Public Videos of maiga
Videos 1-8 of 34
Trading Card Game as Educational Reward System-30-second video
 
00:30.07

Trading Card Game as Educational Reward System-30-second video

Past research shows that symbolic educational rewards are meaningless to students, however, at the meantime, students would not appreciate if the real educational rewards are not so useful to them. Of course, 'money' as rewards shouldn’t be considered. Card games are very common and welcome by students in different ages and even for graduate and undergraduate students. But most of card games are either commercial ones or difficult to take as educational reward systems due to its in-game elements are hard to connect to the academic performance of learning activities. The trading card game was developed intends for teachers deliver/give to students according to their performances in different learning activities (e.g., classroom participation, discussions, assignments, quiz, exams, etc.). The cards can be designed by us simply since the game is developed by ourselves. It is worth to mention, the game supports multiple languages and players who use different languages can still play and compete with each others. The game is a discipline independent game, which means, the in-game rewards can be delivered by any teacher in any course. The game is a sort of board game, therefore, the in-game rewards are cards and students need to compete with each others. In order to make students have correct perception and positive attitude towards the competitions, a student’s ranking among all students is based on his/her credits rather than how many matches s/he has won or lost before. The student can get credits for the efforts s/he has tried to make in the match, so s/he still receives credits even s/he loses the match, sometimes, a student who loses the game could even receive more credits than the winner. A student might be able to have more options and strategies in the match if s/he has more in-game rewards and even might be able to defeat his/her opponents easier. Well-designed peer competitions have been proved as a good way to get students motivated and it is the basic idea of this mechanism. For those students who don’t want to compete with others, the in-game rewards (i.e., the cards) have collectable feature just like coins, stamps and hockey cards; students may want to see higher level cards as well as rare cards in their card collection book. The effect of the game-based educational reward mechanism will be kept in student’s mind and the learning motivation engaged by the mechanism can be carried to the followed course. The students may want to get better in-game rewards in the followed course by learning harder and putting more efforts in the assignments, participation, discussions, and etc.

video tags: Trading  Card  Game  Educational  Reward 

Added: September 28, 2013, 5:54 am
Views: 38599 | Comments: 0 | Rating: Not yet rated

Intelligent Agent Controlled NPCs in 3D Virtual Learning Environment-30-second video
 
00:30.96

Intelligent Agent Controlled NPCs in 3D Virtual Learning Environment-30-second video

Incorporating intelligence and social behaviours into virtual worlds for learning is becoming more desirable in making them smart, adaptive, personalized, and therefore, more effective and engaging. Realistic non-player controlled characters (NPCs) are essential of a game world and are making the virtual world more real for players. This is true in video games where more interactive NPCs support the story narrative of a game, making the game more immersive, more convincing, but it is also true in other areas where virtual worlds are used such as business and education, increasing the effectiveness of those environments. Research that has been done with virtual agents and multi-agent systems can be leveraged to create more realistic NPCs through purposeful communication channels, inter-agent interactions and environment-agent interactions for game-based learning applications. This research proposes an approach to controlling avatars with intelligent agents through the creation of an interface between a multi-agent system to a virtual world engine. Basic NPC behaviours controlled by agents using Jason AgentSpeak are used to test the feasibility of the approach. A QuizMASter scenario is described as a proof of concept of the use of such agent controlled avatars in educational context.

video tags: Intelligent  Agent  Multi-Agent  System  Jason  AgentSpeak  QuizMASter  Open  Wonderland 

Added: September 28, 2013, 5:12 am
Views: 1824 | Comments: 0 | Rating: Not yet rated

Multiplayer Educational Game for Assessment (MEGA World)-30-second video
 
00:30.4

Multiplayer Educational Game for Assessment (MEGA World)-30-second video

MEGA World is a multiplayer educational game for assessing students' knowledge and skills in particular learning domains. Students can travel in the virtual world, meet with non-player controlled characters (NPCs), meet and talk to other players, pick-up quests from NPCs, and earn rewards from NPCs by solving the quests. With the characteristics of multiplayer role-playing game, the students can have fun while doing their homework and exercises. The multiplayer online game offers the students a forum of exchanging idea and experiences. Moreover, due to the characteristics of multiple player online games, the students can look for a certain degree of help from peers and even use the game as a social network to exchange work experiences or seek solutions to problems after graduation.

video tags: Multiplayer  Educational  Game  Assessment 

Added: September 28, 2013, 4:09 am
Views: 39185 | Comments: 0 | Rating: Not yet rated

Pecunia - Life Simulation for Finance Education-30-second video
 
00:30.13

Pecunia - Life Simulation for Finance Education-30-second video

Research literature from around the world suggest that younger children can benefit from finance education as much as older ones if not more. Playing games is also equally attractive for children and young adults, so combining finance education with games can provide them opportunities for learning about different financial decision through trial-and-error without putting themselves into risk situation. Pecunia (“money” in Latin) was developed with open-source Second-Life simulation server (OpenSim) and client (HippoViewer). Students assume the character of an 18 year old character (male or female), just starting out in life in terms of making various financial decisions and see through the consequences. The game provides a sound underpining of the skills needed to make good financial decisions, hence preparing students for being good citizens in later life. The financial rules can be changed so the game can be used worldwide for people in different countries.

