Generating Data by Gamifying Education

2018 ◽  
pp. 661-672
Author(s):  
Aleksandar Gubic

The main focus of this chapter is to present how data generated by gamifying education affects the grading process and student engagement. One of the challenges facing modern society is the overall lack of engagement. This is particularly the case in education when frequent tasks and assignments are not approached with a high level of commitment. A relatively new technique has been developed and is showing great potential in a wide array of fields including education. Gamification is the process of applying game mechanics and a way of thinking to real-world tasks with a goal to improve engagement. Gamifying education generates new types of data that can be used in the process of assessing a student's performance as well as effectively improving engagement. The key to implementing gamification is to understand what types of data can be generated. As the amount of data varies depending on which specific components are applied, the task of its interpretation and contextualisation is vital for a successful outcome.

Author(s):  
Aleksandar Gubic

The main focus of this chapter is to present how data generated by gamifying education affects the grading process and student engagement. One of the challenges facing modern society is the overall lack of engagement. This is particularly the case in education when frequent tasks and assignments are not approached with a high level of commitment. A relatively new technique has been developed and is showing great potential in a wide array of fields including education. Gamification is the process of applying game mechanics and a way of thinking to real-world tasks with a goal to improve engagement. Gamifying education generates new types of data that can be used in the process of assessing a student's performance as well as effectively improving engagement. The key to implementing gamification is to understand what types of data can be generated. As the amount of data varies depending on which specific components are applied, the task of its interpretation and contextualisation is vital for a successful outcome.


2018 ◽  
Vol 50 ◽  
pp. 01155
Author(s):  
Yuliya Savinova ◽  
Tatiana Akhmetzyanova ◽  
Svetlana Pozdnyakova ◽  
Ekaterina Dvorak ◽  
Zhanna Zarutskaya

The issues of the student engagement in science-related activities and the development of students’ language communicative competence are especially relevant in a technical university, where due to the prevailing of the Sciences, the professional communicative competence has become increasingly vital. The goal of this article is to examine how interdisciplinary scientific conferences for students held in foreign languages can foster the foreign language communicative competence of students. In the article, we present the definition and the three basic models of communicative competence. A method of pedagogical observation is used that represents comprehension and analysis of goal-oriented preparation of students for practical scientific conferences. We reveal the fact that interdisciplinary scientific conferences for students held in foreign languages allow educators to foster the foreign language communicative competence of students and deepen their knowledge in professional area, as well as to equip them with research skills since students’ participation in the conferences increases their attention and focus, motivates them to practice critical thinking skills of high level.


Author(s):  
Eileen Z. Taylor

Based on a real world, public company, $30 million embezzlement and financial statement fraud, this case helps students recognize red flags, analyze a situation using the fraud diamond, perform research and reflect on their own work experiences to support a belief, and conduct financial statement analysis. Its variety of activities are suitable for both undergraduate and graduate accounting students, and in-class and out of class learning. Because it is based on an actual fraud, it includes an epilogue with links to news stories and court documents, which improves student engagement with the material.


2018 ◽  
Vol 11 (3) ◽  
pp. 12 ◽  
Author(s):  
Kanokrat Jirasatjanukul ◽  
Namon Jeerungsuwan

The objectives of the research were to (1) design an instructional model based on Connectivism and Constructivism to create innovation in real world experience, (2) assess the model designed–the designed instructional model. The research involved 2 stages: (1) the instructional model design and (2) the instructional model rating. The sample consisted of 7 experts, and the Purposive Sampling Technique was used. The research instruments were the instructional model and the instructional model evaluation form. The statistics used in the research were means and standard division. The research results were (1) the Instructional Model based on Connectivism and Constructivism to Create innovation in Real World Experience consisted of 3 components. These were Connectivism, Constructivism and Innovation in Real World Experience and (2) the instructional model rating was at a high level (=4.37, S.D.=0.41). The research results revealed that the Instructional Model Based on Connectivism and Constructivism to Create Innovation in Real World Experience was a model that can be used in learning, in that it promoted the creation of real world experience innovation.


Author(s):  
Hyunmin Cheong ◽  
Wei Li ◽  
Francesco Iorio

This paper presents a novel application of gamification for collecting high-level design descriptions of objects. High-level design descriptions entail not only superficial characteristics of an object, but also function, behavior, and requirement information of the object. Such information is difficult to obtain with traditional data mining techniques. For acquisition of high-level design information, we investigated a multiplayer game, “Who is the Pretender?” in an offline context. Through a user study, we demonstrate that the game offers a more fun, enjoyable, and engaging experience for providing descriptions of objects than simply asking people to list them. We also show that the game elicits more high-level, problem-oriented requirement descriptions and less low-level, solution-oriented structure descriptions due to the unique game mechanics that encourage players to describe objects at an abstract level. Finally, we present how crowdsourcing can be used to generate game content that facilitates the gameplay. Our work contributes towards acquiring high-level design knowledge that is essential for developing knowledge-based CAD systems.


