Educational Games Research Papers - Academia.edu (original) (raw)

2025, Jurnal Seni dan Reka Rancang

Animation that can function as informal learning media have been widely available in the internet, however animations containing BISINDO learning, where the animated characters perform sign language are still very rare. Like normal... more

Animation that can function as informal learning media have been widely available in the internet, however animations containing BISINDO learning, where the animated characters perform sign language are still very rare. Like normal children, deaf children also have the right to get animate shows that can be used as informal learning medium. This research aims to produce an animation that contain BISINDO learning elements in it. In conducting the research, an exploratory sequential mixed method approach was used which went through three stages. The first stage is data collection which result in identification of visual content an teaching concepts of BISINDO. The second stage is making the animation process, in which the animation result are shown to deaf children to be evaluated how the comprehension and interest of deaf children towards the animation. From the evaluation, it can be concluded that deaf children are interested in the animation's visual and understand the sign language conveyed in it.

2025, Citeseer

AIED 2009: 14 th International Conference on Artificial Intelligence in Education Workshops Proceedings Editors and Co-Chairs: Scotty D. Craig University of Memphis, USA Darina Dicheva Winston-Salem State University, USA July 6-7th, 2009... more

AIED 2009: 14 th International Conference on Artificial Intelligence in Education Workshops Proceedings Editors and Co-Chairs: Scotty D. Craig University of Memphis, USA Darina Dicheva Winston-Salem State University, USA July 6-7th, 2009 Brighton, UK Page 2. ii Preface The supplementary proceedings of the workshops held in conjunction with AIED 2009, the fourteen International Conference on Artificial Intelligence in Education, July 6-7, 2009, Brighton, UK, are organized as a set of volumes-a separate one for each workshop. ...

2025, Sustainability

ICT-based solutions are seen to be almost totally environmentally friendly, but game-based solutions for energy saving have not been explored yet. This paper describes a comprehensive analysis and an in-depth interpretation of the life... more

ICT-based solutions are seen to be almost totally environmentally friendly, but game-based solutions for energy saving have not been explored yet. This paper describes a comprehensive analysis and an in-depth interpretation of the life cycle environmental impact of a game-based solution for domestic energy saving, developed and validated within the EU-funded Horizon 2020 project EnerGAware—Energy Game for Awareness of energy efficiency in social housing communities. Life cycle impacts were calculated with SimaPRO 8.5.2.0 using the ReCiPe 2016 v1.02 midpoint and endpoint methods and information contained within the Ecoinvent v3.4 database. Although the pre-competitive solution, directly arising from the research project, was found to have a relatively high environmental impact, its future exploitation, which mostly relies on existing infrastructure, was found to be highly competitive from an environmental perspective. The game will help reduce the life cycle impact of domestic energy...

2025, International Journal of Serious Games

Concerns about climate change associated with the combustion of fossil fuels urge a call for widespread reductions in household energy use. Determining means of achieving this is a key challenge faced by environmental scientists. The... more

Concerns about climate change associated with the combustion of fossil fuels urge a call for widespread reductions in household energy use. Determining means of achieving this is a key challenge faced by environmental scientists. The current research presents insights gained from a 12-month empirical trial of new serious game for energy, ‘EnergyCat’; which was designed to encourage household energy reductions in the UK social housing sector. Effects of gameplay on consumption behaviours and energy awareness were explored using 82 UK social housing households (versus a no-game control). Results indicated the intervention did not lead to any substantive changes in awareness or consumption practices. However, post-intervention feedback highlighted several issues in terms of game design and usability that may explain why the game failed to change behaviour in this instance. We provide a framework of suggestions as to how the game design process could be improved in order to engage resid...

2025

Bu makalede, eğitsel oyunların ve etkinliklerin yabancı dil öğretiminde kullanımı ve yöntemleri üzerinde durulmuştur. Yabancılara Türkçe öğretiminde kullanılabilir oyunların sınıf içerisinde nasıl uygulanması gerektiği konusuna örnekler... more

Bu makalede, eğitsel oyunların ve etkinliklerin yabancı dil öğretiminde kullanımı ve yöntemleri üzerinde durulmuştur. Yabancılara Türkçe öğretiminde kullanılabilir oyunların sınıf içerisinde nasıl uygulanması gerektiği konusuna örnekler eşliğinde değinilmiştir. Eğitsel oyunlar başlığı altında iletişim oyunları, dil bilgisi oyunları, telaffuz oyunları ve uzaktan eğitim ile çevrim içi oyunlarla ilgili bilgiler verilmiş ve bu oyun türleri örnekler verilerek detaylıca açıklanmıştır. Açıklanan bu oyunların sınıf içerisinde nasıl ve neden uygulanması gerektiği konusu vurgulanmıştır. Çalışmada ele alınan oyun ve etkinliklerin öğrencilerin dil gelişimi üzerindeki etkisi konusuna değinilmiştir. Ayrıca bu uygulamalarda hem eğitici hem de öğrenci rolünün ne şekilde oluşturulması gerektiği belirtilmiştir. Bu çalışma, yabancı dil olarak Türkçe öğretiminde iletişim, telaffuz, dilbilgisi ve öğrenci dikkatini sağlama gibi konularda sorunlar yaşayanlara yardımcı olacak önemli bir çalışmadır. In this article, the use and methods of educational games and activities in foreign language teaching are emphasized. The subject of how the games that can be used in teaching Turkish to foreigners should be applied in the classroom is mentioned with examples. Under the title of educational games, information about communication games, grammar games, pronunciation games, distance education and online games are given and these types of games are explained in detail by giving examples. It was emphasized how and why these games should be applied in the classroom. The effect of the games and activities discussed in the study on the language development of the students was mentioned. In addition, in these applications, it was stated how both the educator and the student role should be created. This study is an important study that will help those who have problems in teaching Turkish as a foreign language, such as communication, pronunciation, grammar and student attention.