video tags: Finance  Education  Educational  Game  Children  Money  3D 

Added: September 28, 2013, 3:08 am
Views: 40415 | Comments: 0 | Rating: Not yet rated

Context-Aware Mobile Role Playing Game (CAM-RPG)-30-second video
 
00:30.13

Context-Aware Mobile Role Playing Game (CAM-RPG)-30-second video

In 2010, the research team of context-aware sub-project developed a Context-Aware Mobile Educational Game (CAMEG). The game generated a series of learning activities (i.e., a learning activity chain) to enable the students to interact with specific real (e.g., projector, rest room, pine tree, etc.) and virtual (payroll system, business policy, E-Commerce course, etc.) objects in authentic environments. The series of learning activities were automatically generated for individual students according to their learning history and surrounding context (i.e., learning objects associated with the chosen role that the student wants to play and the chosen learning theme, student's location, etc.). Multi-agent system design principles were adopted into the game; hence, the game could run on different smartphones easily with the help of multiple agents. In 2010, a usability assessment was conducted for the game and the results indicated that male and female participants felt quite differently towards the effectiveness of the game. In particular, female participants' responses to the perceived effectiveness and satisfaction towards the game were more positive than those of male participants. The results were aligned with other researchers' findings in the literature, that have indicated that males tend to get bored with educational games very quickly, whereas females have more positive perceptions towards such games. The research team has created a virtual science park in school campus, in which we relocate famous international business virtually to make the students have chance to visit those companies and learn concepts and products related to undergraduate level Management Information System course.

video tags: Context-aware  Location-based  Mobile  Learning  RPG  Knowledge  Structure  Story 

Added: September 28, 2013, 1:30 am
Views: 696 | Comments: 0 | Rating: Not yet rated

National Palace Museum (NPM) Adventure-30-second video
 
00:29.7

National Palace Museum (NPM) Adventure-30-second video

This research designs a method to embed game elements into museum learning to provide students personalized learning experience and activities in a museum. A mobile educational role playing game called National Palace Museum Adventure has been implemented and a pilot has been conducted to evaluate the effectiveness of doing informal learning in the museum via the game-playing. The results show that the game does engage students doing learning activities in the museum continuously and help students learn the knowledge embedded in the artifacts. Many interesting and important findings have been found. For instance, the game does keep the students from leaving the museum and does keep them learning and playing in the museum. Moreover, the students do learn the knowledge associate with the artifacts but at meanwhile the students do treat the game a game. With such finding, museums and exhibitions may consider to provide their visitors similar mobile role playing game apps to not only make visitors learn something while visiting the places but also make them come again and again – to make informal learning continue and life-long.

video tags: Museum  Learning  Mobile  RPG  Rough  Set  Information  Theory 

Added: September 28, 2013, 1:17 am
Views: 718 | Comments: 0 | Rating: Not yet rated

Next Stop Recommender-30-second video
 
00:31.44

Next Stop Recommender-30-second video

User wandering behaviours may involve many location visits in different order. The research team has proposed an algorithm which can provide users recommendation for their next visit according to the similarity of their behaviours between each others and the connections amongst locations. In order to test the effectiveness of proposed algorithm the research team develops a mobile app – Next Stop Recommender – for Android platform. The mobile app and the web user interface can collect sequential positioning data of travelers. The server side Java servlets can find the visit lists of travelers and summarize popular route patterns; moreover, it can turn the route patterns into recommendation rules and make recommendations for travelers. We can record mobile learner's behaviors (including where they spent more time and what is the sequence for learning) and compare one's with others to make recommendations (could be more than one recommendation when the learner asks) for the mobile learners.

video tags: Mobile  Location-based  Time-Series  Data  Mining  Behaviour 

Added: September 26, 2013, 3:11 am
Views: 566 | Comments: 0 | Rating: Not yet rated

Automarking Web Service-30-second intro
 
00:27.72

Automarking Web Service-30-second intro

The research team has leveraged the research conducted in recent Natural Language Processing studies and designed a computerized marking mechanism for marking students' short-answers based on the semantic meaning of those answers. An open access Automarking web service has been developed to provide short-answer marking service for everyone. Automarking service is also a self-sustainable complete online exam system which schools and teachers can use it to create their own item bank and tests, to manual and to auto mark students' answer sheets, and to review the results from various perspectives such as test, item, and individual student. Automarking web service is a completely open-access online exam system and marking service which realized the computerized short-answer marking mechanism proposed by the research team earlier. Not only schools, teachers, and students can benefit from the computerized marking service, but also developers and companies of computer-based test providers can integrate the mechanism into existing their CBT products and services, by communicating to Automarking web service with SOAP Envelope in XML. The component-based architecture selected seems appropriate as the ultimate goal of the system would be to support existing Learning Management Systems. As such, only those components required could be 'plugged into' an existing LMS to make the LMS capable of marking student responses of open-ended questions.

video tags: Natural  Language  Processing  Computerized  Assessment 

Added: September 26, 2013, 12:18 am
Views: 9862 | Comments: 0 | Rating: Not yet rated