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1

Dwi P., Galang Amanda, R. Firman Insan M., and Siti Rochimah. "Pengukuran Kualitas untuk Aplikasi Permainan pada Perangkat Bergerak berdasarkan ISO 9126." Jurnal ULTIMA InfoSys 5, no. 2 (2014): 83–90. http://dx.doi.org/10.31937/si.v5i2.269.

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Today, the rise of the mobile game applications development is a major phenomenon in the development of the mobile technology. Along with those trends, there are studies related to the development of a mobile game which expect the development of mobile games can be better in terms of quality and a higher tendency on the market. One of the things that is crucial to determine the quality of a game application on mobile devices is the standard calculations and metrics. In this paper a framework to measure the quality of a game application on mobile devices based on the ISO 9126 standard is proposed. The characteristics of the ISO 9126 standard will be mapped to the characteristics possessed by the mobile game applications, and by using the Analytic Hierarchy Process, the significance value to each aspect the game application can be obtained and the metric can be built
 Index terms - Analytic Hierarcy Process, Game Application, Mobile Devices, ISO 9126, Software Quality Management
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2

Fathoni, Kholid, Rizky Yuniar Hakkun, and Wildan Andaru. "Mobile Game Based Chemical Bond Learning Application." DoubleClick: Journal of Computer and Information Technology 3, no. 2 (2020): 99. http://dx.doi.org/10.25273/doubleclick.v3i2.5840.

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<p>Mobile game technology is growing rapidly and this is directly proportional to the increasing number of mobile games in circulation. The growing market of the mobile game industry is not accompanied by the number of games that have educative content in them. The challenging, fun, and addictive nature of the game has a negative impact if no educational content is provided. Therefore, educational content needs to be present in a game so that the game can have a positive impact on the players. This research makes a chemical educational game to study chemical bonding material that aims as an interactive learning media for students and the general public. This game is made based on mobile with 2D characters consisting of 5 levels. Level 1 contains material for salt compounds, level 2 contains material for acid compounds, level 3, 4 and 5 contains material for basic compounds. The results of this game trial show that all the features of this game application run well, can be run on several smartphones, and most users from 20 audiences stated that this game is comfortable and easy to use.</p>
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Yulianto, Budi, Panji Kharisma, and Eko Mirhard. "Penerapan Action RPG pada Perangkat Mobile Berbasiskan iOS." ComTech: Computer, Mathematics and Engineering Applications 2, no. 2 (2011): 1311. http://dx.doi.org/10.21512/comtech.v2i2.2957.

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Mobile games develop along with technological developments. Gaming applications by applying special graphics technologies optimizes any mobile device. The purpose of this study is to design an Action RPG game application by applying Cocos2d technology to be implemented on mobile devices based on IOS operating system. This study performs data collecting and analyzing, interface designing, application implementation, and application evaluation using the Waterfall Model. Data collection is withdrawn from several surveys related to user needs and similar games. Progressing the study, gameplay design is performed using UML, the data storage structure, and interface design. The study results in an Action RPG game application that is implemented on mobile devices. The results showes that Action RPG games can be developed by incorporating elements of art, graphics, and stories that enhance user's interests.
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Minovic, Miroslav, Miloš Milovanovic, and Dušan Starcevic. "Delivering Educational Games to Mobile Devices." International Journal of Knowledge Society Research 2, no. 2 (2011): 47–58. http://dx.doi.org/10.4018/jksr.2011040105.

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A new generation of students is accustomed to daily use of mobile devices, and educating them in the proper way is a complicated task. Video games are an ideal tool for communicating with students, and finding the right combination of using mobile devices with educational games is important for educating them. This paper describes a novel approach to educational game defining and interpretation. Application of a model-driven approach to educational game interpretation enables the use of the same game on different devices and platforms. The authors enable the interpretation of an educational game on any mobile device. These games take learning outside the classroom and provide a fun and interesting way of learning anytime, anywhere. The authors use an adventure game as an example using this methodology.
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Silva, Rubens Anderson de Sousa, Rossana Maria de Castro Andrade, João Bosco Borges Aragão Filho, Ismayle De Sousa Santos, Joseane De Oliveira Vale Paiva, and Bruno Sabóia Aragão. "Design and Evaluation of a Mobile Application for an Educational Card Game." Journal on Interactive Systems 11, no. 1 (2020): 110–24. http://dx.doi.org/10.5753/jis.2020.763.

