Current Issue : October - December Volume : 2017 Issue Number : 4 Articles : 5 Articles
Considering the popular use of a certain kind of supervision management problem in many fields, we firstly build an ordinary\nsupervision game model of multiple stakeholders. Secondly, a fractional supervision game model is set up and solved based on the\ntheory of fractional calculus and a predictor-corrector numerical approach. Thirdly, the methods of phase diagram and time series\ngraph were applied to simulate and analyse the dynamic process of the fractional order game model. Results of numerical solutions\nare given to illustrate our conclusions and referred to the practice....
Development of early math skills is linked to future success in mathematics and other\nacademics. Educational video games have been shown to promote academic achievement; however,\nfew rigorous studies have evaluated the use of educational video games in supporting math\ndevelopment, especially in early primary education. In the current study, an open-label randomized\ncontrolled trial was conducted involving 134 first grade students to determine, using standardized\nassessments, the impact of the educational mathematics tablet-based video game, Knowledge Battle,\non math scores and self-competency. Overall, Knowledge Battle did improve math skills in participants\nwho played the game. Among those with lower pre-game math skills, the Knowledge Battle group�s\nmean math score increased more than the control group�s mean math score (9.7 vs. 6.0; p = 0.02). There\nwas no association between perceived sense of self-competency and total math score (p = 0.8141).\nHowever, players who had a higher sense of self-competency were more likely to enjoy playing the\ngame. In conclusion, our findings suggest that Knowledge Battle was an acceptable and enjoyable\neducational mathematical video game for first grade students, and may be most impactful for those\nwith low math skills....
In recent years, the video game market has embraced augmented reality video games,\na class of video games that is set to grow as gaming technologies develop. Given the widespread\nuse of video games among children and adolescents, the health implications of augmented reality\ntechnology must be closely examined. Augmented reality technology shows a potential for the\npromotion of healthy behaviors and social interaction among children. However, the full immersion\nand physical movement required in augmented reality video games may also put users at risk for\nphysical and mental harm. Our review article and commentary emphasizes both the benefits and\ndangers of augmented reality video games for children and adolescents....
We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based\non EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To\nenhance player�s BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI\nsystem operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP)\nand the proposed multifeature extraction. To demonstrate the effectiveness of 3D game environment at enhancing player�s eventrelated\ndesynchronization (ERD) and event-related synchronization (ERS) production ability, we set the 2D Screen Game as the\ncomparison experiment. According to a series of statistical results, the group performingMI in the 3D Tetris environment showed\nmore significant improvements in generating MI-associated ERD/ERS. Analysis results of game-score indicated that the players�\nscores presented an obvious uptrend in 3D Tetris environment but did not show an obvious downward trend in 2D Screen Game.\nIt suggested that the immersive and rich-control environment for MI would improve the associated mental imagery and enhance\nMI-based BCI skills....
The main objective of this study is to explore the efficiency of utilizing a culturally - enhanced serious game in education particularly in Information Technology course. To attain this objective, the academic achievement of 61 participants was measured by using quantitative Quasi- Experimental research design approach. Sets of pre- and post-test questions were administered to all participants, where descriptive analysis and hypothesis evaluation were performed to the collected data. The finding revealed that there were significant increase on the mean values of participants who played culturally-enhanced serious game as compared to those who played contemporary serious game (M = 3.00). Therefore, the study suggested that culturally-enhanced serious game has potential to support education particularly in Information Technology course....
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