Search results for: board game
427 Entrepreneurship Game: Digital 'Catur Bistari'
Authors: A.A. Amran, S. R. M. Shukri, S. M. Taib
Abstract:
The role of entrepreneurs in generating the economy is very important. Thus, nurturing entrepreneurship skills among society is very crucial and should start from the early age. One of the methods is to teach through game such as board game. Game provides a fun and interactive platform for players to learn and play. Besides that as today-s world is moving towards Islamic approach in terms of finance, banking and entertainment but Islamic based game is still hard to find in the market especially games on entrepreneurship. Therefore, there is a gap in this segment that can be filled by learning entrepreneurship through game. The objective of this paper is to develop an entrepreneurship digital-based game entitled “Catur Bistari" that is based on Islamic business approach. Knowledge and skill of entrepreneurship and Islamic business approach will be learned through the tasks that are incorporated inside the game.Keywords: Board game, educational game, entrepreneurship, Islamic finance and simulation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2840426 A Classification Scheme for Game Input and Output
Authors: P. Prema, B. Ramadoss
Abstract:
Computer game industry has experienced exponential growth in recent years. A game is a recreational activity involving one or more players. Game input is information such as data, commands, etc., which is passed to the game system at run time from an external source. Conversely, game outputs are information which are generated by the game system and passed to an external target, but which is not used internally by the game. This paper identifies a new classification scheme for game input and output, which is based on player-s input and output. Using this, relationship table for game input classifier and output classifier is developed.Keywords: Game Classification, Game Input, Game Output, Game Testing.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1981425 Three-player Domineering
Authors: Alessandro Cincotti
Abstract:
Domineering is a classic two-player combinatorial game usually played on a rectangular board. Three-player Domineering is the three-player version of Domineering played on a three dimensional board. Experimental results are presented for x×y ×z boards with x + y + z < 10 and x, y, z ≥ 2. Also, some theoretical results are shown for 2 × 2 × n board with n even and n ≥ 4.Keywords: Combinatorial games, Domineering, three-playergames.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1421424 Strategic Information in the Game of Go
Authors: Michael Harre, Terry Bossomaier, Ranqing Chu, Allan Snyder
Abstract:
We introduce a novel approach to measuring how humans learn based on techniques from information theory and apply it to the oriental game of Go. We show that the total amount of information observable in human strategies, called the strategic information, remains constant for populations of players of differing skill levels for well studied patterns of play. This is despite the very large amount of knowledge required to progress from the recreational players at one end of our spectrum to the very best and most experienced players in the world at the other and is in contrast to the idea that having more knowledge might imply more 'certainty' in what move to play next. We show this is true for very local up to medium sized board patterns, across a variety of different moves using 80,000 game records. Consequences for theoretical and practical AI are outlined.Keywords: Board Games, Cognitive Capacity, Decision Theory, Information Theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1522423 Supervisory Board in the Governance of Cooperatives: Disclosing Power Elements in the Selection of Directors
Authors: Kari Huhtala, Iiro Jussila
Abstract:
The supervisory board is assumed to use power in the governance of a firm, but the actual use of power has been scantly investigated. The research question of the paper is “How does the supervisory board use power in the selection of the board of directors”. The data stem from 11 large Finnish agricultural cooperatives. The research approach was qualitative including semi-structured interviews of the board of directors and supervisory board chairpersons. The results were analyzed and interpreted against theories of social power. As a result, the use of power is approached from two perspectives: (1) formal position-based authority and (2) informal power. Central elements of power were the mandate of the supervisory board, the role of the supervisory board, the supervisory board chair, the nomination committee, collaboration between the supervisory board and the board of directors, the role of regions and the role of the board of directors. The study contributes to the academic discussion on corporate governance in cooperatives and on the supervisory board in the context of the two-tier model. Additional research of the model in other countries and of other types of cooperatives would further academic understanding of supervisory boards.
Keywords: Board, cooperative, supervisory board, selection, director, power.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 904422 Probabilities and the Persistence of Memory in a Bingo-like Carnival Game
Authors: M. Glomski, M. Lopes
Abstract:
Seemingly simple probabilities in the m-player game bingo have never been calculated. These probabilities include expected game length and the expected number of winners on a given turn. The difficulty in probabilistic analysis lies in the subtle interdependence among the m-many bingo game cards in play. In this paper, the game i got it!, a bingo variant, is considered. This variation provides enough weakening of the inter-player dependence to allow probabilistic analysis not possible for traditional bingo. The probability of winning in exactly k turns is calculated for a one-player game. Given a game of m-many players, the expected game length and tie probability are calculated. With these calculations, the game-s interesting payout scheme is considered.
