{"title":"Reflections from research: some considerations for the design of educational simulations (and games)","authors":"Koen Veermans, Tomi Jaakkola","doi":"10.1145/3014033.3014037","DOIUrl":"https://doi.org/10.1145/3014033.3014037","url":null,"abstract":"Educational simulations and serious games hold great potential for creating engaging and productive learning environments in STEM domains. In this paper we present and reflect on some of our research findings in a series of studies with a computer simulation in the domain electricity. These studies used the same simulation with varying instructional designs and over a range of grades. Interestingly, each design has always had a unique influence on student performance and/or engagement. We hope our results can provide some new insights for designers when designing simulations (or, serious games) for education and for educators utilizing these designs in practical settings.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124139803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Gomes, S. L. Goei, W. V. van Joolingen, Yiyu Cai
{"title":"VR biology, an interdisciplinary and international student project towards an inquiry-based pedagogy","authors":"T. Gomes, S. L. Goei, W. V. van Joolingen, Yiyu Cai","doi":"10.1145/3014033.3014044","DOIUrl":"https://doi.org/10.1145/3014033.3014044","url":null,"abstract":"Education in Science, Technology, Engineering, and Mathematics (STEM) is moving towards a more inquiry-based, and creativity stimulating pedagogy. Part of a curriculum based on such pedagogies should be challenging learning activities that engage students in investigation. At the same time, it is imperative that such activities are developed and validated in collaboration with the teachers who should incorporate them in their lesson planning. In this contribution we propose to develop innovative lessons in which such learning activities are embedded via the professional development method of Lesson Study with teachers Biology in (initial) teacher training in the Netherlands in close collaboration with students Mechanical Engineering in Singapore. Within this project both student groups will be using a model-based and VR-enabled solution created through an interdisciplinary and international collaboration between the Netherlands and Singapore.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"411 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133269669","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Research and application of running action sequence recognition algorithms based on kinect","authors":"Jing Huang, W. Yu, Mengxue Si, Wei Lv","doi":"10.1145/3014033.3014034","DOIUrl":"https://doi.org/10.1145/3014033.3014034","url":null,"abstract":"In order to obtain better analysis of human characteristics thus human-computerinteraction, recognition algorithms based on skeletal binding of running, waving, jumping and crouching were presented in this paper. It was based on characteristics analysis of human motion and threshold setting. The human skeleton data obtained from Kinect sensors can be used to bind the human skeleton with its corresponding computer model. The algorithms were also applied in a new developed treadmill system based on Kinect. Interactive running (fitness entertainment sports) was implemented with this system based on recognition of human actions. The experimental data shows the effectiveness of the running sequences recognition algorithm based on skeleton binding, with a recognition accuracy up to 92% which can fully meet the requirements of somatosensory game functions. The research results can be potentially used for other human-computer interaction application areas.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"250 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128699903","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"MAGIS: mobile augmented-reality games for instructional support","authors":"E. Vidal, J. Ty, N. Caluya, M. Rodrigo","doi":"10.1080/10494820.2018.1504305","DOIUrl":"https://doi.org/10.1080/10494820.2018.1504305","url":null,"abstract":"We present Mobile Augmented-Reality Games for Instructional Support (MAGIS), a framework for the development of mobile augmented-reality (AR) games for education. The framework supports off-the-shelf, state-of-the-art technologies that enable AR tracking and rendering on consumer-level mobile devices, and integrates these technologies with content generation tools that simplify the development of educational AR games, especially those that extensively use narrative-based game design and player-location tracking such as location-based historical or museum adventure games. We use Igpaw: Intramuros, a proof-of-concept game developed using MAGIS, to help describe the current state of the framework, and we briefly outline future development plans.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"138 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126067587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A model-based inquiry approach to explore system dynamics and modeling aspects of the prey-predator system","authors":"Tasos Hovardas, Z. Zacharia","doi":"10.1145/3014033.3014042","DOIUrl":"https://doi.org/10.1145/3014033.3014042","url":null,"abstract":"The purpose of this paper is to present how a model-based inquiry approach could support the development of students' conceptual understanding about the prey-predator system and cognitive skills. In so doing, we developed a sequence of activities, which involve three cycles of scientific inquiry. The first cycle involves, among others, playing a role-playing game of a prey-predator system, whereas the second cycle involves developing and running a model (i.e., a simulation) of the prey-predator system on a computer. The third cycle follows after the enactment of the first two cycles and it involves comparing the role-playing game to the computer simulation, in an attempt to identify differences concerning the modelling process and system dynamics applied in each of the former two cycles, as well as to identify and discuss nature-of-science related issues within the context of the prey-predator system. The whole approach has been designed for upper secondary school students, but with some adaptations it could also be used for lower secondary education or even the last grades of the primary school.