Search results for "multimedia"

showing 10 items of 692 documents

The Educational Multimedia Clip as a Tool for Students’ Self-learning on Concept Mapping

2016

It has been already justified that concept mapping is an exceptionally suitable tool for formative assessment of structural knowledge. However, before the implementation of such type of assessment, the teacher should decide on a reasonable students’ training strategy, its implementation way, and content to be delivered. The paper focuses especially on the last mentioned issue - the selection of the content and its representational forms for an educational multimedia clip that has been developed as a main tool for students’ self-learning on concept mapping before the regular concept map based formative assessment of structural knowledge in one of the author’s taught study courses. Content re…

Formative assessmentValue (ethics)Empirical researchMultimediaConcept mapComputer sciencePerceptionmedia_common.quotation_subjectEducational multimediaSelection (linguistics)computer.software_genrecomputermedia_common
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A framework for evaluating student interaction with automatically assessed exercises

2016

Automatic assessment has become a widely used technique in programming courses. Even though modern techniques can practically ensure functional correctness of student solutions, it is less clear how to promote quality interaction between students and the automatic assessment systems. In this article we propose a simple analytical framework for studying student interaction with the automatic assessment systems and use it to study our functional programming course.

Functional programmingCorrectnessMultimediabusiness.industryComputer sciencemedia_common.quotation_subject05 social sciencesLearning analytics050301 education02 engineering and technologycomputer.software_genre020204 information systemsComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringQuality (business)Software engineeringbusiness0503 educationcomputermedia_commonProceedings of the 16th Koli Calling International Conference on Computing Education Research
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Mixed e-assessment: An application of the studentgenerated question technique

2010

This paper presents the experiment of a mixed summative-formative evaluation in an asynchronous distance higher education context. In the experiment, performed in the distance course of Total Quality Management, Industrial Engineering, University of Guadalajara (Mexico), students are guided to formultate questions on specific topics. Studentgenerated questions are evaluated through an ad-hoc quantitative tool, specifically designed for the purpose: the four-criterion Observation Matrix. The experiment shows: (1) that it is possible to improve the Higher Education evaluation process and formalise students' skill in a more thoroughly way than with traditional evaluation; (2) how the student-e…

Further educationEngineeringTotal quality managementHigher educationMultimediabusiness.industryProcess (engineering)3304Distance educationContext (language use)computer.software_genreTerminologyContinuous improvement in higher educationAsynchronous communicationComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationDistance learningMixed formative-summative assessmentQuantitative assessment toolContinuous improvement in higher education; Distance learning; Mixed formative-summative assessment; Quantitative assessment tool; Electrical and Electronic Engineering; 3304Electrical and Electronic Engineeringbusinesscomputer
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Keypoint descriptor matching with context-based orientation estimation

2014

Abstract This paper presents a matching strategy to improve the discriminative power of histogram-based keypoint descriptors by constraining the range of allowable dominant orientations according to the context of the scene under observation. This can be done when the descriptor uses a circular grid and quantized orientation steps, by computing or providing a global reference orientation based on the feature matches. The proposed matching strategy is compared with the standard approaches used with the SIFT and GLOH descriptors and the recent rotation invariant MROGH and LIOP descriptors. A new evaluation protocol based on an approximated overlap error is presented to provide an effective an…

GLOHComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONScale-invariant feature transformContext basedReference orientationImage descriptorLIOPDiscriminative modelMROGHHistogramKeypoint matchingSIFTComputer Science::MultimediaComputer visionInvariant (mathematics)MathematicsDominant orientationSettore INF/01 - Informaticabusiness.industryPattern recognitionGridLocal featureRotation invarianceComputer Science::Computer Vision and Pattern RecognitionSignal ProcessingImage descriptors; Local features; Dominant orientation; Rotation invariance; Keypoint matching; SIFT; LIOP; MROGHComputer Vision and Pattern RecognitionArtificial intelligencebusiness
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Secure and scalable dataprocessing and communications for an Animal Tracking System