2025, Gaziosmanpaşa Bilimsel Araştırma Dergisi

Özet -Bu araştırmada; disiplinlerarası yaklaşımın ilköğretim Görsel Sanatlar Dersi'nde uygulanmasının öğrencilerin derse yönelik tutumları üzerinde anlamlı bir farklılık oluşturup oluşturmadığı incelenmeye çalışılmıştır. Araştırmada... more

Özet -Bu araştırmada; disiplinlerarası yaklaşımın ilköğretim Görsel Sanatlar Dersi'nde uygulanmasının öğrencilerin derse yönelik tutumları üzerinde anlamlı bir farklılık oluşturup oluşturmadığı incelenmeye çalışılmıştır. Araştırmada öntest-sontest kontrol gruplu yarı deneysel modeli kullanılmıştır. Anakara ili Çankaya ilçesinde yer alan özel bir ilköğretim okulunun 4. sınıfında, 21 öğrenci deney grubu ve 23 öğrenci kontrol grubu olmak üzere intact yöntemi ile seçilen toplam 44 öğrenci ile uygulama gerçekleştirilmiştir. Veri toplama aracı olarak araştırmacı tarafından geliştirilen ve 30 maddeden oluşan "Görsel Sanatlar Dersine Yönelik Tutum Ölçeği" kullanılmıştır. Toplanan verilerin analizinde; tek faktör üzerinde tekrarlı ölçümler için iki faktörlü ANOVA (repeated measures) testi uygulanmıştır. Araştırma sonucunda deney ve kontrol grubu öğrencilerinin öntest ve sontest tutum ölçeği puanları arasında anlamlı bir farklılık bulunmamıştır. Ayrıca deney grubunda disiplinlerarası yaklaşıma göre yapılan öğretim öğrencilerin derse ilişkin tutumları üzerinde kontrol grubuna göre bir fark oluşturmamıştır Anahtar Kelimeler -Disiplinlerarası yaklaşım, tutum, görsel sanatlar eğitimi

2025, International Journal for Research in Applied Science & Engineering Technology (IJRASET)

We present a gamified video conferencing platform that integrates real-time WebRTC-based video chat with multiplayer educational games (using Phaser3 and Colyseus) to boost engagement in children (ages 5-12). The system uses a web... more

We present a gamified video conferencing platform that integrates real-time WebRTC-based video chat with multiplayer educational games (using Phaser3 and Colyseus) to boost engagement in children (ages 5-12). The system uses a web front-end (React/JavaScript) for the UI, PeerJS/WebRTC for peer-to-peer video, and a Node.js server (with Colyseus) to synchronize game state. In a pilot evaluation with 30 young learners, the gamified platform produced markedly higher engagement and learning gains than a conventional video lesson. For example, students reported an average engagement score of 4.2/5 on the gamified platform versus 3.1/5 on a standard video call. These results are consistent with prior studies showing that game-based learning yields moderate-to-large improvements in motivation and engagement. Overall, our findings suggest that embedding interactive gaming elements in a video class can significantly enhance young students' participation and learning outcomes.

2025, SKIDOS

This study evaluates the engagement and accuracy levels of young learners using a personalized online math curriculum aligned with US Common Core Standards and the UK National Curriculum. The research focuses on participation rates,... more

This study evaluates the engagement and accuracy levels of young learners using a personalized online math curriculum aligned with US Common Core Standards and the UK National Curriculum. The research focuses on participation rates, average number of questions answered, and learner accuracy to assess effectiveness. Findings indicate that over 12,000 users engage with math exercises monthly, answering an average of approximately 70 questions with an accuracy rate of 75%. This study highlights the role of personalization in maintaining consistent engagement and learning accuracy.

2025

Resumen: La discusion sobre la implementacion del proyecto politico educativo del sumak kawsay en Ecuador demanda de recursos y propuestas que puedan contribuir a su desarrollo. En este sentido se propone lo ludico como un posible recurso... more

Resumen: La discusion sobre la implementacion del proyecto politico educativo del sumak kawsay en Ecuador demanda de recursos y propuestas que puedan contribuir a su desarrollo. En este sentido se propone lo ludico como un posible recurso didactico que permita ofrecer espacios de inclusion educativa de las distintas facetas del ser humano que demanda el buen vivir tanto en cuanto se conceptualiza constitucionalmente el derecho a la educacion en su formacion holistica, de la conciencia, identificacion del ego como barrera para el dialogo y las posibilidades de la interculturalidad, o la humildad mediante la autocritica, entre otras. En este trabajo se persigue plantear una sucinta reflexion y propuesta concerniente al juego como estrategia ludica favorecedora de practicas inclusivas, asi como justificar su promocion como medio formativo de una cultura educativa del sumak kawsay. Palabra claves: Educacion Inclusiva; Escuelas inclusivas; Juegos educativos; Practica inclusiva; diversida...

2025

Este trabalho não poderia ser realizado sem a ajuda de algumas pessoas e instituições. Portanto, gostaria de agradecer ao meu marido, Eduardo Novais, por sempre me incentivar desde a seleção do mestrado até a finalização da dissertação,... more

Este trabalho não poderia ser realizado sem a ajuda de algumas pessoas e instituições. Portanto, gostaria de agradecer ao meu marido, Eduardo Novais, por sempre me incentivar desde a seleção do mestrado até a finalização da dissertação, pela paciência e carinho dados mesmo quando estávamos em cidades diferentes, e principalmente, pelo amor dedicado à mim durante todos os anos. Não poderia deixar de agradecer aos meus familiares por serem meus primeiros mestres e me ensinarem sobre o que é família, responsabilidade, dedicação e amor. Em especial, a minha mãe, Tânia, que sempre arranjava um tempinho, na sua intensa rotina de trabalho, para acompanhar meus estudos; e minha sogra, Spés, pelo exemplo de força e alegria, mesmo diante das dificuldades. Obrigada também aos professores que se fizeram presentes na minha educação e compartilharam comigo todo o seu conhecimento:

2025

Due to mobility and popularization of mobile devices and internet, mobile games as the most consumed game type in 2017. Associated with this fact, it is believed in the thought proposed by Vygotsky (1991), in which games provide the... more

Due to mobility and popularization of mobile devices and internet, mobile games as the most consumed game type in 2017. Associated with this fact, it is believed in the thought proposed by Vygotsky (1991), in which games provide the intellectual, social and moral development of the child. Therefore, this research aimed to elaborate design guidelines and evaluation instruments for the mobile game created for the psychomotor development of children with Down syndrome between 7 and 12 years. In this way, it was organized in 3 phases: establishing the project guidelines, preparing the game and evaluating it. The mobile game, Parque das Galaxias (Galaxy's Park), was developed from the game document design model of Schuytema (2008), the accessibility guidelines for people with intellectual disabilities of the AbleGamers Foundation (2012), the characteristics and limitations of children with Down syndrome, Prena's survey of video game preferences by this audience, and development g...

2025

Esse artigo tem como objetivo de mostrar qual a influencia da utilizacao da arte alem de uma ferramenta didatica, a arte como aliada no ensino de ciencias no processo de ensino- aprendizagem. Refere-se a uma sequencia didatica realizada... more

Esse artigo tem como objetivo de mostrar qual a influencia da utilizacao da arte alem de uma ferramenta didatica, a arte como aliada no ensino de ciencias no processo de ensino- aprendizagem. Refere-se a uma sequencia didatica realizada na escola Padre Nicolau Pimentel localizado no municipio de Feira Nova- PE. Utilizamos uma abordagem qualitativa resultante de uma metodologia ativa no processo de ensino-aprendizagem do conteudo de anfibios.

