Abstract: This paper aims to teach English (secondary language) by bridging the understanding between the Regional language (primary language) and the English Language (secondary language). Here primary language is the one a person has learned from birth or within the critical period, while secondary language would be any other language one learns or speaks. The paper also focuses on evolving old teaching methods to a contemporary participatory model of learning and teaching. Pilot studies were conducted to gauge an understanding of student’s knowledge of the English language. Teachers and students were interviewed and their academic curriculum was assessed as a part of the initial study. Extensive literature study and design thinking principles were used to devise a solution to the problem. The objective is met using a holistic learning kit/card game to teach children word recognition, word pronunciation, word spelling and writing words. Implication of the paper is a noticeable improvement in the understanding and grasping of English language. With increasing usage and applicability of English as a second language (ESL) world over, the paper becomes relevant due to its easy replicability to any other primary or secondary language. Future scope of this paper would be transforming the idea of participatory learning into self-regulated learning methods. With the upcoming govt. learning centres in rural areas and provision of smart devices such as tablets, the development of the card games into digital applications seems very feasible.
Abstract: Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phrase in the current adolescent culture, this project of data analysis verifies the displacement effect on deteriorating mathematics performance. To evaluate correlation or regression coefficients between a factor of playing video games or chatting online and mathematics performance compared with other factors, we use multivariate analysis technique and take gender difference into account. We find the most important reason for the negative sign of the displacement effect on mathematics performance due to students’ poor academic background. Statistical analysis methods in this project could be applied to study internet users’ academic performance from the high school education to the college education.
Abstract: Today, a new system of education is being created in Kazakhstan in order to develop the system of education and to satisfy the world class standards. For this purpose, there have been established new requirements and responsibilities to the instructors. Students should not be limited with providing only theoretical knowledge. Also, they should be encouraged to be competitive, to think creatively and critically. Moreover, students should be able to implement these skills into practice. These issues could be resolved through the permanent improvement of teaching methods. Therefore, a specialist who teaches the languages should use up-to-date methods and introduce new technologies. The result of the investigation suggests that an interactive teaching method is one of the new technologies in this field. This paper aims to provide information about implementing new technologies in the process of teaching language. The paper will discuss about necessity of introducing innovative technologies and the techniques of organizing interactive lessons. At the same time, the structure of the interactive lesson, conditions, principles, discussions, small group works and role-playing games will be considered. Interactive methods are carried out with the help of several types of activities, such as working in a team (with two or more group of people), playing situational or role-playing games, working with different sources of information, discussions, presentations, creative works and learning through solving situational tasks and etc.
Abstract: Younger and younger children are now using a smartphone, a device which has become ‘a must have’ and the life of children would be almost ‘unthinkable’ without one. Devices are becoming lighter and lighter but offering an array of options and applications as well as the unavoidable access to the Internet, without which it would be almost unusable. Numerous features such as taking of photographs, listening to music, information search on the Internet, access to social networks, usage of some of the chatting and messaging services, are only some of the numerous features offered by ‘smart’ devices. They have replaced the alarm clock, home phone, camera, tablet and other devices. Their use and possession have become a part of the everyday image of young people. Apart from the positive aspects, the use of smartphones has also some downsides. For instance, free time was usually spent in nature, playing, doing sports or other activities enabling children an adequate psychophysiological growth and development. The greater usage of smartphones during classes to check statuses on social networks, message your friends, play online games, are just some of the possible negative aspects of their application. Considering that the age of the population using smartphones is decreasing and that smartphones are no longer ‘foreign’ to children of pre-school age (smartphones are used at home or in coffee shops or shopping centers while waiting for their parents, playing video games often inappropriate to their age), particular attention must be paid to a very sensitive group, the teenagers who almost never separate from their ‘pets’. This paper is divided into two sections, theoretical and empirical ones. The theoretical section gives an overview of the pros and cons of the usage of smartphones, while the empirical section presents the results of a research conducted in three elementary schools regarding the usage of smartphones and, specifically, their usage during classes, during breaks and to search information on the Internet, check status updates and 'likes’ on the Facebook social network.