Keywords: Conditional probability, games of chance, npersongames, probability theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1526421 Net-Banking System as a Game
Authors: N. Ghoualmi-Zine, A. Araar
Abstract:
In this article we propose to model Net-banking system by game theory. We adopt extensive game to model our web application. We present the model in term of players and strategy. We present UML diagram related the protocol game.Keywords: Game theory, model, state, web application.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1550420 Educational Quiz Board Games for Adaptive E-Learning
Authors: Boyan Bontchev, Dessislava Vassileva
Abstract:
Internet computer games turn to be more and more attractive within the context of technology enhanced learning. Educational games as quizzes and quests have gained significant success in appealing and motivating learners to study in a different way and provoke steadily increasing interest in new methods of application. Board games are specific group of games where figures are manipulated in competitive play mode with race conditions on a surface according predefined rules. The article represents a new, formalized model of traditional quizzes, puzzles and quests shown as multimedia board games which facilitates the construction process of such games. Authors provide different examples of quizzes and their models in order to demonstrate the model is quite general and does support not only quizzes, mazes and quests but also any set of teaching activities. The execution process of such models is explained and, as well, how they can be useful for creation and delivery of adaptive e-learning courseware.Keywords: Quiz, board game, e-learning, adaptive.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2422419 The Game of Col on Complete K-ary Trees
Authors: Alessandro Cincotti, Timothee Bossart
Abstract:
Col is a classic combinatorial game played on graphs and to solve a general instance is a PSPACE-complete problem. However, winning strategies can be found for some specific graph instances. In this paper, the solution of Col on complete k-ary trees is presented.Keywords: Combinatorial game, Complete k-ary tree, Mapcoloring game.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1187418 Using Multi-Arm Bandits to Optimize Game Play Metrics and Effective Game Design
Authors: Kenny Raharjo, Ramon Lawrence
Abstract:
Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.Keywords: Game design, multi-arm bandit, design exploration and data mining, player metric optimization and analytics.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1534417 Model Canvas and Process for Educational Game Design in Outcome-Based Education
Authors: Ratima Damkham, Natasha Dejdumrong, Priyakorn Pusawiro
Abstract:
This paper explored the solution in game design to help game designers in the educational game designing using digital educational game model canvas (DEGMC) and digital educational game form (DEGF) based on Outcome-based Education program. DEGMC and DEGF can help designers develop an overview of the game while designing and planning their own game. The way to clearly assess players’ ability from learning outcomes and support their game learning design is by using the tools. Designers can balance educational content and entertainment in designing a game by using the strategies of the Business Model Canvas and design the gameplay and players’ ability assessment from learning outcomes they need by referring to the Constructive Alignment. Furthermore, they can use their design plan in this research to write their Game Design Document (GDD). The success of the research was evaluated by four experts’ perspectives in the education and computer field. From the experiments, the canvas and form helped the game designers model their game according to the learning outcomes and analysis of their own game elements. This method can be a path to research an educational game design in the future.Keywords: Constructive alignment, constructivist theory, educational game, outcome-based education.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 849416 Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction
Authors: Eui Jun Jeong, Hye Rim Lee
Abstract:
This study examined whether big five personality traits affect game addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extraversion, neuroticism conscientiousness, agreeableness, & openness) with the degree of game addiction. Results showed that neuroticism increase game addiction with no effect of extraversion on the addiction. General self-efficacy negatively affected game addiction, whereas game self-efficacy increased the degree of game addiction. Loneliness enhanced game addiction while depression showed a negative effect on the addiction. Results and implications are discussed.Keywords: Game addiction, big five personality, social activities, self-efficacy, loneliness, depression.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4960415 Multi-Stakeholder Road Pricing Game: Solution Concepts
Authors: Anthony E. Ohazulike, Georg Still, Walter Kern, Eric C. van Berkum
Abstract:
A road pricing game is a game where various stakeholders and/or regions with different (and usually conflicting) objectives compete for toll setting in a given transportation network to satisfy their individual objectives. We investigate some classical game theoretical solution concepts for the road pricing game. We establish results for the road pricing game so that stakeholders and/or regions playing such a game will beforehand know what is obtainable. This will save time and argument, and above all, get rid of the feelings of unfairness among the competing actors and road users. Among the classical solution concepts we investigate is Nash equilibrium. In particular, we show that no pure Nash equilibrium exists among the actors, and further illustrate that even “mixed Nash equilibrium" may not be achievable in the road pricing game. The paper also demonstrates the type of coalitions that are not only reachable, but also stable and profitable for the actors involved.