2025

En el ITFIP se viene incursionando con las TIC en el proceso de ensenanza/aprendizaje pero todavia no incursionan estas herramientas en la evaluacion, la cual se sigue realizando de forma tradicional. Investigacion que propone usar las... more

En el ITFIP se viene incursionando con las TIC en el proceso de ensenanza/aprendizaje pero todavia no incursionan estas herramientas en la evaluacion, la cual se sigue realizando de forma tradicional. Investigacion que propone usar las TIC en el proceso de evaluacion para intentar suprimir la intimidacion que provoca en los alumnos la evaluacion tradicional. La investigacion plantea la creacion de un Objeto de Aprendizaje Evaluativo (OAE), un videojuego, bajo las metodologias ADDIE para su desarrollo y Huddle para la construccion de videojuegos. El OAE fue evaluado por un grupo de expertos que confirmaron que el videojuego tiene una intencionalidad educativa y desarrolla, entre otras habilidades, la estimulacion de memoria. Para verificar la utilidad de este OAE en el aula se adapto el videojuego a la asignatura de Modelamiento de Base de Datos y se realizo un piloto experimental en el que participaron 126 estudiantes. El resultado del piloto revelo que combinar elementos multi-medi...

2025

DO CAMPO MAGNÉTICO À INDUÇÃO ELETROMAGNÉTICA: APLICAÇÃO DE
UMA UEPS

2025

Öz Bu araştırmanın amacı; İlkokul matematik dersinde, Orta Asya'da oynanan zekâ ve strateji oyunlarıyla destekli öğrenmeye dayalı uygulamaların, akademik başarıya ve tutuma etkisini araştırmaktır. Bu amaç doğrultusunda Bursa ilinin,... more

Öz Bu araştırmanın amacı; İlkokul matematik dersinde, Orta Asya'da oynanan zekâ ve strateji oyunlarıyla destekli öğrenmeye dayalı uygulamaların, akademik başarıya ve tutuma etkisini araştırmaktır. Bu amaç doğrultusunda Bursa ilinin, Nilüfer ilçesi özel bir ilkokuluna kayıtlı 15 erkek, 9 kız olmak üzere 24 üçüncü sınıf öğrencisi, kolay ulaşılabilir durum örneklemesi ile çalışma grubuna alınmıştır. Çalışmada tek grup ön test-son test deneysel desen kullanılmıştır. Veri toplama aracı olarak; öğrencilerin matematik dersine yönelik tutumunu ölçme amacıyla, Aşkar (1986) tarafından geliştirilen 20 maddelik likert tipi "Matematik Dersi Tutum Ölçeği" ile araştırmacı tarafından üç uzman görüşüne başvurularak oluşturulan akademik başarı testi kullanılmıştır. Çalışmada tek grup ön test-son test yarı deneysel desen kullanılmıştır. Çalışma kapsamında Orta Asya'da oynanan zekâ ve strateji oyunlarından "Mangala, Üçtaş, Beştaş, Dokuztaş, Aşık, Cirit, 41 Çubuk" isimli oyun...

2025

Bu arastirmanin amaci; Ilkokul matematik dersinde, Orta Asya’da oynanan zekâ ve strateji oyunlariyla destekli ogrenmeye dayali uygulamalarin, akademik basariya ve tutuma etkisini arastirmaktir. Bu amac dogrultusunda Bursa ilinin, Nilufer... more

Bu arastirmanin amaci; Ilkokul matematik dersinde, Orta Asya’da oynanan zekâ ve strateji oyunlariyla destekli ogrenmeye dayali uygulamalarin, akademik basariya ve tutuma etkisini arastirmaktir. Bu amac dogrultusunda Bursa ilinin, Nilufer ilcesi ozel bir ilkokuluna kayitli 15 erkek, 9 kiz olmak uzere 24 ucuncu sinif ogrencisi, kolay ulasilabilir durum orneklemesi ile calisma grubuna alinmistir. Calismada tek grup on test-son test deneysel desen kullanilmistir. Veri toplama araci olarak; ogrencilerin matematik dersine yonelik tutumunu olcme amaciyla, Askar (1986) tarafindan gelistirilen 20 maddelik likert tipi “Matematik Dersi Tutum Olcegi” ile arastirmaci tarafindan uc uzman gorusune basvurularak olusturulan akademik basari testi kullanilmistir. Calismada tek grup on test- son test yari deneysel desen kullanilmistir. Calisma kapsaminda Orta Asya’da oynanan zekâ ve strateji oyunlarindan “Mangala, Uctas, Bestas, Dokuztas, Asik, Cirit, 41 Cubuk” isimli oyunlarin egitsel oyuna donusturul...

2025, Lecture Notes in Computer Science

When students are given agency in playing and learning from a digital learning game, how do their decisions about sequence of gameplay impact learning and enjoyment? We explored this question in the context of Decimal Point, a math... more

When students are given agency in playing and learning from a digital learning game, how do their decisions about sequence of gameplay impact learning and enjoyment? We explored this question in the context of Decimal Point, a math learning game that teaches decimals to middle-school students. Our analysis is based on students in a high-agency condition, those who can choose the order of gameplay, as well as when to stop. By clustering student mini-game sequences by edit distance --the number of edit operations to turn one sequence into another --we found that, among students who stopped early, those who deviated more from a canonical game sequence reported higher enjoyment than those who did not. However, there were no differences in learning gains. Our results suggest that students who can self-regulate and exercise agency will enjoy the game, but the type and number of choices may also have an impact on enjoyment factors. At the same time, more investigation into the amount and means of delivering instruction to maximize learning efficiency within the game is necessary. We conclude by discussing digital learning game design lessons to create a game that more closely aligns with students' learning needs and affective states.

2025

Researchers have recognized the lack of systematic investigation on the integration of digital games into the classroom. In this study, a semi-structured interview is used to gain insights from four instructors into their teaching... more

Researchers have recognized the lack of systematic investigation on the integration of digital games into the classroom. In this study, a semi-structured interview is used to gain insights from four instructors into their teaching practices of integrating the Variant game into STEM classes. Thematic analysis is used to generate codes, define themes, and produce the reports in this study. The findings of the study indicate that the successful integration of digital games into the classroom expects instructors to be aware that educational digital games are designed for learning purposes and to modify teaching methods as needed before the implementation. In addition, instructors should facilitate a game-based learning process during the implementation and evaluate the implementation process for future improvement. The authors suggest that instructors’ deep understanding of the relationship between content, teaching, and the game is a critical factor that contributes to effective game-based learning.

