The cubes: A tangible game-based learning system

Jamshaid G. Mohebzada, Arsalan H. Bhojani
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引用次数: 5

Abstract

Tangible Computing is coined as the interaction of computer technologies with human motions to create a new genre of learning and teaching methods. It is a type of interactive design which takes advantage of haptic human interaction skills by giving physical form to digital information. Using our hands and physical motions in a tangible environment, we can interact with complex technologies and witness their effect on our peripheral senses. A lot of research has been done on tangible computing in the past, but our primary focus in this paper is to highlight the difference in student motivation and performance when both tangible and traditional learning methods are considered. A WiMAX Cell Design Game using the ZigBee toolkit was developed as an application of tangible game based learning system. The game uses hands-on cubes to study and present the signal propagation using the Erceg model to the students. The effectiveness of the game toolkit was studied by asking ten undergraduate students to play the game, and a discussion of their feedback is provided.
立方体:有形的基于游戏的学习系统
有形计算被创造为计算机技术与人类运动的相互作用,以创造一种新的学习和教学方法。它是一种交互设计,它利用人类的触觉交互技能,将物理形式赋予数字信息。在一个有形的环境中使用我们的手和身体运动,我们可以与复杂的技术互动,并见证它们对我们外围感官的影响。过去已经有很多关于有形计算的研究,但我们在本文中主要关注的是在考虑有形学习方法和传统学习方法时,学生动机和表现的差异。作为一种基于有形游戏学习系统的应用,利用ZigBee工具包开发了一款WiMAX小区设计游戏。游戏使用动手立方体来研究和展示使用Erceg模型的信号传播。我们通过邀请10名大学生玩游戏来研究游戏工具包的有效性,并对他们的反馈进行了讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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