Keywords: Road pricing game, Equilibrium problem with equilibrium constraint (EPEC), Nash equilibrium, Game stability.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1478414 Understanding Cruise Passengers’ On-board Experience throughout the Customer Decision Journey
Authors: Sabina Akter, Osiris Valdez Banda, Pentti Kujala, Jani Romanoff
Abstract:
This paper examines the relationship between on-board environmental factors and customer overall satisfaction in the context of the cruise on-board experience. The on-board environmental factors considered are ambient, layout/design, social, product/service and on-board enjoyment factors. The study presents a data-driven framework and model for the on-board cruise experience. The data are collected from 893 respondents in an application of a self-administered online questionnaire of their cruise experience. This study reveals the cruise passengers’ on-board experience through the customer decision journey based on the publicly available data. Pearson correlation and regression analysis have been applied, and the results show a positive and a significant relationship between the environmental factors and on-board experience. These data help understand the cruise passengers’ on-board experience, which will be used for the ultimate decision-making process in cruise ship design.
Keywords: Cruise behavior, on-board environmental factors, on-board experience, user or customer satisfaction.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 872413 Evaluating Telepresence Experience and Game Players' Intention to Purchase Product Advertised in Advergame
Authors: Zuhal Hussein, Nabsiah Abdul Wahid, Norizan Saad
Abstract:
In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.
Keywords: Purchase intention, telepresence, product experience, interactive experience.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1843412 Multiplayer Game System for Therapeutic Exercise in Which Players with Different Athletic Abilities Can Participate on an Even Competitive Footing
Authors: Kazumoto Tanaka, Takayuki Fujino
Abstract:
Sports games conducted as a group are a form of therapeutic exercise for aged people with decreased strength and for people suffering from permanent damage of stroke and other conditions. However, it is difficult for patients with different athletic abilities to play a game on an equal footing. This study specifically examines a computer video game designed for therapeutic exercise, and a game system with support given depending on athletic ability. Thereby, anyone playing the game can participate equally. This video-game, to be specific, is a popular variant of balloon volleyball, in which players hit a balloon by hand before it falls to the floor. In this game system, each player plays the game watching a monitor on which the system displays tailor-made video-game images adjusted to the person’s athletic ability, providing players with player-adaptive assist support. We have developed a multiplayer game system with an image generation technique for the tailor-made video-game and conducted tests to evaluate it.
Keywords: Therapeutic exercise, computer video game, disability-adaptive assist, tailor-made video-game image.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2106411 Analysis on Fun Elements of the SNG in ANIPANG
Authors: Jangwon Lee, Joonsung Yoon
Abstract:
This study analyzes on the Social Network Game (SNG), ANIPANG, in order to discover its unique fun elements, so that suggest new methodologies for development of SNGs. ANIPANG is the most popular SNG in the South Korea on 2012. Recently, the game industry is paying close attention to mobile-based SNGs due to the rapid prevalence of smart-phones and social network services. However, SNGs are not online games simply. Although the fun of most online games is the victory through competition with other players or the game system, the fun of SNG is the communication through the collaboration with other players. Thus, features of users and environments of game should be considered for the game industry and for the fun of SNG to users.Keywords: Social Network Game, Casual user, Fun, ANIPANG.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1600410 BECOME: Body Experience-Based Co-Operation between Juveniles through Mutually Excited Team Gameplay
Authors: Tsugunosuke Sakai, Haruya Tamaki, Ryuichi Yoshida, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi
Abstract:
We aim to develop a full-body interaction game that could let children cooperate and interact with other children in small groups. As the first step for our aim, the objective of the full-body interaction game developed in this study is to make interaction between children. The game requires two children to jump together with the same timing. We let children experience the game and answer the questionnaires. The children using several strategies to coordinate the timing of their jumps were observed. These included shouting time, watching each other, and jumping in a constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game while cooperating with each other. The results of a questionnaire to evaluate the proposed interactive game indicate that the jumping game was a very enjoyable experience in which the participants could immerse themselves. Therefore, the game enabled children to experience cooperation with others by using body movements.Keywords: Children, cooperation, full-body interaction game, kinect sensor.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1344409 Modeling and Stability Analysis of Delayed Game Network
Authors: Zixin Liu, Jian Yu, Daoyun Xu
Abstract:
This paper aims to establish a delayed dynamical relationship between payoffs of players in a zero-sum game. By introducing Markovian chain and time delay in the network model, a delayed game network model with sector bounds and slope bounds restriction nonlinear function is first proposed. As a result, a direct dynamical relationship between payoffs of players in a zero-sum game can be illustrated through a delayed singular system. Combined with Finsler-s Lemma and Lyapunov stable theory, a sufficient condition guaranteeing the unique existence and stability of zero-sum game-s Nash equilibrium is derived. One numerical example is presented to illustrate the validity of the main result.
