Search results for "playful"

showing 10 items of 13 documents

Playfully Coding

2017

This paper describes a framework for successful interaction between universities and schools. It is common for computing academics interested in outreach (computer science evangelism) to work with local schools, particularly in countries where the computing curriculum in K-12 is new or underdeveloped. However it is rare for these collaborations to be ongoing, and for resources created through these school-university links to be shared beyond the immediate neighborhood. We have achieved this, through shared resources, careful evaluation, and cross-country collaboration. The activities themselves are inspired by ideas from the Lifelong Kindergarten group at MIT, emphasizing playful exploratio…

Computational thinking; Playful coding; School-University links; Management of Technology and Innovation; 33043304Computer science4. EducationComputational thinkingmedia_common.quotation_subjectSchool-University links05 social sciences050301 educationEvangelismOutreachPlayful codingManagement of Technology and Innovation0502 economics and businessPedagogyComputingMilieux_COMPUTERSANDEDUCATION050211 marketingEngineering ethicsComputational thinking0503 educationCurriculumCoding (social sciences)media_commonProceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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A Playful Experiential Learning System With Educational Robotics

2020

This article reports on two studies that aimed to evaluate the effective impact of educational robotics in learning concepts related to Physics and Geography. The reported studies involved two courses from an upper secondary school and two courses from a lower secondary school. Upper secondary school classes studied topics of motion physics, and lower secondary school classes explored issues related to geography. In each grade, there was an “experimental group” that carried out their study using robotics and cooperative learning and a “control group” that studied the same concepts without robots. Students in both classes were subjected to tests before and after the robotics laboratory, to c…

Cooperative learninglcsh:Mechanical engineering and machineryplayful-based learningControl (management)MetacognitionExperiential learninggeographylcsh:QA75.5-76.95Artificial IntelligenceEducational roboticsComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationlcsh:TJ1-1570Original ResearchRobotics and AISecondary leveleducational roboticsbusiness.industryRoboticsComputer Science ApplicationsGeographyRobotlcsh:Electronic computers. Computer scienceArtificial intelligencebusinessmetacognitionphysicsFrontiers in Robotics and AI
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The Real World in a Geographical Imagery: World of Warcraft as Playful Cartography?

2017

World of Warcraft (WoW) is an extremely well-known and wide-spread virtual universe, populated by millions of people living, as of 2014, in 244 different countries, and so coming from different cultures. The game can be considered the final result of a half-century of growing interest in fantasy and virtual worlds; starting from Tolkien’s The Lord of the Rings. In the passage from book to videogame, fantasy has become an immersive experience that captures the player and forces him or her to revise their idea of how the world works. Everyone can read these worlds as simple games or, rather, through multifarious levels that show the connections between reality and virtuality. Our paper aims a…

Playful Cartography Post-Colonial Studies Popular Geopolitics World of WarcraftSettore M-GGR/01 - Geografia
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Designing Playful Inquiry-Based Mathematical Learning Activities for Kindergarten

2018

This study addresses issues related to the process of designing mathematical activities for kindergarten based on the constructs of playful learning and inquiry. The mathematical activities were designed for 5-year-old children in a Norwegian kindergarten setting. In order to address this design process, we focus at issues of mediating design principles and ideas to kindergarten teachers, who are the ones to orchestrate and implement the mathematical activities with children. The study is situated within a design research methodology in which observations, written and personal communication have been used as sources of data. Our analysis shows that the kindergarten teacher closely followed …

Research designProcess (engineering)05 social sciencesPower relationshipPlayful learning050301 educationMathematical learningSituatedComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationOrchestrationDesign process0501 psychology and cognitive sciences0503 education050104 developmental & child psychology
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Robotic and virtual World Programming labs to Stimulate Reasoning and visual-spatial Abilities

2013

Abstract The individuals’ cognitive skills, academic performance and their relationship with programming of robots or virtual learning environment is a topic of particular interest in the area of human-robot interaction. This paper presents a pilot study performed on a group of 36 lower secondary school students involved in a 32-hours laboratory based on the combination of LEGO Mindstorm NXT and Microsoft Kodu Game Lab (KGL) and aimed at programming first a robot and further a more complete virtual world based on a narrative-designed scenario. The findings of the research will be discussed in the light of the effectiveness of using robotics and virtual world programming as a meaningful and …

Settore M-PSI/01 - Psicologia GeneraleComputer scienceVirtual WorldVirtual Worldsplayful learning environment.computer.software_genreprogramming learningVisual-spatial Working MemoryHuman–computer interactionLearningGeneral Materials ScienceCognitive skillMultimediabusiness.industryVirtual worldRoboticsCognitionRoboticsRoboticProgrammingVirtual learning environmentRobotArtificial intelligencebusinesscomputerInstructional simulationProcedia - Social and Behavioral Sciences
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Interpretation, Negotiation, Play