Abstract: In this study, the potential benefits of playing action
video game among congenitally deaf and dumb subjects is reported in
terms of EEG ratio indices. The frontal and occipital lobes are
associated with development of motor skills, cognition, and visual
information processing and color recognition. The sixteen hours of
First-Person shooter action video game play resulted in the increase
of the ratios β/(α+θ) and β/θ in frontal and occipital lobes. This can
be attributed to the enhancement of certain aspect of cognition among
deaf and dumb subjects.
Abstract: Game-based learning can enhance the learning
motivation of students and provide a means for them to learn through
playing games. This study used augmented reality technology to
develop an interactive card game as a game-based teaching aid for
delivering elementary school science course content with the aim of
enhancing student learning processes and outcomes. Through playing
the proposed card game, students can familiarize themselves with
appearance, features, and foraging behaviors of insects. The system
records the actions of students, enabling teachers to determine their
students’ learning progress. In this study, 37 students participated in an
assessment experiment and provided feedback through questionnaires.
Their responses indicated that they were significantly more motivated
to learn after playing the game, and their feedback was mostly
positive.
Abstract: The customers use the best compromise criterion
between price and quality of service (QoS) to select or change
their Service Provider (SP). The SPs share the same market and
are competing to attract more customers to gain more profit. Due
to the divergence of SPs interests, we believe that this situation is a
non-cooperative game of price and QoS. The game converges to an
equilibrium position known Nash Equilibrium (NE). In this work, we
formulate a game theoretic framework for the dynamical behaviors
of SPs. We use Genetic Algorithms (GAs) to find the price and
QoS strategies that maximize the profit for each SP and illustrate
the corresponding strategy in NE. In order to quantify how this NE
point is performant, we perform a detailed analysis of the price of
anarchy induced by the NE solution. Finally, we provide an extensive
numerical study to point out the importance of considering price and
QoS as a joint decision parameter.
Abstract: The Greater Athens Area (GAA) faces photochemical
and particulate pollution episodes as a result of the combined effects
of local pollutant emissions, regional pollution transport, synoptic
circulation and topographic characteristics. The area has undergone
significant changes since the Athens 2004 Olympic Games because
of large scale infrastructure works that lead to the shift of population
to areas previously characterized as rural, the increase of the traffic
fleet and the operation of highways. However, few recent modelling
studies have been performed due to the lack of an accurate, updated
emission inventory. The photochemical modelling system
MM5/CAMx was applied in order to study the photochemical and
particulate pollution characteristics above the GAA for two distinct
ten-day periods in the summer of 2006 and 2010, where air pollution
episodes occurred. A new updated emission inventory was used
based on official data. Comparison of modeled results with
measurements revealed the importance and accuracy of the new
Athens emission inventory as compared to previous modeling
studies. The model managed to reproduce the local meteorological
conditions, the daily ozone and particulates fluctuations at different
locations across the GAA. Higher ozone levels were found at
suburban and rural areas as well as over the sea at the south of the
basin. Concerning PM10, high concentrations were computed at the
city centre and the southeastern suburbs in agreement with measured
data. Source apportionment analysis showed that different sources
contribute to the ozone levels, the local sources (traffic, port
activities) affecting its formation.
Abstract: The current paper presents the results of a conducted
case study. During the past few years the number of children
diagnosed with Learning Difficulties has drastically augmented and
especially the cases of ADHD (Attention Deficit Hyperactivity
Disorder). One of the core characteristics of ADHD is a deficit in
working memory functions. The review of the literature indicates a
plethora of educational software that aim at training and enhancing
the working memory. Nevertheless, in the current paper, the
possibility of using for the same purpose free, online games will be
explored. Another issue of interest is the potential effect of the
working memory training to the core symptoms of ADHD. In order
to explore the abovementioned research questions, three digital tests
are employed, all of which are developed on the E-slate platform by
the author, in order to check the levels of ADHD’s symptoms and to
be used as diagnostic tools, both in the beginning and in the end of
the case study. The tools used during the main intervention of the
research are free online games for the training of working memory.