2016 ◽  
Vol 7 (3) ◽  
pp. 168-172
Author(s):  
Jessica W Scordino ◽  
Frederick J Stucker

ABSTRACT Aim: To describe an approach for the diagnosis and management of patients presenting with crooked nose. Background Patients with crooked nose suffer from functional ailments, most significant nasal obstruction, as well as esthetic concerns which may impact their self-image as well as others’ perception of them. As such, management of the crooked nose is an especially challenging task in that it demands careful attention to both nasal function and appearance. There are a plethora of surgical techniques which may be utilized, and the surgeon's approach must be tailored to each individual patient's presentation. Technique Accurate diagnosis is imperative for a successful outcome and relies on a thorough history and careful physical examination. Surgical intervention may be addressed by either an endonasal or open approach based on the location and severity of the deformity. It is helpful to break down the nose in vertical thirds when planning your surgical approach. Different techniques are used to address the upper third comprising the nasal bones, middle third composed of the upper lateral cartilages and septum, and the lower third composed of the lower lateral cartilages and caudal septum. Conclusion Management of the crooked nose is a technically challenging endeavor that highlights the need to address both form and function for a successful outcome. Effective treatment can significantly improve a patient's quality of life leading to a high level of satisfaction for both the patient and the surgeon. How to cite this article Scordino JW, Stucker FJ. Management of the Crooked Nose. Int J Head Neck Surg 2016;7(3):168-172.


Author(s):  
Irina Khomyuk ◽  
Svetlana Kyrylashchuk ◽  
Victor Khomyuk ◽  
Zlata Bondarenkо ◽  
Iryna Klieopa

Continuous education today is a major feature of modern society. In order to ensure the competitiveness of future professionals who obtain higher education within the walls of the Institutions of Higher Education, the education process should be aimed at ensuring a high level of professional knowledge as well as the formation of graduates' adaptability to changeable modern production.  Since for a future engineer knowledge of higher mathematics is the basis for solving complex problems of a production nature, it can be argued that they are part of professional mobility. The implementation of technologies for the formation of professional mobility in higher mathematics has made it possible to note that the readiness to change activities can be considered not only in the context of changing professional activity, but also in the process of students’ educational activity. And this, in turn, made it possible to determine the «mathematical mobility». The purpose of the article is to theoretically substantiate and practically test the methods of forming mathematical mobility of future engineers in higher mathematics classes. The experiment used competency-oriented tasks, test tasks in higher mathematics, built on the basis of Bloom's taxonomy, developed interactive methods for conducting practical classes in the process of studying higher mathematics. The results of the experiment showed the effectiveness of the proposed innovative technologies in the process of fundamental training of future engineers.  


1970 ◽  
Vol 15 (1) ◽  
Author(s):  
Liudmyla M. Dybkova

The article is devoted the problem of evaluation of results of students educational activity in the context of competence approach. Research actuality is conditioned by socio-political, economic and cultural processes which take place in modern society under act of globalization. These processes require from the system of education an innovative approach in preparation of future specialists. Students acquisition of high level competences, selected in the on-line training in preparation for the proper speciality, will provide them with permanent update of knowledges, succesful finding of decisions for problem tasks, independence, selfefficiency while implementation of their professional duties. Existent forms and methods of evaluation of educational achievements are complemented and approved within the framework of the competence approach.


2021 ◽  
Author(s):  
Shi Pui Donald Li ◽  
Michael F. Bonner

The scene-preferring portion of the human ventral visual stream, known as the parahippocampal place area (PPA), responds to scenes and landmark objects, which tend to be large in real-world size, fixed in location, and inanimate. However, the PPA also exhibits preferences for low-level contour statistics, including rectilinearity and cardinal orientations, that are not directly predicted by theories of scene- and landmark-selectivity. It is unknown whether these divergent findings of both low- and high-level selectivity in the PPA can be explained by a unified computational theory. To address this issue, we fit hierarchical computational models of mid-level tuning to the image-evoked fMRI responses of the PPA, and we performed a series of high-throughput experiments on these models. Our findings show that hierarchical encoding models of the PPA exhibit emergent selectivity across multiple levels of complexity, giving rise to high-level preferences along dimensions of real-world size, fixedness, and naturalness/animacy as well as low-level preferences for rectilinear shapes and cardinal orientations. These results reconcile disparate theories of PPA function in a unified model of mid-level visual representation, and they demonstrate how multifaceted selectivity profiles naturally emerge from the hierarchical computations of visual cortex and the natural statistics of images.


2021 ◽  
Vol 12 (1) ◽  
pp. 172-190
Author(s):  
Rháleff N. R. Oliveira ◽  
Rafaela V. Rocha ◽  
Denise H. Goya

Serious Games (SGs) are used to support knowledge acquisition and skill development. For this, there is a need to measure the results achieved (both during and after students play) to ensure the game effectiveness. In this context, the aim is to develop and evaluate the AvaliaJS, a conceptual model to structure, guide and support the planning of the design and execution of the student's performance assessment in SGs. AvaliaJS has two artifacts: a canvas model, for high-level planning, and an assessment project document, for more detailed specifications of the canvas. To analyze and exemplify the use of the model, the artifacts were applied to three ready-made games as a proof of concept. In addition, the quality of AvaliaJS was evaluated by experts in SGs development and assessment using a questionnaire. The results of experts' answers confirm a good internal consistency (Cronbach's alpha α = 0.87) which indicates that AvaliaJS is correct, authentic, consistent, clear, unambiguous and flexible. However, the model will need to be validated during the process of creating a new game to ensure its usability and efficiency. In general, AvaliaJS can be used to support the team in the planning, documentation and development of artifacts and data collection in SGs, as well as in the execution of the assessment, learning measurement and constant and personalized feedback for students.


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