2022

Augmented reality (AR) picturebooks combine printed children's literature with augmented reality. This study examines the shared reading of the Finnish AR picturebook Mur, eli karhu (2016) by Kaisa Happonen and Anne Vasko. The main aim of the study is to explore the playful reading experience of three Finnish families with children between the ages of 4 and 6. Three main categories of engagement with the book are discussed in the article: interpretation, negotiation, and play. The findings of the study suggest that children are skilled users of mobile digital media but may not understand the content of AR without parental mediation. In addition, parents and educators are required to have su…

aesthetics and pedagogypelaaminenkuvakirjattulkintalapset (ikäryhmät)neuvottelutGeneral Medicineaugmented realitylukeminenpicturebook appsshared readinglastenkirjallisuusdigital children’s literatureplayfulnessmobiilisovelluksetlisätty todellisuusdigitaaliset taidotmultimodaalisuusBarnboken
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Sport and Quality of Life

2022

Negli ultimi trent’anni lo sport ha assunto un significato molto rilevante nella vita delle persone e, seppure con notevoli differenze, sia nei paesi a sviluppo economico avanzato, sia in quelli in via di sviluppo. A livello individuale, esso ha costituito un’area di investimento identitario quando ha assunto la forma di sport spettacolo del quale fruire, alimentando la pratica del tifo e il fandom o costituendo il modello di uno stile di vita vincente; ma anche quando ha assunto la forma di pratica del tempo libero attraverso la quale tenersi in forma, facendo crescere, in questo caso, la diffusione di una cultura della salute e del benessere. Si tratta di due modalità di approcciare al co…

but also when he took the form of free time practice through which to keep fit making grow in this case the diffusion of a culture of health and well-being. These are two ways of approaching the consumption of sports by spectators and actorIn the last thirty years sport has taken on a very significant meaning in people's lives and albeit with considerable differences both in advanced economic development countries and in developing countries. On an individual level it constituted an area of identity investment when it assumed the shape of “sport spectacle” to be enjoyed fueling the practice of cheering and fandom or constituting the model of a winning lifestyleand the two ways of use can be strongly related to the perception and assessment of the quality of life. The “semantic universes” which however connote sport and “free time sports” have often appeared polarized. Commercial sport and sports professionalism are intertwined with the institutions of economics politics and culture which above all stress its “spectacularity” in order to capture first and foremost the audience. But also the sport of leisure time is intertwined with the actions of the institutions of economics politics and culture with the difference that these stress above all its “healthy value” aimed at the “healthy and rational” investment of time in an activity which improves the quality of life in the short medium and long period. This polarization between the consumption of sport entertainment - commercial sport - and the consumption of sport as a leisure activity - sport for all - has become increasingly interconnected precisely because of the increased collective identity demand via sport. In other words we have witnessed the spread of shape of sports entertainment that recall the importance of sports for psychophysical well-being for integration and social participation for the reduction of social inequalities ethnic and cultural differences and in which the importance assumed was weakened in the show from agonism from competition from the physical confrontation between two contenders or two teams. A sport in which we act with competitors as well as against competitors. And on the other hand we have gradually witnessed the spectacularization of sports in our free time to the point that the sharing of the results obtained through the declination of a competitive spirit that presents itself as directed no longer against other contenders but against its own performance limits it has become the way in which each person makes part of his or her own life spectacular the one he often considers most authentic. The aim of this work is to describe how the intertwining between the commercial/professional dimension of the sports show and the playful/recreational dimension of sports practice are fueled by a demand and an offer of social identity that characterizes these two “semantic universes”.Settore SPS/07 - Sociologia Generale
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"Let's do this together and see what we can come up with!" : Teachers' Views on Applying Game-based Pedagogy in Meaningful Ways

2015

Game-based pedagogy offers a promising approach to renewing school education and making it more engaging. However, teachers’ ways of using game-based pedagogy have been rather traditional, not making use of its full potential. This paper presents initial findings on the experiences of teachers who participate in a project that aims to promote the meaningful use of game-based pedagogy. The findings suggest that game-based pedagogy could indeed play a key role in changing traditional practices in schools. Game-based approaches can support differentiated instruction, enhance pupils’ motivation and effort, provide new perspectives to assessment, and transform traditional roles in the classroom …

game-based learningpelitpelillistäminenplayfulnessoppiminengame-based pedagogyComputingMilieux_PERSONALCOMPUTINGComputingMilieux_COMPUTERSANDEDUCATIONschool educationoppimispelit
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Leikki digitaalisella aikakaudella

2013

leikkiplayfulnessdigitaalinen kulttuurileikillisyysplay
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Hybrid Social Play Final Report

2018

leikkikalutsocial playabilityverkot (tekniset järjestelmät)technology (information)transmediapelitutkimushybridmediahybridimedialeikkitoimintaplayful productstoysinteraktiivisuusteknologiarahapelithybrid productsnetworks (technical systems)social productslautapelit
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