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"32 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134521955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Digital tools for enriching informal inquiry-based mobile learning: the design of the TraceReaders location-based augmented reality learning platform","authors":"E. Kyza, Yiannis Georgiou","doi":"10.1145/3014033.3017432","DOIUrl":"https://doi.org/10.1145/3014033.3017432","url":null,"abstract":"There is widespread discussion around the world about the purpose and usefulness of the current schooling structures. While it is well understood that learning can happen anywhere and everywhere, most educational practices in K-12 are confined within the walls of a classroom and the school. This oxymoron challenges our understanding of how people learn, as it narrowly defines learning and excludes the opportunities that an expanded and digitally mediated definition of learning can offer. Cutting edge technologies that enable the digital augmentation of the real world can provide enriched learning experiences, through situating the learning content in authentic contexts and promoting inquiry-based learning. These ideas are reflected in the design of the TraceReaders mobile augmented reality learning platform. This contribution describes the TraceReaders platform for supporting students' reflective inquiry in situ. TraceReaders was iteratively developed and empirically validated using a design-based methodology. We present two case studies of inquiry learning, one from science education and one from history education, used with 11th grade and 3rd grade students and discuss the affordances and challenges of such a tool. We conclude our discussion with lessons learned from empirical studies about the design and effectiveness of the TraceReaders platform and discuss future steps.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130953827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analysis of hot spots and themes on virtual reality technology study in education","authors":"Jianjiang Hao","doi":"10.1145/3014033.3014043","DOIUrl":"https://doi.org/10.1145/3014033.3014043","url":null,"abstract":"In this paper, we used applied research related technology forecasting of virtual reality in The Horizon Report (Higher Education Press) over the years, determining the search keywords, retrieving relevant literature in Web of Science TM core collection database, based on the literature measurement analysis method, analyzing the hot spot and themes in virtual reality technology applied in the education research with the software named Citespace III, in order to have a further research on the application of virtual reality technology in Education.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128098837","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jonathan D. L. Casano, H. Tee, J. Agapito, I. Arroyo, M. Rodrigo
{"title":"Migration and evaluation of a framework for developing embodied cognition learning games","authors":"Jonathan D. L. Casano, H. Tee, J. Agapito, I. Arroyo, M. Rodrigo","doi":"10.1145/3014033.3014035","DOIUrl":"https://doi.org/10.1145/3014033.3014035","url":null,"abstract":"A theory of cognition called embodied cognition believes that the development of thinking skills is distributed among mind, senses and the environment. Research into this field has resulted into the development of applications in different areas including Mathematics. This paper reports one part of a larger series of studies on the design and implementation of embodied cognition of Mathematics educational systems. We describe the migration and evaluation of a game called \"Estimate It\", a wearables-based game for teaching measurement estimation and geometry. Teachers and students were invited to evaluate the game. The students found it to be generally fun and expressed their concerns with the game's usability in the smartwatch as a point of improvement. The teachers noted that the game's collaborative nature, its hands-on way of teaching estimation, and the incorporation of technology were seen as promising points. Infrastructure readiness, classroom control and adjustment to the new technology were areas of concern.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"429 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115260938","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Challenges and solutions of motion sensing games for autism education","authors":"Chenyi Wu, Quan Zheng","doi":"10.1145/3014033.3014041","DOIUrl":"https://doi.org/10.1145/3014033.3014041","url":null,"abstract":"Motion Sensing Game is a new attempt in autism education in Mainland China. Currently, it has a number of challenges in its practical application. For instance, motion sensing games are still in its infant stage with few educational rehabilitation and practical skills games available. Assessment function with such games is not common and generalization of the game based learning is difficult too. To solve these difficulties and to improve the efficiency of motion sensing game application, Suzhou Industrial Park Renai School has made several efforts by cooperating with enterprises, improving game design, enhancing the role of assessment, involving pivotal response training (PRT) in order to meeting all of the challenges.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123209292","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive learning system \"VisMis\" for scientific visualization course","authors":"Xiaoming Zhu, Bo Sun, Yanlin Luo","doi":"10.1145/3014033.3014038","DOIUrl":"https://doi.org/10.1145/3014033.3014038","url":null,"abstract":"Now visualization courses have been taught at universities around the world. Keeping students motivated and actively engaged in this course can be a challenging task. In this paper we introduce our developed interactive learning system called VisMis for postgraduate scientific visualization course at Beijing Normal University. We develop it following the Great Didactic from Comenius and the theory of constructivism on constructing the visual and interactive learning environment to support and challenge the student's learning. We give a report on our proprietary system including its educational objective, volume visualization module, multi-modal interaction module, and CUDA implementation etc. By way of educational practices, we conclude that the VisMis not only aids the student to better understand the core algorithms of the scientific visualization course such as volume rendering, volume illustration and volume interaction so on, but also as a good experiment platform helps them develop the visual programing skills based on its framework.","PeriodicalId":298559,"journal":{"name":"Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming","volume":"162 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115972082","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}