences with location-based technologies has been available for some time. Through in-depth studies of users during these experiences the field is building a rich picture of user behaviour in relation to certain location-based technologies. However, little work has explored the use of mobile camera phones and 2D barcodes on situated signs and their properties as a way of delivering such augmented visitor experiences. In this paper we present a study of people engaged in such a location-based experience at London zoo in which they use mobile camera phones to read 2D barcodes on signs at the animal enclosures in order to access related content. Through the fieldwork we highlight the social and collaborative aspects of the experience and how particular characteristics of the mobile phone and barcode technology shape these behaviours. The paper also highlights some of the non-instrumental aspects of the location-based experience, in particular in relation to the importance of collecting location-based content. We explore the social aspects of collecting as well as certain competitive elements it introduces into people’s behaviour. This creates an interesting tension in that aspects of the application encourage cooperation and sharing among the visitors whereas others encourage competition. In the course of presenting the fieldwork, we explore this tension further.  相似文献   

8.
Community informatics is emerging as the framework for systematically approaching information systems from a “community” perspective. We discuss how a particular form of information technology, digital signage, was used to solve some of the problems faced by a city and a non-profit association in a distressed community. An analysis of this implementation shows that a community informatics perspective is essential to designing and implementing information and communication technologies systems for communities.  相似文献   

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The present study focused on 212 fifth graders' situational interest trajectories during an intervention with a digital mathematics game called Number Navigation. Our aims were to explore the development of situational interest whilst playing the game and to investigate the relationship between situational interest and individual math interest. Growth mixture model analyses showed that in the whole sample situational interest was stable within sessions but decreased across sessions. Three different situational interest trajectories were found. Situational interest trajectories were predicted by pre‐test individual interest. In turn, situational interest had an effect on post‐test individual interest. Students whose situational interest trajectories were stable (either high or low) presented no changes in individual interest, yet the individual interest of students whose situational interest was triggered but not maintained markedly decreased from pre‐test to post‐test. Results suggest that it is important to use game‐based learning not because games are believed to be “motivating”; rather, games with proven learning outcomes should be carefully selected.  相似文献   

13.
A logic analyser may not be the best tool for all design and test needs. Chris Crook looks at the advantages of a digital oscilloscope  相似文献   

14.
移动导航系统数字地图路网数据的描述与组织   总被引:1,自引:0,他引:1  
方钰  何启海 《计算机应用》2005,25(11):2673-2675
导航电子地图路网数据的描述,组织和管理是移动导航系统的设计中涉及的关键问题。从移动导航系统对路网数据的信息要求出发,针对以往路网数据模型的不足,探讨了一种名为HOT的层次化路网模型。详细论述了该模型的数据对象描述和层次结构定义,特别是针对网络拓扑结构的刻画给出了解决方案。通过在某市交通信息网格项目中的应用,表明该模型具有信息完备、结构清晰、简洁实用等优点。  相似文献   

15.
To investigate whether a persuasive social impact game may serve as a way to increase affective learning and attitude towards the homeless, this study examined the effects of persuasive mechanics in a video game designed to put the player in the shoes of an almost-homeless person. Data were collected from 5139 students in 200 middle/high school classes across four states. Classes were assigned to treatment groups based on matching. Two treatment conditions and a control group were employed in the study. All three groups affective learning and attitude scores decreased from the immediate posttest but the game group was significantly different from the control group in a positive direction. Students who played the persuasive social impact game sustained a significantly higher score on the Affective Learning Scale (ALS) and the Attitude Towards Homelessness Inventory (ATHI) after three weeks. Overall, findings suggest that when students play a video game that is designed using persuasive mechanics an affective and attitude change can be measured empirically.  相似文献   

16.
由于传统的工作流系统无法适应移动计算环境的要求,于是该文提出了基于Agent的柔性工作流模型,讨论了移动Agent的设计逻辑及工作机制,并从移动数据库的设计入手来分析移动计算环境下的工作流体系结构,结合原型系统MAFlow分析了柔性工作流的组织及运行机制,并着重研究了工作流的柔性设计及系统中的工作流引擎、任务管理服务器、角色库、同步服务器及异常处理服务器的工作原理。  相似文献   