The research and the data analysis focus on the following axes: a) the
presence and the possible change in two of the core symptoms of
ADHD, attention and impulsivity and b) a possible change in the
general cognitive abilities of the individual. The case study was
conducted with the participation of a thirteen year-old, female
student, diagnosed with ADHD, during after-school hours. The
results of the study indicate positive changes both in the levels of
attention and impulsivity. Therefore, we conclude that the training of
working memory through the use of free, online games has a positive
impact on the characteristics of ADHD. Finally, concerning the
second research question, the change in general cognitive abilities, no
significant changes were noted.
Abstract: The teaching of computer programming for beginners
has been generally considered as a difficult and challenging task.
Several methodologies and research tools have been developed,
however, the difficulty of teaching still remains. Our work integrates
the state of the art in teaching programming with game software and
further provides metrics for the evaluation of student performance in
a collaborative activity of playing games. This paper aims to present a
multi-agent system architecture to be incorporated to the educational
collaborative game software for teaching programming that monitors,
evaluates and encourages collaboration by the participants. A
literature review has been made on the concepts of Collaborative
Learning, Multi-agents systems, collaborative games and techniques
to teach programming using these concepts simultaneously.
Abstract: The main objective of MEAL is to develop a
pedagogical tool aimed to help teachers and nutritionists (students
and professionals) to acquire, train, promote and deliver to children
basic nutritional education and healthy eating behaviours
competencies. MEAL is focused on eating behaviours and not only in
nutritional literacy, and will use new technologies like Information
and Communication Technologies (ICTs) and serious games (SG)
platforms to consolidate the nutritional competences and habits.
Abstract: This study compares the intensity of game load among
player positions and between the 1st and the 2nd half of the games.
Two guards, three forwards, and three centers (female basketball
players) participated in this study. The heart rate (HR) and its
development were monitored during two competitive games.
Statistically insignificant differences in the intensity of game load
were recorded between guards, forwards, and centers below and
above 85% of the maximal heart rate (HRmax) and in the mean HR as
% of HRmax (87.81±3.79%, 87.02±4.37%, and 88.76±3.54%,
respectively). Moreover, when the 1st and the 2nd half of the games
were compared in the mean HR (87.89±4.18% vs. 88.14±3.63% of
HRmax), no statistical significance was recorded. This information can
be useful for coaching staff, to manage and to precisely plan the
training process.
Abstract: In this paper, we introduce an NLG application for the automatic creation of ready-to-publish texts from big data. The resulting fully automatic generated news stories have a high resemblance to the style in which the human writer would draw up such a story. Topics include soccer games, stock exchange market reports, and weather forecasts. Each generated text is unique. Readyto-publish stories written by a computer application can help humans to quickly grasp the outcomes of big data analyses, save timeconsuming pre-formulations for journalists and cater to rather small audiences by offering stories that would otherwise not exist.
Abstract: This study was conducted to examine the effectiveness of Teaching Games For Understanding (TGFU) in improving the hockey tactical skills and state self-confidence among 16-year-old students. Two hundred fifty-nine (259) school students were selected for the study based on the intact sampling method. One class was used as the control group (Boys=60, Girls=70), while another as the treatment group (Boys=60, Girls=69) underwent intervention with TGFU in physical education class conducted twice a week for four weeks. The Games Performance Assessment Instrument was used to observe the hockey tactical skills and The State Self-Confidence Inventory was used to determine the state of self-confidence among the students. After four weeks, ANCOVA analysis indicated the treatment groups had significant improvement in hockey tactical skills with F (1, 118) =313.37, p
Abstract: The objective of the article was to identify the impacts of gamification on customers' behaviour. The most important applications of games in marketing and mechanisms of gamification are presented in the article. A detailed analysis of the influence of gamification on customers using two brands, Foursquare and Nike, was also presented. Research studies using auditory survey methods were carried out among 176 young respondents, who are potential targets of gamification. The studies confirmed a huge participation of young people in customer loyalty programs with relatively low participation in other gamificationbased marketing activities. The research findings clearly indicate that gamification mechanisms are the most attractive.