2025, Recursos Educacionais Abertos: compartilhando experiências na Universidade Federal de Alfenas (UNIFAL-MG)

Esta obra apresenta alguns recursos educacionais abertos (REA) desenvolvidos na Universidade Federal de Alfenas, UNIFAL-MG. Contempla diversas ferramentas para o ensino e aprendizagem baseados em gameficação, projetos, problemas,... more

Esta obra apresenta alguns recursos educacionais abertos (REA) desenvolvidos na Universidade Federal de Alfenas, UNIFAL-MG. Contempla diversas ferramentas para o ensino e aprendizagem baseados em gameficação, projetos, problemas, evidências, simulação, e ensino reprodutível. Os REA descritos na obra oportunizam uma aplicação direta em ambiente educacional para diversos níveis (superior, técnico, básico) e modalidades de ensino (presencial, híbrido, EaD), facultando a apropriação de ferramentas consonantes às competências exigidas na atualidade.

2025, Unifal Interativa: Projetos de Educação Digital da Universidade Federal de Alfenas

Este livro explora os projetos Tales Ludos, Catálogo de Plantas e Bioquanti, abordando seus objetivos, transformações e experiências didáticas. Organizado em três capítulos, apresenta conquistas e desafios, incentivando educadores e... more

Este livro explora os projetos Tales Ludos, Catálogo de Plantas e Bioquanti, abordando seus objetivos, transformações e experiências didáticas. Organizado em três capítulos, apresenta conquistas e desafios, incentivando educadores e estudantes a repensar o ensino através da tecnologia e criatividade. Uma obra que inspira experimentação,
colaboração e uma educação mais dinâmica e acessível. Boa leitura!

2025, A critical reading of Huizinga: games as re-signification systems in a ludic society

This thesis proposes to define a play concept that makes it possible to understand the ludic attitude as more than an adornment of everyday life and, is this way, help in the analysis of human relations in different areas of contemporary... more

This thesis proposes to define a play concept that makes it possible to understand the ludic attitude as more than an adornment of everyday life and, is this way, help in the analysis of human relations in different areas of contemporary society, whether social, cultural, political and economic, among others. For this, a bibliographical review is carried out, establishing an antithesis to the play concept of the historian Johan Huizinga to, finally, synthesize another concept. Here, the word play is defined as referring to any ludic activity, such as playing, gaming, dancing, reciting, acting and others. Initially, Huizinga’s research is approached, taking into account its potentialities and the criticisms made to them by its readers. Huizinga was chosen due to his relevance to the study of games and for being one of the main representatives of the European tradition of ludic studies. However, his work reflects the time and context in which the author lived. Huizinga’s game concept presented in his main work, Homo Ludens, is subjected to criticism by several authors of his time. Vilém Flusser’s conception of the production process through apparatuses will be used to connect Huizinga’s work to contemporary authors, in order to analyze the unfolding of his concepts today and the attempts to overcome his limits. This discussion is centered in the chapter Homo ludens 2.0: Play, media, and identity of Playful Identities, where Frissen et al. present the ambiguities of Huizinga’s thesis and seek to update his concept. Finally, Salen and Zimmerman’s work is used to understand game structure components from a game designer’s perspective. With this, Huizinga’s thesis and the antitheses of other authors and critics are synthesized in a concept that understands play as a re-signification system of concepts and materials, such as time and space; through institutionalized rules that are imposed or embraced; generating tension and fulfillment; and that can be replayed.

2025, 21TH INTERNATIONAL ISTANBUL SCIENTIFIC RESEARCH CONGRESS ON LIFE, ENGINEERING, ARCHITECTURE AND MATHEMATICAL SCIENCES

This study was conducted to identify the roles of teachers and students in learning environments enriched with activities based on mathematics museums. The research employed the action research method. The study was carried out with 17... more

This study was conducted to identify the roles of teachers and students in learning environments enriched with activities based on mathematics museums. The research employed the action research method. The study was carried out with 17 seventh-grade students attending a middle school in the Görele district of Giresun, Türkiye. To collect data, teacher-student diaries, interviews, and observations were utilized. A total of six activities related to mathematics museums-four located in Türkiye and two abroad-were designed and implemented in the classroom environment. The collected data were analyzed using content analysis and descriptive analysis methods. The findings revealed that the most prominent teacher roles were that of an entertainer and a museum guide, whereas students predominantly took on the roles of activity participants and exhibition listeners. Furthermore, the study demonstrated that teachers assumed multifaceted roles beyond mere knowledge transmitters, including guiding the learning process, providing support, and enriching the interaction environment. Students, on the other hand, transitioned from passive recipients of knowledge to active participants who engaged in the learning process through exploration, idea generation, and collaborative learning. The results of this study may provide valuable insights for researchers and educators conducting future studies on mathematics museums. Moreover, it may contribute to the design of flexible learning environments where both teachers and students can adopt diverse roles.

2025

Muitos entraves sao vistos quanto ao ensino de Ciencias e Biologia, um deles, a inseguranca do professor no dominio de conteudos, em consequencia de deficit no periodo de formacao. Vale salientar, que estes contratempos nao devem ser de... more

Muitos entraves sao vistos quanto ao ensino de Ciencias e Biologia, um deles, a inseguranca do professor no dominio de conteudos, em consequencia de deficit no periodo de formacao. Vale salientar, que estes contratempos nao devem ser de responsabilidade apenas da pratica de ensino de genetica, sobretudo, de disciplinas especificas que ainda possuem obstaculos em seu desenvolvimento pedagogico nos cursos de licenciatura. O objetivo deste trabalho foi avaliar perspectivas e alternativas sob o ponto de vista dos estudantes em Licenciatura em Ciencias Biologicas no que tange a disciplina de Pratica de Ensino de Genetica, a fim de contribuir significativamente para a formacao de professores a partir de disciplinas tao importantes neste processo. Este trabalho e um estudo preliminar, mas que esclarece a consideravel importância sobre praticas de ensino na formacao do professor de Ciencias e Biologia.

