This research aimed to create a multimedia computer game instruction to encourage observing and classifying skills in science studies for early childhood pupils on “Fun with Science”. The sampling groups were 35 kin...
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This research aimed to create a multimedia computer game instruction to encourage observing and classifying skills in science studies for early childhood pupils on “Fun with Science”. The sampling groups were 35 kindergartners in the third room of the third level from Banklongtan (Krajangjinda) School, in the second semester of academic year 2009. The tools consisted of 1) the multimedia computer game instruction to encourage observing and classifying skills in science studies for early childhood pupils on “Fun with Science”, 2) the quality assessment forms, 3) the scientific skills test forms of early childhood level, 4) authentic assessment forms and 5) satisfaction assessment forms. The research result showed that the multimedia game computer instruction had the content's quality of a multimedia computer game was very good with the mean score at 4.53 the quality of a multimedia computer game technology was good with the mean score at 4.20. This meant that the educational achievement of students were higher after the study, the statistical level was at 0.05, the multimedia computer game instruction tasks of the students were good with the mean score of 1.66, and the samplers' satisfaction in term of the instruction were is at 4.42, which was at a very satisfactory figure.
This paper discusses the critical gameplay design project and its newest developments. After being exhibited in five national and international venues in 2009-2010, the project has been reconstituted with 3 new games ...
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ISBN:
(纸本)9781605588636
This paper discusses the critical gameplay design project and its newest developments. After being exhibited in five national and international venues in 2009-2010, the project has been reconstituted with 3 new games that critique specific aspects of standard gameplay. This short paper reflects on the experience of the exhibition and the design heuristics gathered from them. The paper discusses the three axes of creating Critical Gameplay Games, content, process and scale. It is provided as a resource for researchers making polemic games, including but not limited to persuasive games, advergames, and critical gameplay. It is also useful to people involved in game jams or other intensive, time restricted game-making activities.
There are 774 million non-literates globally (UNESCO, 2009) and there is the acute problem of illiteracy grave in South Asian region. The paper discusses the implementation of eSkwela project as Alternative Learning S...
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As open source software has gained more foothold in the software industry, teaching open source development to the future software professionals has become a practical necessity. A pioneering course was arranged durin...
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As the most advanced rateless fountain codes, Systematic Raptor codes has been adopted by the 3GPP standard as a forward error correction scheme in Multimedia Broadcast/Multicast Services (MBMS). It has been shown to ...
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ISBN:
(纸本)9780819480798
As the most advanced rateless fountain codes, Systematic Raptor codes has been adopted by the 3GPP standard as a forward error correction scheme in Multimedia Broadcast/Multicast Services (MBMS). It has been shown to be an efficient channel coding technique which guarantees high symbol diversity in overlay networks. The 3GPP standard outlined a time-efficient maximum-likelihood (ML) decoding scheme that can be implemented using Gaussian elimination. But when the number of encoding symbols grows large, Gaussian elimination need to deal with a large matrix with O (K-3) binary arithmetic operations, so the larger K becomes, the worse ML decoding scheme performs. This paper presents a better time-efficient encoding and decoding scheme while maintaining the same symbol recoverable performance, this encoding and decoding scheme is named Rapid Raptor Code. It will be shown that the proposed Rapid Raptor code Scheme significantly improves traditional Raptor codes' efficiency while maintaining the same performance.
Software supported art projects are increasing in numbers in recent years as artists are exploring how computing can be used to create new forms of live art. Interactive sound installation is one kind of art in this g...
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We present a system for pattern formation in networks that is inspired by biological development. The system hierarchically forms a specific pattern in a rough-to-detail manner as seen in biological development. We ap...
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Healthcare organizations worldwide have recently increased efforts to improve performance, quality, and knowledge transfer using information and communication technologies. Evaluation of the effectiveness and quality ...
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ISBN:
(纸本)9783642117442
Healthcare organizations worldwide have recently increased efforts to improve performance, quality, and knowledge transfer using information and communication technologies. Evaluation of the effectiveness and quality of such efforts is challenging. A macro and micro-level system evaluation conducted with a 14000 member US hospital administrative services organization examined the appropriateness of a blended face-to-face and technology-enabled performance improvement and knowledge development system. Furthermore, a successful team or microsystem in a high performing hospital was studied in-depth. Several types of data methods including interview, observation, and questionnaire were used to address evaluation questions within a knowledge development framework created for the study. Results of this preliminary study focus on how this organization attempted to organize clinical improvement efforts around quality and performance improvement processes supported by networked technologies.
The Ground Systems (GS) business unit of BAE Systems Inc. develops and manufactures major ground combat vehicles for military. Because the development of ground-based combat vehicles is a complex process, it requires ...
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ISBN:
(纸本)9780791849019
The Ground Systems (GS) business unit of BAE Systems Inc. develops and manufactures major ground combat vehicles for military. Because the development of ground-based combat vehicles is a complex process, it requires the coordinated effort of multiple engineering disciplines that include human factor engineering (HFE), product design, as well as modeling and simulation (M&S), to perform design analysis and to predict vehicle performance. In order to increase engineering efficiency and to reduce product development costs, GS has developed a virtual prototyping technology. Using this technology, it enables GS to perform vehicle design and requirement validation in a virtual environment prior to expensive and time consuming hardware prototyping. This technology also enables GS customers to be more involved in the product development cycle and makes the product development process more customer-centric. The development of this virtual environment requires integration of various technologies, including multibody dynamics, 3D computer graphics, networking, modeling and simulation, and the human-machine interface design. This paper describes how multibody system simulations are used in this virtual environment to support GS vehicle design in the areas of crew visibility studies, crew station design, vehicle interference checking, and electrical power management simulation.
This research was aimed 1) to develop a computer multimedia game-based instruction on English idioms for the 2nd educational range, 2) to determine the quality of the computer multimedia game-based instruction on Engl...
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This research was aimed 1) to develop a computer multimedia game-based instruction on English idioms for the 2nd educational range, 2) to determine the quality of the computer multimedia game-based instruction on English idioms for the 2nd educational range, 3) to find out the learning achievement of the students who learned from the computer multimedia game-based instruction on English idioms for the 2nd educational range, and 4) to find out the students' satisfaction towards the computer multimedia game-based instruction on English idioms for the 2nd educational range. The tools used for this study consisted of the computer multimedia game-based instruction on English idioms for the 2nd educational range, quality assessment form, learning achievement test, and questionnaire on satisfaction. The sampling group consisted of 30 students at Bannakhao School in the academic year of 2009. The research results showed that: 1) The quality of the computer multimedia game-based instruction on English idioms for the 2nd educational range was good for the contents with mean of 4.50 and the quality in terms of media technology was 4.75 on average or at very good level. 2) The learning achievement of the students who learned from the computer multimedia game-based instruction on English idioms for the 2nd educational range from the analysis between pretest score and posttest score showed that the posttest score was higher than the pretest score with the statistical significance at the .05 level. 3) The students' satisfaction towards the computer multimedia game-based instruction on English idioms for the 2nd educational range was 4.67 on average or at very high level.
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