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Educational games can provide players with rich learning and socializing experiences through different interac-tion paradigms, such as board games, card games, and, more recently, hybrid (physical-digital) games. However, the process of making, maintaining, and evolving an educational analog game is not a trivial task. Balancing the game mechanics and dynamics to provide a pleasant and educational gaming experience can be very difficult to achieve. Furthermore, adding a digital component in the gameplay can disturb the experience of the game and learning ob-jectives, and this kind of insertion should be evaluated. This work then aims to report the process of developing and evaluating a mobile application for helping the gameplay of a card game that focuses on on teaching software testing concepts. Our primary concern during the development of the application was whether its insertion would compromise the learning process or the social experience of the card game. The developed application has the fol-lowing functionalities: point counter, dice scrolling, timer, and a summary of the rules. We designed and developed a first version of the application. Then, we evaluated the impact of its insertion on gameplay by applying the game assisted with the application with students from Computer Science and Computer Engineering courses and, after the end of the game, the participants answered questionnaires about the players’ experience and their impressions about the application. Based on the results, we perceived that the use of the application provided benefits to the players’ experience, although the evaluation highlighted some opportunities for improvement. Thus, we evolve the mobile application based on the comments gathered in this evaluation. This new version has improvements on user’s interface, aiming to provide a better user experience, and new functionalities. Furthermore, we assessed the second version and compared both versions of the mobile app in order to collect evidence regarding improvements in the game experience.
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Maloku, Valdrin, Markus Ebner, and Martin Ebner. "A Mobile Application for School Children Controlled by External Bluetooth Devices." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 5 (2018): 81. http://dx.doi.org/10.3991/ijim.v12i5.8961.

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<span>The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be used with all subjects and at all ability levels. Exponents of digital game-based learning argue that it provides learning opportunities which involve learners in interactive teaching and encourages them to take part in the technological society of the 21st century. The necessity of digital, game-based learning arose in the last decades of the 20th century as world-wide improvements in innovation took place. Today's learners live their lives with easy access to technology. This paper discusses the need for, motivation for and adjustment of digital, game-based learning to meet the needs of contemporary and the future generations of learners. Specifically, a game prototype for pupils of 9 to 10 years of age was implemented and evaluated. A simple mathematical game was created to help children practice mathematical skills in a fun, logical, thoughtful, enjoyable, amusing and light-hearted way. The results of the evaluation showed that children were interested in using mobile devices to learn mathematics, and especially the multiplication table. During the study, children tried both to achieve positive results and enjoyed the game. Our findings indicate that using mobile-based games encourages a positive mental outlook in pupils toward mathematics, ensures their dynamic, noteworthy participation and supports the acquisition of mathematical knowledge.</span>
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7

Gök, Mustafa. "Introducing the fundamental theorem of arithmetic through a mobile game." New Trends and Issues Proceedings on Humanities and Social Sciences 7, no. 1 (2020): 249–62. http://dx.doi.org/10.18844/prosoc.v7i1.4940.

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There is an increasing trend towards the use of mobile games in education. Presenting knowledge with mobile games requires many variables to be employed. These processes should be made more rigorous in domains such as mathematics where knowledge is abstract. The aim of this study is to develop an application to introduce the Fundamental Theorem of Arithmetic through a mobile game. The findings of the research show that the Fundamental Theorem of Arithmetic can be introduced with the developed mobile game. When the mobile game is evaluated in terms of mathematical knowledge, it is determined that while the constraints and conditions determined in the game hide the mathematical knowledge. In this sense, some game examples are given in this study and some models related to feedbacks that students can take in these games are presented.
 