2025, 9º JEPEX e 3° Mostra Cultural

Esse trabalho busca apresentar o projeto indissociável intitulado Grupo de Estudos em Ética e Filosofia Política, que foi criado em continuidade ao projeto de extensão "Divulgando as ciências humanas como área do conhecimento para... more

Esse trabalho busca apresentar o projeto indissociável intitulado Grupo de Estudos em Ética e Filosofia Política, que foi criado em continuidade ao projeto de extensão "Divulgando as ciências humanas como área do conhecimento para implementação do ensino médio integrado", desenvolvido em 2019. O grupo de estudos como experiência de indissociabilidade entre ensino, pesquisa e extensão foi desenvolvido a partir da perspectiva de ter um ambiente permanente de discussões nas áreas de Ciência Humanas e Sociais Aplicadas, reunindo discentes, docentes, técnicos de todas áreas do IFRS e a comunidade externa com objetivo de fomentar a leitura, a pesquisa, e a escrita científica dos participantes. O grupo de Estudos tem encontros semanais, onde é lido e discutido textos de Theodor Adorno (1903 -1969), de forma a ampliar as discussões e melhor contextualizar sua elaboração filosófica com as discussões hodiernas sobre a ética, a estética e a política, em diálogo com a educação. Devido a pandemia do COVID-19, os encontros estão acontecendo de forma online, por meio de plataformas digitais, em respeito as medidas institucionais de segurança. Sendo o grupo de estudos uma continuação do projeto desenvolvido em 2019, ele está sendo trabalhado em diálogo com o projeto de extensão "Pluralidade, Mundo e Política", fomentando também atividades internas e externas ao campus Erechim. Diferente de 2019, não se tem encontros presenciais em virtude da pandemia, e assim foi necessário a mudança da metodologia de divulgação e dos encontros. Desse modo alguns desafios têm aparecido, como a ampliação das desigualdades, que impossibilita a participação de estudantes que não têm acesso a internet e equipamentos, pois dependiam das instalações do IFRS. Por outro lado, o uso dessas plataformas tem possibilitado o contato com outros públicos e pesquisadores de todo Brasil. Dessa forma o grupo está em atividade modificando suas metodologias previamente delineadas, sobretudo para executar os objetivos propostos. Assim, o grupo de estudos tem sido uma experiência de formação integral, de experiência formativa, construindo espaços indissociáveis de ensino, pesquisa e extensão, a partir dos quais se busca, nas reflexões sobre a Ética e a Filosofia Política, perspectivas para pensar a sociedade contemporânea e suas condições e possibilidades para o pleno desenvolvimento do humano.

2025, Asian Research Journal of Mathematics

This study investigated the effectiveness of Khan Academy as a supplementary tool in enhancing the performance of Grade 9 students in solving non-right triangles in trigonometry. Conducted at the University of Eastern Philippines,... more

This study investigated the effectiveness of Khan Academy as a supplementary tool in enhancing the performance of Grade 9 students in solving non-right triangles in trigonometry. Conducted at the University
of Eastern Philippines, Laoang Laboratory High School during the school year 2024-2025, the study employed a quasi-experimental design using both quantitative and qualitative approaches. A 15-item test,
which was patterned from the DepEd module for Mathematics 9 focusing on illustrating the Law of Sines and Cosines, was used to assess students’ understanding, with 29 participants divided into two groups: 14 students following traditional instruction and the other 15 students using Khan Academy as a supplement. The pre-test results showed no significant difference between the two groups, wherein both groups initially performed poorly. However, significant improvement was observed in the post-test scores of both groups, although there
was no significant difference between the outcomes of traditional instruction and the Khan Academy intervention. Also, the thematic analysis of students’ feedback highlighted challenges in using Khan
Academy, including difficulties in navigation, content accessibility, assessments, and technical issues.
Students also reported varied user experiences and suggested improvements such as enhancing technical stability, refining educational content, and increasing accessibility and learning flexibility.

2025

This work was carried out in collaboration among all authors. The researchers designed the study, performed the statistical analysis and wrote the first draft of the manuscript. The researchers managed the analyses of the study. All... more

This work was carried out in collaboration among all authors. The researchers designed the study, performed the statistical analysis and wrote the first draft of the manuscript. The researchers managed the analyses of the study. All authors read and approved the final manuscript.

2025, Journal of Linguistics and Khorasan Dialects

The present study aimed to study the preposition /az/ (i.e., from) in primary school textbooks. Polysemy of prepositions is one of the sources of many students’ perception. A text corpus developed for this study from Farsi, Practical... more

The present study aimed to study the preposition /az/ (i.e., from) in primary school textbooks. Polysemy of prepositions is one of the sources of many students’ perception. A text corpus developed for this study from Farsi, Practical Science, Heavenly Gifts, and Social Studies of elementary school textbooks grades 1 to 6. To analyze the data, Rosch’s (1975) prototype theory and Tyler and Evans’ (2003) systematic prepositions polysemy approaches in the cognitive semantics framework were used. At first, the sample sentences which contained the preposition /az/ (from) were extracted to form the sub-corpus. The set of senses that are obtained from the sub-corpus are “Type”, “Whole Part”, “Tense, Source”, “Comparation”, “with the help of, By, With”, “About”, “Orientation”, “Motion”, “Metaphor”, and “Complement”. Statistical distribution of meanings in the whole sub-corpus (general domain) was “Whole Part”. The senses of the proposition among lessons and grades (domain restricted) are not similar to the prototype sense. This research showed that the sense “Complement” is the prototype for grades 1 to 3, and the sense “Whole Part” is more frequent in grade 4 to 6. Different forms of this preposition are used at the beginning, middle, and end of sentence. Furthermore, the findings showed that the sense “Metaphor” is the prototype for the book Farsi, the sense “Whole Part” is the prototype sense for Practical Science and Social Studies, and the sense “Tense” is the prototype sense for Heavenly Gifts.

2025

In this research study, the effects of educational games on achievement and retention has been investigated in teaching social science subjects. During the research which has been carried out on two different groups and social studies... more

In this research study, the effects of educational games on achievement and retention has been investigated in teaching social science subjects. During the research which has been carried out on two different groups and social studies classes with pupils of grade 5 at Atatürk Elementary School and Koç Elementary School in Bolu, while the experimental group was taught in educational games, the control groups was taught in traditional method. Data have been collected by applying pre-test, post test, retention test. This data are analyzed by using arithmetic means and standard deviation and V test.

