Videos with tag Mobile
Results 1-7 of 29
 
00:30.13
00:30.13
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.

Added: 1454 days ago by maiga

Views: 683 | Comments: 0 | Not yet rated

 
00:29.7
00:29.7
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.

Added: 1454 days ago by maiga

Views: 695 | Comments: 0 | Not yet rated

 
00:31.44
00:31.44
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.

Added: 1456 days ago by maiga

Views: 537 | Comments: 0 | Not yet rated

 
06:30
06:30
06:30

National Palace Museum (NPM) Adventure

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.

Added: 1456 days ago by maiga

Views: 640 | Comments: 0 | Not yet rated

 
03:18
03:18
03:18

Context-Aware Mobile Role Playing Game (CAM-RPG) - Story Generation Process

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.

Added: 1456 days ago by maiga

Views: 867 | Comments: 0 | Not yet rated

 
03:19
03:19
03:19

Context-Aware Mobile Role Playing Game (CAM-RPG) is a MMORPG in the real world

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.

Added: 1456 days ago by maiga

Views: 539 | Comments: 0 | Not yet rated

 
11:36
11:36
11:36

Context Aware Application Development Using the Android Development Kit for Inexperienced Programmers

In this paper we discuss the experience of developing a context aware application for an Android device using the Android development kit. Using the technologies available in mobile devices like smart phones, we can leverage GPS, Bluetooth, Wi-Fi, and other methods to provide ubiquitous computing/learning so a user can obtain content anywhere and anytime they want while the content being delivered to them is context aware of the learner’s location. This opens up possibilities for ubiquitous computing and also learning opportunities. In this paper, we will look at whether an inexperienced programmer is able to develop a basic context aware application with the short time period of three to four weeks.

Added: 1511 days ago by airken888

Views: 2989 | Comments: 0 | Not yet rated