Abstract: Since the initial creation of the Barbie doll in 1959, it
became a symbol of US society. Likewise, the Licca-chan, a Japanese
doll created in 1967, also became a Japanese symbolic doll of Japanese
society. Prior to the introduction of Licca-chan, Barbie was already
marketed in Japan but their sales were dismal. Licca-chan (an actual
name: Kayama Licca) is a plastic doll with a variety of sizes ranging
from 21.0 cm to 29.0 cm which many Japanese girls dream of having.
For over 35 years, the manufacturer, Takara Co., Ltd. has sold over 48
million dolls and has produced doll houses, accessories, clothes, and
Licca-chan video games for the Nintendo DS. Many First-generation
Licca-chan consumers still are enamored with Licca-chan, and go to
Licca-chan House, in an amusement park with their daughters. These
people are called Licca-chan maniacs, as they enjoy touring the
Licca-chan’s factory in Tohoku or purchase various Licca-chan
accessories. After the successful launch of Licca-chan into the
Japanese market, a mixed-like doll from the US and Japan, a doll,
JeNny, was later sold in the same Japanese market by Takara Co., Ltd.
in 1982.
Comparison of these cultural iconic dolls, Barbie and Licca-chan,
are analyzed in this paper. In fact, these dolls have concepts of girls’
dreams. By using concepts of mythology of Jean Baudrillard, these
dolls can be represented idealized images of figures in the products for
consumers, but at the same time, consumers can see products with
different perspectives, which can cause controversy.
Abstract: Game theory is the study of how people interact and
make decisions to handle competitive situations. It has mainly been
developed to study decision making in complex situations. Humans
routinely alter their behaviour in response to changes in their social
and physical environment. As a consequence, the outcomes of
decisions that depend on the behaviour of multiple decision makers
are difficult to predict and require highly adaptive decision-making
strategies. In addition to the decision makers may have preferences
regarding consequences to other individuals and choose their actions
to improve or reduce the well-being of others. Nash equilibrium is a
fundamental concept in the theory of games and the most widely used
method of predicting the outcome of a strategic interaction in the
social sciences. A Nash Equilibrium exists when there is no unilateral
profitable deviation from any of the players involved. On the other
hand, no player in the game would take a different action as long as
every other player remains the same.
Abstract: Since “Hello Kitty” was manufactured in the market in
1974, the manufacturer, Sanrio Co., Ltd. gains high profits not only
Kitty’s products but also Kitty license, which gives us a picture of
Sanrio’s sales strategy in the global market. Kitty’s history, its
products, and Sanrio’s sales strategy are researched in this paper.
Comparing it to American Girl, and focusing on KITTYLAB, a type of
attraction where you can enjoy games with Kitty, and choose its parts
to build your own Kitty, the image of the cultural icon can be altered.
Abstract: Learning through creation of contextual games is a
very promising approach when undertaking interdisciplinary and
international group projects. During 2013 and 2014 the authors
organized two intensive student projects. The two projects were in
different countries and different conditions. Between them, the two
projects involved 68 students and 12 mentors from five EU countries
and from various academic disciplines. In this paper we share our
experience of these two projects and we suggest approaches that can
be utilized to strengthen the chances of succeeding in short (12-15
days long) intensive student projects.
Abstract: Mobile social games recently become extremely
popular, spawning a whole new entertainment culture. However,
mobile game players are fickle, quickly and easily picking up and
abandoning games. This pilot study seeks to identify factors that
influence users to discontinuing playing mobile social games. We
identified three sacrifices which can prompt users to abandon games:
monetary sacrifice, time sacrifice and privacy sacrifice. The results
showed that monetary sacrifice has a greater impact than the other two
factors in causing players to discontinue usage intention.