Keywords: Game networks, zero-sum game, delayed singular system, nonlinear perturbation, time delay.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1437408 Analyzing Artificial Emotion in Game Characters Using Soft Computing
Authors: Musbah M. Aqel, P. K. Mahanti, Soumya Banerjee
Abstract:
This paper describes a simulation model for analyzing artificial emotion injected to design the game characters. Most of the game storyboard is interactive in nature and the virtual characters of the game are equipped with an individual personality and dynamic emotion value which is similar to real life emotion and behavior. The uncertainty in real expression, mood and behavior is also exhibited in game paradigm and this is focused in the present paper through a fuzzy logic based agent and storyboard. Subsequently, a pheromone distribution or labeling is presented mimicking the behavior of social insects.
Keywords: Artificial Emotion, Fuzzy logic, Game character, Pheromone label
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1310407 A Study on Multi-Agent Behavior in a Soccer Game Domain
Authors: S. R. Mohd Shukri, M. K. Mohd Shaukhi
Abstract:
There have been many games developing simulation of soccer games. Many of these games have been designed with highly realistic features to attract more users. Many have also incorporated better artificial intelligent (AI) similar to that in a real soccer game. One of the challenging issues in a soccer game is the cooperation, coordination and negotiation among distributed agents in a multi-agent system. This paper focuses on the incorporation of multi-agent technique in a soccer game domain. The better the cooperation of a multi-agent team, the more intelligent the game will be. Thus, past studies were done on the robotic soccer game because of the better multi-agent system implementation. From this study, a better approach and technique of multi-agent behavior could be select to improve the author-s 2D online soccer game.Keywords: Multi-Agent, Robotic Intelligent, Role Assignment, Formation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1938406 The use of a Bespoke Computer Game For Teaching Analogue Electronics
Authors: Olaf Hallan Graven, Dag Andreas Hals Samuelsen
Abstract:
An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.Keywords: analogue electronics, e-learning, computer games for learning, virtual reality
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1527405 Critical Analysis of Decision Making Experience with a Machine Learning Approach in Playing Ayo Game
Authors: Ibidapo O. Akinyemi, Ezekiel F. Adebiyi, Harrison O. D. Longe
Abstract:
The major goal in defining and examining game scenarios is to find good strategies as solutions to the game. A plausible solution is a recommendation to the players on how to play the game, which is represented as strategies guided by the various choices available to the players. These choices invariably compel the players (decision makers) to execute an action following some conscious tactics. In this paper, we proposed a refinement-based heuristic as a machine learning technique for human-like decision making in playing Ayo game. The result showed that our machine learning technique is more adaptable and more responsive in making decision than human intelligence. The technique has the advantage that a search is astutely conducted in a shallow horizon game tree. Our simulation was tested against Awale shareware and an appealing result was obtained.Keywords: Decision making, Machine learning, Strategy, Ayo game.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1290404 Analysis on the Game-Playing Tendency of SNGs (Social Network Games) users by Gender
Authors: Jooyeon Yook, Wonjun Ko
Abstract:
As the Social network game(SNG) is rising dramatically worldwide, an interesting aspect has appeared in the demographic analysis. That is the ratio of the game users by gender. Although the ratio of male and female users in online game was 60:40% previously, the ratio of male and female users in SNG stood at 47:53% which shows that the ratio of female users is higher than that of male users. Here, it should be noted that 35% in those 53% female users are the first-time users of game. This fact suggests that women who were not interested in game previously has taken an interest in SNG. Notwithstanding this issue, there have been little studies on the female users of SNG although there are many studies that analyzed the tendency of female users- online game play. This study conducted the analyzed how the game-playing tendency of SNG gamers was manifested in the game by gender. For that, this study will identify the tendency of SNG users by gender based on the preceding studies that analyzed the online game users by gender. The subject of this study was confined to the farm and urban construction simulation games which were offered based on the mobile application platform. Regarding the methodology of study, the first focus group interview(FGI) was conducted with the male and female users who had played games on Social network service(SNS) until recently. Later, the second one-on-one in-depth interview was conducted to gain an insight into the psychological state of the subjects.Keywords: Social network Game, Gender, Play inclination, Game psychology