2025

Tavoiteltaessa vesien hyvää ekologista tilaa valuma-alueiden maankäytön ja pienvesien merkitys korostuu. Valuma-alueelta tuleva, rehevöittävä ravinnekuormitus kulkeutuu isompiin vesistöihin purojen, valtaojien ja norojen kautta. Pienet... more

Tavoiteltaessa vesien hyvää ekologista tilaa valuma-alueiden maankäytön ja pienvesien merkitys korostuu. Valuma-alueelta tuleva, rehevöittävä ravinnekuormitus kulkeutuu isompiin vesistöihin purojen, valtaojien ja norojen kautta. Pienet virtavedet tarjoavat ainutlaatuisia elinympäristöjä monille eliölajeille. Tarve purojen laajamittaiselle kunnostamiselle tunnustetaan, ja purojen suuri merkitys kaupunkiluonnon monimuotoisuudelle on tullut tutkimuksissa selkeästi esille. Samalla purojen arvostus on noussut, kun yleinen tietoisuus puroista on kasvanut ja niiden kunnostamisen hyödyt ymmärretty. Kaupunkialueilla valuma-alueen merkitys kuormituksessa korostuu. Maankäyttö on usein tehokasta, erilaisia toimijoita on paljon ja hulevesien aiheuttamat virtaamavaihtelut aiheuttavat ongelmia. Kunnostustarpeen selvittäminen ja kunnostuksen suunnittelu tarkastelemalla puroa ja sen valuma-aluetta kokonaisuutena on keskeistä kaupunkialueiden pienvesien kunnostus- ja suojelutoimia suunniteltaessa. Ka...

2025, Düşünen Şehir Dergisi

2025

With increasing competition and technology, employers worldwide are beginning to realize that employees are their most precious assets. The study is undertaken by researchers to get an insight into how gamification of business processes... more

With increasing competition and technology, employers worldwide are beginning to realize that employees are their most precious assets. The study is undertaken by researchers to get an insight into how gamification of business processes of an organization may help them harness employee loyalty and build a stronger employer-employee relationship. This paper also looks at the emerging trends and techniques in the area of gamification across organizations. A systematic review of gamification literature was undertaken by the researchers to explore the factors contributing to an effective employee engagement program with technology and gamification. The study tries to gather evidence towards the potential that gamification has to increase employee engagement when it has been properly designed and administered.

2025

Dalam dunia pendidikan, penggunaan media pembelajaran yang tepat memegang peranan penting dalam menunjang keberhasilan proses belajar mengajar. Salah satu bentuk media yang bisa dimanfaatkan adalah alat peraga edukatif. Media ini mampu... more

Dalam dunia pendidikan, penggunaan media pembelajaran yang tepat memegang peranan penting dalam menunjang keberhasilan proses belajar mengajar. Salah satu bentuk media yang bisa dimanfaatkan adalah alat peraga edukatif. Media ini mampu menyajikan materi secara nyata, menarik secara visual, dan bersifat interaktif, sehingga sangat membantu peserta didik dalam memahami serta mengingat mufrodat secara lebih optimal (Pujiati & Hanief, 2020). Selain itu, alat peraga juga dapat menghubungkan konsep yang bersifat abstrak menjadi lebih mudah dipahami oleh siswa . Melalui media pembelajaran mufrodat bahasa Arab, siswa diharapkan mampu menambah dan menguasai kosakata agar lebih mudah menghafal sekaligus mengingat kosakata yang diajarkan oleh guru.

2025

Este artigo aborda os Fundamentos do Design Instrucional DI e a criação de experiências de aprendizagem significativas: O papel da tecnologia no contexto do DI. Desafios e considerações Éticas associadas a essa abordagem, explorando como... more

Este artigo aborda os Fundamentos do Design Instrucional DI e a criação de experiências de aprendizagem significativas: O papel da tecnologia no contexto do DI. Desafios e considerações Éticas associadas a essa abordagem, explorando como bibliografias e ferramentas digitais plataformas online. Objetivo principal é o design institucional visa facilitar a transferência de conhecimento e aquisição de novas habilidades de forma clara, envolvente e significativa. Utilizando uma metodologia de pesquisa bibliográfica com base nos seguintes autores: Boccato (2006), Costa, Tania (2023), Vianna et al. (2012), entre outros autores renomados como Filatro (2008). Com isso foi considerado as desvantagens do Di e a importância do profissional design Instrucional na inovação da educação padronizando a estratégia da avaliação com incorporação da tecnologia. O Designer instrucional vem ganhando espaço desde do meado do a ano 2019, quando o mundo foi surpreendido com ameaça da pandemia do covid-19. Em 31 de dezembro de 2019. O trabalho explora as vantagens inerentes à implementação de estratégias de DI bem planejadas, utilizando os recursos educacionais, visando a melhoria no campo pedagógico. O estudo busca oferecer uma perspectiva equilibrada sobre o papel do DI na educação, destacando seu potencial transformador ao mesmo tempo em que reconhece a necessidade de considerar cuidadosamente os obstáculos e as implicações de sua aplicação em diversos contextos educacionais. O presente artigo se propõe a explorar o Design Instrucional em ação, investigando seus impactos tanto positivos quanto negativos no processo educacional. Através de uma análise da literatura existente e da reflexão trazer para o ensino e a sobre exemplos práticos, busca-se identificar as vantagens concretas que a aplicação do DI pode aprendizagem.

2025, INTERNATIONAL JOURNAL EDUCATION AND TEACHING (PDVL) ISSN 2595-2498

Situado no contexto dos estudos da relação com o saber, teoria desenvolvida por Charlot (2000) e sua equipe de pesquisa, este artigo visa a compreender os sentidos atribuídos pelos docentes aos referenciais curriculares, documentos que... more

Situado no contexto dos estudos da relação com o saber, teoria desenvolvida por Charlot (2000) e sua equipe de pesquisa, este artigo visa a compreender os sentidos atribuídos pelos docentes aos referenciais curriculares, documentos que orientam as práticas de ensino e aprendizagem no cotidiano escolar. Como procedimento metodológico, foi realizada uma pesquisa de campo, utilizando como instrumento de pesquisa um questionário, aplicado a cinco professores de uma escola pública municipal de Caxias do Sul. Nesse sentido, e, por ser parte de uma pesquisa em desenvolvimento no Curso de Doutorado, os resultados parciais evidenciam que os professores validam a existência de um referencial curricular, porém não o associam ao planejamento de uma aula.

2025

Pembelajaran adalah proses yang dinamis dan interaktif di mana pengetahuan, keterampilan, dan pemahaman dikomunikasikan dan diperoleh melalui berbagai lingkungan belajar, strategi, dan teknik belajar (Takdir, 2019). Dalam proses... more

Pembelajaran adalah proses yang dinamis dan interaktif di mana pengetahuan, keterampilan, dan pemahaman dikomunikasikan dan diperoleh melalui berbagai lingkungan belajar, strategi, dan teknik belajar (Takdir, 2019). Dalam proses pembelajaran, terdapat unsur-unsur yang bersifat dinamis, artinya unsur-unsur tersebut dapat mengalami perubahan selama proses belajar berlangsung. Unsur-unsur dinamis ini mencakup motivasi, materi pembelajaran, media atau alat bantu belajar, suasana lingkungan belajar, serta kondisi peserta didik (Pamessangi, 2021). Dalam pembelajaran diperlukan keaktifan siswa, baik dalam berdiskusi, refleksi, maupun pemecahan masalah. Dengan keaktifan tersebut, peserta didik dapat meningkatkan kreativitas, keterampilan berpikir kritis, dan analitis. Pembelajaran juga mencakup aspek sosial peserta didik dengan kerjasama dan berinteraksi dengan teman sebayanya.