2003

Masteroppgave i informasjons- og kommunikasjonsteknologi 2003 - Høgskolen i Agder, Grimstad Modern technology is constantly being employed in new fields, by new industries and people. The cost of advanced technological equipment decreases continously, and equipment that was reserved for people and corporations with a lot of money has now become household products. This enables many interesting ideas and projects, Kitron Development’s radiocollar project being one of them. Kitron Development is involved in a project to track the position of animals by substituting the traditional bell collar with a collar that contains a GPS receiver. The collar transmits its position to a base station using…

GPRSSQLIKT590ServletsSecurityScalabilityVDP::Matematikk og naturvitenskap: 400::Informasjons- og kommunikasjonsvitenskap: 420::Databaser og multimediasystemer: 428GSMDBMSJavaPythonVDP::Matematikk og naturvitenskap: 400::Informasjons- og kommunikasjonsvitenskap: 420::Systemutvikling og -arbeid: 426
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Narrative Definitions for Game Design

2010

Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an enter…

Game art designGame mechanicsGame designMultimediaComputer scienceGame design documentComputingMilieux_PERSONALCOMPUTINGLevel designGame DeveloperVideo game designcomputer.software_genrecomputerComputer game
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Conquer the Net: An educational computer game to learn the basic configuration of networking components

2009

Advanced networking equipment is relatively expensive and student access to it is usually limited to scheduled times at computer laboratories within the university premises. Hence, it is important to make the most effective use of the time assigned and minimize the time that students spend in activities which can be performed outside the laboratory sessions. Familiarizing with the basic configuration commands is one such activity. We have developed a computer game to allow students to learn these in a motivating and pleasant environment. This game has been designed so that rules are easily learned and both cooperative and competitive learning are promoted. © 2009 Wiley Periodicals, Inc. Com…

Game art designGeneral Computer ScienceMultimediaVideo game developmentGame programmingGame design documentComputer scienceGeneral Engineeringcomputer.software_genreEducationComputer gameGame designGame development toolGame DevelopercomputerComputer Applications in Engineering Education
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Telling Stories with Digital Board Games

2009

In the context of computer games, learning is an inherent feature of computer game playing. Computer games can be seen as multimodal texts that connect separate means of expression and require new kinds of literacy skills from the readers. In this chapter, the authors consider how the computer-based learning tool Talarius, which enables students to make their own digital games and play them, lends itself to literacy learning. The learning subject is a children’s novel, and thus it is narrative by its nature. In addition, the learning tool provides the potential to interweave narrative contents into the games made by it. The focus of this chapter is on the relationship between narrativity an…

Game mechanicsLiteracy skillMultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGMathematics educationMedia literacyNarrativecomputer.software_genrecomputer
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Mathematics and Non-School Gameplay

2015

This chapter investigates the mathematics in the gameplay of three popular games (Angry Birds, Plants vs. Zombies and The Sims) that are unlikely to be played in mathematics lessons. The three games are different but each has been observed to provide opportunity for mathematical activity in gameplay. After describing each game, and the mathematics that can arise in gameplay, the chapter explores two questions: What kind of mathematics is afforded in these games? Can these games be used in/for school mathematics? Issues considered under the first question include: the nature of mathematics and the difficulty of isolating the mathematics in non-school gameplay; players’ strategic actions as m…

Game mechanicsMultimediaComputer scienceMathematicsofComputing_GENERALComputingMilieux_PERSONALCOMPUTINGMathematics educationEmergent gameplaycomputer.software_genrecomputerMathematicsRecreational mathematics
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Player performance, satisfaction, and video game enjoyment

2009

An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.

Game mechanicsMultimediaComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreEntertainmentGame designFirst personAttributionPsychologyVideo game designSocial psychologyVideo gamecomputerPerformance satisfaction
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