17.
Reading to young children has a number of benefits, including supporting the acquisition of vocabulary and literacy skills. Digital reading games, including ones with new modes of interface such as the Kinect for Xbox, may provide similar benefits in part by allowing dynamic in-game activities. However, these activities may also be distracting and detract from learning. Children (ages 5–7 years, N = 39) were randomly assigned to either i) jointly read a story with an adult, ii) have the story read by a character in a Kinect game, or iii) have the story read by a character in a Kinect game plus in-game activities. Both Kinect-Activities and Book Reading groups had significant gains for High Frequency Words, Active Decoding, and Total Reading Score, but only Kinect-Activities group had significant gain for Sight words (p < .05). Overall, these findings are encouraging for the next generation of digital literacy games.  相似文献   

18.
随着计算机网络的快速发展,越来越多的高品质的数字媒体文件在互联网上进行发布和流传。而越来越多的未经授权的媒体文件的出现,将极大地损害版权所有人的利益。将数字水印技术应用于数字版权的管理(DRM)中,可加强数字化音视频产品的内容保护。文章结合传统密码保护技术,首先通过应用实值混沌序列对水印图像信息进行置乱加密,然后嵌入数字音频信息的DCT域中,最后使用系统密钥对秘密信息逆置乱还原出原始信息。仿真实验说明该方法具有较好的不可察觉性。  相似文献   

19.
We investigated whether newly developed virtual 3D environments (VEs) based on a modification of the computer game Quake III Arena® are suitable for psychological experimenting. Internal validity of data collected in VEs may be threatened due to a priori individual differences in general performance in VE navigation and in susceptibility to cybersickness. The main question was whether individual differences in performance can be diminished by means of training. Additionally, the susceptibility of different subsamples to cybersickness when moving within VEs was examined. 85 participants took part in an experiment where they had to fulfill simple tasks in three VEs. Navigation performance was measured as the time participants needed to make their way through the VEs. Differences in navigation performance between different levels of experience were diminished by training, indicating that internal validity can be obtained. A classification tree reveals that game-inexperienced female participants aged over 31 years have the highest risk of experiencing cybersickness. VEs based on modifications of computer games seem to be an extremely promising and inexpensive possibility for the administration of psychological experiments.  相似文献   

20.
Scent has been well documented as having significant effects on emotion (Alaoui-Ismaili in Physiol Behav 62(4):713–720, 1997; Herz et al. in Motiv Emot 28(4):363–383, 2004), learning (Smith et al. in Percept Mot Skills 74(2):339–343, 1992; Morgan in Percept Mot Skills 83(3)(2):1227–1234, 1996), memory (Herz in Am J Psychol 110(4):489–505, 1997) and task performance (Barker et al. in Percept Mot Skills 97(3)(1):1007–1010, 2003). This paper describes an experiment in which environmentally appropriate scent was presented as an additional sensory modality consistent with other aspects of a virtual environment called DarkCon. Subjects’ game play habits were recorded as an additional factor for analysis. Subjects were randomly assigned to receive scent during the VE, and/or afterward during a task of recall of the environment. It was hypothesized that scent presentation during the VE would significantly improve recall, and that subjects who were presented with scent during the recall task, in addition to experiencing the scented VE, would perform the best on the recall task. Skin-conductance was a significant predictor of recall, over and above experimental groups. Finally, it was hypothesized that subjects’ game play habits would affect both their behavior in and recall of the environment. Results are encouraging to the use of scent in virtual environments, and directions for future research are discussed. The project described herein has been sponsored by the US Army Research, Development, and Engineering Command (RDECOM). Statements and opinions expressed do not necessarily reflect the position or the policy of the US Government; no official endorsement should be inferred.  相似文献   

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