 Keywords: a-didactical situations, mobile games, mathematics teaching, mathematical concepts;
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Tan, Kiam Lam, Chen Kim Lim, and Abdullah Zawawi bin Haji Talib. "Mobile Virtual Heritage Exploration with Heritage Hunt with a Case Study of George Town, Penang, Malaysia." International Journal of E-Entrepreneurship and Innovation 2, no. 4 (2011): 74–86. http://dx.doi.org/10.4018/jeei.2011100106.

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Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage zone of George Town, Penang in Malaysia. M-Heritage Hunt was evaluated and examined by letting the respondents to play the game in its proposed setting.
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Alhuhud, Ghada, and Wejdan Altamimi. "Quality Evaluation of Mobile Game: Miftah Alfasaha." Mobile Information Systems 2016 (2016): 1–8. http://dx.doi.org/10.1155/2016/4581279.

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Due to evolution of digital games towards mobile platforms, a large exposure to mobile games is nowadays recorded. This is because of the availability of the cell phone with individuals anytime anywhere. Hence, a vital role of game quality assessment is raised. This is for the purpose of serving as a guide for developing healthy games. Accordingly, the mobile games would help in boosting the educational entertainment, healthy diets control, and behavioral sciences studies and research. This paper presents quality assurance and quality models for ISO based educational game. In this paper, an ISO quality model is presented and quality application behavioral impact measures are justified to evaluate the development quality of Miftah Alfasaha game. The quality model and proposed quality assessment plan are tested through a CodePro Analytix tool and six sigma evaluations.
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Iivonen, Jaakko, and Yang Liu. "What Lead to the Successful Mobile Phone Game? – Story of birds who cannot fly but they have enough angriness." Journal on Innovation and Sustainability. RISUS ISSN 2179-3565 5, no. 1 (2014): 71. http://dx.doi.org/10.24212/2179-3565.2014v5i1p71-79.

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This article will consist of analyzing some factors which are the most important forthe successful mobile phone game. There are going to be some common history of how mobilephone games are developed and how this whole game application business has started. Mainfocus in this article is based on analyzing and finding some key factors which are the mostrelevant for successful mobile phone game and how they can be designed. This article is notbased on technical details of mobile phones and there is only some information which consistsof a little bit of technical phrases. Angry Birds mobile phone game is excellent example ofsuccessful mobile game and it will be analyzed rather deeply in this article. Analyzing will notbe based on only how to play game but whole Angry Birds phenomenon will be considered.Developments of mobile phone games have been very fast even though the first and nowadaysclassic mobile phone games (such as Snake) become in 1970s. Last year has been golden agefor mobile phone game designers and this business area is still developing very fast. RovioEntertainment is one of the winners so far. Since few years ago Rovio was close to bankruptcyand nowadays it is globally known entertainment media company. Rovio is behind the AngryBirds which is the most popular mobile phone game.
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11

Delcker, Jan, and Dirk Ifenthaler. "Mobile Game-Based Language Assessment." International Journal of Emerging Technologies in Learning (iJET) 15, no. 03 (2020): 195. http://dx.doi.org/10.3991/ijet.v15i03.11672.

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Abstract - The goal of this article is to provide insight into the design, development and evaluation of a game-based language assessment tool for tablets. The overall objective was to create a mobile application for practitioners in kindergarten, enabling these practitioners to gather relevant language data from children aged three to five. An automated analysis of the data provides information about the child’s language skills. If a need for support in language development can be found in the data, the application offers further possibilities how stakeholders can support a children’s learning process for the specific field of language. The main criteria for a successful development were the effective collection of relevant data, high usability for practitioners and appropriate usage of a game-based mobile application for young children.
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Arifin, Burhan, Zulfikar, and Agus Sifaunajah. "Aplikasi Game Puzzle Pengenalan Perangkat Komputer Berbasis Android." SAINTEKBU 10, no. 2 (2018): 42–51. http://dx.doi.org/10.32764/saintekbu.v10i2.207.