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1731403 The Game of Maundy Block
Authors: Alessandro Cincotti
Abstract:
The game of Maundy Block is the three-player variant of Maundy Cake, a classical combinatorial game. Even though to determine the solution of Maundy Cake is trivial, solving Maundy Block is challenging because of the identification of queer games, i.e., games where no player has a winning strategy.Keywords: Combinatorial game, Maundy Cake, Three-player partizan games.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1516402 Personalised Mobile Picture Puzzle
Authors: Saipunidzam Mahamad, Eliza Mazmee Mazlan, Rozana Kasbon, Khairul Shafee Kalid, NurSyazwani Rusdi
Abstract:
Mobile Picture Puzzle is a mobile game application where the player use existing images stored in the mobile phone to create a puzzle to be played. This traditional picture puzzle is not so challenging once the player is familiar with the game. The objective of the developed mobile game application is to have a similar mobile game application that can provide the player with more challenging gaming experience. The developed mobile game application is also a mobile picture puzzle game application to create a puzzle to be played but instead of just using existing images that are stored, the personalised capability allows the player to use the built-in camera phone to capture an image and use the newly captured image to create the puzzle. The development of the mobile game application uses Symbian Operating System (OS), Mobile Media API (Application Programming Interface), Record Management System (RMS) storage and TiledLayer class from Game API.
Keywords: Picture Puzzle, Pervasive gaming, J2ME.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2651401 Prediction of Computer and Video Game Playing Population: An Age Structured Model
Authors: T. K. Sriram, Joydip Dhar
Abstract:
Models based on stage structure have found varied applications in population models. This paper proposes a stage structured model to study the trends in the computer and video game playing population of US. The game paying population is divided into three compartments based on their age group. After simulating the mathematical model, a forecast of the number of game players in each stage as well as an approximation of the average age of game players in future has been made.
Keywords: Age structure, Forecasting, Mathematical modeling, Stage structure.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1901400 An Augmented-Reality Interactive Card Game for Teaching Elementary School Students
Authors: YuLung Wu, YuTien Wu, ShuMey Yu
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.Keywords: Game-based learning, learning motivation, teaching aid, augmented reality.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2662399 Mechanical Model of Gypsum Board Anchors Subjected Cyclic Shear Loading
Authors: Yoshinori Kitsutaka, Fumiya Ikedo
Abstract:
In this study, the mechanical model of various anchors embedded in gypsum board subjected cyclic shear loading were investigated. Shear tests for anchors embedded in 200 mm square size gypsum board were conducted to measure the load - load displacement curves. The strength of the gypsum board was changed for three conditions and 12 kinds of anchors were selected which were ordinary used for gypsum board anchoring. The loading conditions were a monotonous loading and a cyclic loading controlled by a servo-controlled hydraulic loading system to achieve accurate measurement. The fracture energy for each of the anchors was estimated by the analysis of consumed energy calculated by the load - load displacement curve. The effect of the strength of gypsum board and the types of anchors on the shear properties of gypsum board anchors was cleared. A numerical model to predict the load-unload curve of shear deformation of gypsum board anchors caused by such as the earthquake load was proposed and the validity on the model was proved.
Keywords: Gypsum board, anchor, shear test, cyclic loading, load-unload curve.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1052398 Associations between Game Users and Life Satisfaction: Role of Self-Esteem, Self-Efficacy and Social Capital
Authors: Hye Rim Lee, Eui Jun Jeong
Abstract:
This study makes an integrated investigation on how life satisfaction is associated with the Korean game users' psychological variables (self-esteem, game and life self- efficacy), social variables (bonding and bridging social capital), and demographic variables (age, gender). The data used for the empirical analysis came from a representative sample survey conducted in South Korea. Results show that self-esteem and game efficacy were an important antecedent to the degree of users’ life satisfaction. Both bonding social capital and bridging social capital enhance the level of the users’ life satisfaction. The importance of perspectives as well as their implications for the game users and further associated research is explored.Keywords: Life satisfaction, self-esteem, game efficacy, life-efficacy, social capital.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2756