2025, Voices of Teachers and Teacher Educators

Education plays a crucial role in disseminating the meaning of sustainable development. It addresses the integration of all dimensions of sustainability, i.e., social, environmental, cultural and economic. Therefore, it is important to... more

Education plays a crucial role in disseminating the meaning of sustainable development. It addresses the integration of all dimensions of sustainability, i.e., social, environmental, cultural and economic. Therefore, it is important to include Education for Sustainable Development (ESD) at all levels of education across the world. ESD leads to the holistic development of learners, and also prepares them to understand and respond to diverse scenarios related to sustainability. Therefore, it becomes important to understand how deeply ESD is implemented in schools to transform them into green schools. For this study, a sample of 90 teachers and 18 principals teaching at the middle stage of schooling was purposively selected from 18 Delhi schools. Checklist, open-ended questionnaires and semi-structured interviews were used to collect data for the mixed method approach. The findings revealed that majority of the schools faced challenges in incorporating ESD into the curriculum and had insufficient facilities to qualify as schools. Moreover, teachers need to take more initiatives to urgently integrate sustainable development into the teaching-learning process. Therefore, it is essential for schools to integrate ESD into their curriculum to create green schools, a necessity in this globalized world. The study concludes that ESD is an important effort to rethink about the education system at various levels, thereby contributing to building sustainable societies.

2025

Bu kitabın Türkiye'deki her türlü yayın hakkı Gazi Kitabevi Tic. Ltd. Şti'ne aittir, tüm hakları saklıdır. Kitabın tamamı veya bir kısmı 5846 sayılı yasanın hükümlerine göre, kitabı yayınlayan firmanın ve yazarlarının önceden izni olmadan... more

Bu kitabın Türkiye'deki her türlü yayın hakkı Gazi Kitabevi Tic. Ltd. Şti'ne aittir, tüm hakları saklıdır. Kitabın tamamı veya bir kısmı 5846 sayılı yasanın hükümlerine göre, kitabı yayınlayan firmanın ve yazarlarının önceden izni olmadan elektronik, mekanik, fotokopi ya da herhangi bir kayıt sistemiyle çoğaltılamaz, yayınlanamaz, depolanamaz.

2025

Bu kitabın Türkiye'deki her türlü yayın hakkı Gazi Kitabevi Tic. Ltd. Şti'ne aittir, tüm hakları saklıdır. Kitabın tamamı veya bir kısmı 5846 sayılı yasanın hükümlerine göre, kitabı yayınlayan firmanın ve yazarlarının önceden izni olmadan... more

Bu kitabın Türkiye'deki her türlü yayın hakkı Gazi Kitabevi Tic. Ltd. Şti'ne aittir, tüm hakları saklıdır. Kitabın tamamı veya bir kısmı 5846 sayılı yasanın hükümlerine göre, kitabı yayınlayan firmanın ve yazarlarının önceden izni olmadan elektronik, mekanik, fotokopi ya da herhangi bir kayıt sistemiyle çoğaltılamaz, yayınlanamaz, depolanamaz.

2025

Esta licença permite que outros remixem, adaptem e criem a partir do trabalho para fins não comerciais, desde que atribuam o devido crédito e que licenciem as novas criações sob termos idênticos. Conteúdos elaborados por terceiros,... more

Esta licença permite que outros remixem, adaptem e criem a partir do trabalho para fins não comerciais, desde que atribuam o devido crédito e que licenciem as novas criações sob termos idênticos. Conteúdos elaborados por terceiros, citados e referenciados nesta obra não são cobertos pela licença. Dedico este trabalho a minha esposa Andrielli e a meu filho Bernardo, pelo amor existente entre nós, pela compreensão, apoio e por compartilharem dessa alegria comigo. Agradeço primeiramente a Deus por me permitir conquistar este sonho, e a todos aqueles que direta ou indiretamente contribuíram para essa realização, em especial: À minha esposa Andrielli Jorge da Silva, pelo companheirismo, carinho, colaboração e apoio, ao meu filho Bernardo da Silva Jorge, pela compreensão de minhas ausências, e a todos os familiares e amigos que ficaram na torcida para que essa etapa fosse concluída. Agradeço ao meu orientador Prof. Dr. Fabio Rogerio Longen, pela atenção e ensinamentos transmitidos nesta caminhada. À Sociedade Brasileira de Física (SBF) pela iniciativa de criar e coordenar o Programa de Pós-graduação Mestrado Nacional em Ensino de Física (MNPEF). Ao corpo docente do MNPEF polo Medianeira, o qual me acompanhou até este momento, transmitindo sua sabedoria e conhecimentos. À Coordenação de Aperfeiçoamento Pessoal de Nível Superior (CAPES). Aos meus colegas de turma, pelos finais de semanas de estudos e as viagens semanais até universidade. Por fim, a todos os que contribuíram para a realização desta pesquisa e contribuíram para o meu crescimento pessoal e profissional na qual tenho grande admiração. Não se pode ensinar nada a um homem; só é possível ajudá-lo a encontrar a coisa dentro de si. (Galileu Galilei) SILVA, Jonnathan da. Aprendizagem significativa em uma abordagem no ensino de circuitos elétricos no ensino médio. 2020.

2025, Journal of Spatial and Organizational Dynamics

This paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrand for Marketing Simulation (course unit). A total amount of 30 learners participated in this study... more

This paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal), namely Cesim SimBrand for Marketing Simulation (course unit). A total amount of 30 learners participated in this study through a mixed survey (openended and closed-ended queries). The empirical evidences exhibit interesting outcomes: (i) a response rate of 50 percent; (ii) these tools increase learning engagement, although it is essential to be more realistic; (iii) teamwork seems to be a controversial topic; (iv) learners had a positive experience; however, some feel unprepared before their usage (prior knowledge). Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games. To conclude, this manuscript will be divided into six sections: (i) the 5W's of game-based learning; (ii) research (statement of the problem, aims/objectives, philosophical approach and data collection/analysis); (iii) diagnosis (game deliver and learners' pre-perception); (iv) findings (learners' profile, awareness, experiences and preparation); (v) limitations and future work (methodological limitations and tools/analysis upgrade); and, (vi) conclusions.

2025, DergiPark (Istanbul University)

This intervention study was carried out to identify the impact of health education given to primary school students on their knowledge, attitude and practices related to health. The study was carried out on the students attending to 4-8... more

This intervention study was carried out to identify the impact of health education given to primary school students on their knowledge, attitude and practices related to health. The study was carried out on the students attending to 4-8 th grades of two primary schools in the provincial centre of Kayseri in 2009-2010 educational year. A total of 950 students, 408 students in the intervention group and 542 students in the control group were taken. A questionnaire prepared by the researchers and including 79 questions was applied to the students. Unpaired t test and chi-square tests were used for statistical analyses. It has been determined that the rates of the students who wash their hands when they get up in the morning, before and after the meal and after the toilet have increased in the post-education period in the intervention group. It was established that approximately 60% of the students had breakfast every day and the rate of having breakfast increased in the post -education period. Awareness rate of various infectious diseases and harmful habits such as smoking and alcohol increased in post-education period. It was concluded that knowledge, attitude and practices of the students related to personal hygiene, nutrition, prevention of the diseases and utilizing the health care services were insufficient. Knowledge, attitude and practices of the students can be changed in the positive direction through health education. Health education in the schools should be consistent and supported by the teachers' practices.

2025

A personalização do ensino por meio das mídias digitais na educação inclusiva tem transformado a maneira como os alunos com deficiência acessam o conhecimento, promovendo maior equidade no aprendizado. As tecnologias digitais permitem... more

A personalização do ensino por meio das mídias digitais na educação inclusiva tem transformado a maneira como os alunos com deficiência acessam o conhecimento, promovendo maior equidade no aprendizado. As tecnologias digitais permitem adaptar conteúdos, metodologias e avaliações às necessidades individuais de cada estudante, garantindo que todos tenham oportunidades iguais de desenvolver suas habilidades. Este trabalho tem como objetivo apresentar e analisar como as mídias digitais podem ser utilizadas para personalizar o ensino e atender às necessidades individuais dos estudantes com deficiência. Para isso, discuti as principais tecnologias educacionais disponíveis, associadas a educação inclusiva, que favorecem um ensino mais equitativo e acessível. A metodologia adotada é uma pesquisa bibliografica qualitativa, com análise de artigos acadêmicos e livros sobre o impacto de ferramentas como plataformas digitais, inteligência artificial, gamificação, realidade aumentada e tecnologias assistivas na personalização do ensino. O conteúdo pesquisado, abrange aspectos relacionados à aplicabilidade das mídias digitais no ensino inclusivo, destacando recursosue proporcionam maior acessibilidade e autonomia para os estudantes.Conclui-se que a integração das mídias digitais na educação inclusiva não apenas amplia o acesso ao conhecimento, mas também transforma o ambiente escolar em um espaço mais democrático, inovador e acessível. Dessa forma, a personalização do ensino por meio das mídias digitais se apresenta como uma estratégia essencial para garantir um aprendizado significativo e para promover a equidade e a valorização da diversidade na educação.

2025

Komparativne analize jezicnog usvajanja u proslosti su se uglavnom temeljile na usporedbama podataka dobivenih na razlicite nacine i za svaki jezik pojedinacno. Kako bi se postigle sto vece slicnosti u analizama i uklonile razlike koje... more

Komparativne analize jezicnog usvajanja u proslosti su se uglavnom temeljile na usporedbama podataka dobivenih na razlicite nacine i za svaki jezik pojedinacno. Kako bi se postigle sto vece slicnosti u analizama i uklonile razlike koje prijete pri usporedbi podataka dobivenih razlicitim metodama, americki su strucnjaci sa Carnegie-Mellon sveucilista u Pittsburghu u okviru projekta baze podataka CHILDES (Child Language Data Exchange System - B. MacWhinney) razvili transkripcijski sustav CHAT (Codes for the Human Analysis of Transcripts), koji omogucava ujednacavanje transkribiranih podataka za bilo koji jezik. Tako priređen i transkribiran jezicni materijal može se zatim analizirati uz pomoc programa iz paketa CLAN (Computerized Language Analysis). On obuhvaca, između ostaloga, programe za fonolosku, morfolosku i sintakticku analizu. Na pocetku zamisljeni kao alati za olaksavanje analize usvajanja prvog jezika, CHAT i CLAN pokazali su se pogodnima i za analizu ucenja stranog jezika, ...

2025

Komparativne analize jezicnog usvajanja u proslosti su se uglavnom temeljile na usporedbama podataka dobivenih na razlicite nacine i za svaki jezik pojedinacno. Kako bi se postigle sto vece slicnosti u analizama i uklonile razlike koje... more

Komparativne analize jezicnog usvajanja u proslosti su se uglavnom temeljile na usporedbama podataka dobivenih na razlicite nacine i za svaki jezik pojedinacno. Kako bi se postigle sto vece slicnosti u analizama i uklonile razlike koje prijete pri usporedbi podataka dobivenih razlicitim metodama, americki su strucnjaci sa Carnegie-Mellon sveucilista u Pittsburghu u okviru projekta baze podataka CHILDES (Child Language Data Exchange System - B. MacWhinney) razvili transkripcijski sustav CHAT (Codes for the Human Analysis of Transcripts), koji omogucava ujednacavanje transkribiranih podataka za bilo koji jezik. Tako priređen i transkribiran jezicni materijal može se zatim analizirati uz pomoc programa iz paketa CLAN (Computerized Language Analysis). On obuhvaca, između ostaloga, programe za fonolosku, morfolosku i sintakticku analizu. Na pocetku zamisljeni kao alati za olaksavanje analize usvajanja prvog jezika, CHAT i CLAN pokazali su se pogodnima i za analizu ucenja stranog jezika, ...

2025

With the big success that serious games have known in education field a huge need has been created to develop such video games in order to satisfy the demand that does not cease to increase, but the time, the cost, and the interaction of... more

With the big success that serious games have known in education field a huge need has been created to develop such video games in order to satisfy the demand that does not cease to increase, but the time, the cost, and the interaction of several actors during the creation process of video games can influence on the envisaged result and create several unexpected problems, to avoid such problems we propose in this article a new web-based serious games generator that adapts the process of video game development by replacing game design and game development phases by both programmed game design and gameplays, this new concept will allow the game creators to focus more in pedagogical aspect and pedagogical objectives that the players must acquire during a video game sequence, instead of wasting much time in game design and game development. In addition, the proposed game generator will be equipped with a fuzzy expert system to assist the users during the game generation process; the prop...

2025

Activity Plan ELC - UCLA Summer Camp Activity