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Mobile device technology is growing rapidly, especially with the emergence of smartphones with Android operating system. Users, in this case, can download a variety of basic applications available easily in the google play store. But most are available in the form of less educational games. Even often the negative impact on users, especially for children who still can not distinguish positive and negative. Thus the researchers create a puzzle game application that can provide entertainment and education to users, especially children. The puzzle game application introduces this selected computer device built using Construct 2 game engine converted with Phonegap into Apk files. Application of this application by installing puzzle game application on a smartphone with operating system specification android version 4.4.2 KitKat.
 Keywords: Educational Game, Computer Device, Construct 2
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13

Handican, Rhomiy, and Wahyu Setyaningrum. "Developing a Mobile Game Using Scientific Approach to Support Mathematics Learning." Edumatika : Jurnal Riset Pendidikan Matematika 4, no. 1 (2021): 47–58. http://dx.doi.org/10.32939/ejrpm.v4i1.607.

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The widespread use of smartphones to play games and the lack of use as a medium for learning mathematics is the reason for the need for the development of smartphone-based edutainment learning media. The purpose of this research is to design and develop interactive edutainment learning applications of mobile mathematics games to help junior high school students to learn line and angles material. This mobile game-based application incorporates graphic design, background music, and animation, and a major structural element in game development to attract students. This research belongs to the type of Research and Development (R&D) and the model used is the ADDIE model that is carried out in a systematic stage. The results of the study show that the developed game meets the valid aspects, where the level of expert approval of the design functionality has an average value of 4,49 out of 5, meanwhile, the assessment of the material has an average score of 4,17 out of 5 and the user states that the game meets the practical aspect with an average score of 3,75 out of 5. It is hoped that this game-based learning application called "CORNER" for mobile devices can act as an additional tool for improving students' conceptual understanding and interest to learn through the scientific approach used.
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Pirker, Johanna, Christian Gütl, Patrick Weiner Weiner, and Victor Garcia-Barrios. "Application Domains for a Location-based Mobile Application Creator." International Journal of Interactive Mobile Technologies (iJIM) 9, no. 3 (2015): 52. http://dx.doi.org/10.3991/ijim.v9i3.4470.

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In recent years, the use of mobile applications and computer-based games as pedagogical tools has become more and more popular. Additionally, many mobile devices enhance the user experience by providing different sensors, e.g. to deliver location-based educative information. In this article we introduce an online tool for easily creating location-based mobile applications that combine teaching and gaming activities to make users aware of their current environment or situation. First, we briefly present the Location-based Mobile Application Creator (LMAC), an online framework for creating such mobile solutions and discuss potential application scenarios. Then, we introduce a first mobile application for educational purposes created with LMAC in more detail: a game-based scavenger hunt for children enabling them to learn facts about the city of Graz, Austria. Similar to a traditional scavenger hunt, users are able to gather geo-referenced information with mobile devices (smartphones and tablets) and learn about the environment in a playful way. With LMAC, teachers can easily create individual scavenger hunts adapted to the current subject matter. This paper is an extended version of our work published in 2014 at the IMCL-conference.
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Rakovich, Vladimir, Ilya Trigub, and Iryna Krasheninnik. "The Experience of Developing a Mobile Game Navigation Application for the Windows 10 Mobile Operating System." Ukrainian Journal of Educational Studies and Information Technology 5, no. 3 (2017): 47–57. http://dx.doi.org/10.32919/uesit.2017.03.05.

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The development of mobile applications is one of the fastest improving and most important directions of the IT industry. Windows 10 Mobile is a relatively new operating system (OS), so the development of mobile applications for Windows is very prospective. The authors of the article aim to develop a mobile game application using the mobile phone navigational capabilities for getting the information about the location of state institutions, educational institutions, shops, cafes, restaurants and entertainment establishments in the city of Melitopol, as well as about the location of audiences of Melitopol Bohdan Khmelnytsky State Pedagogical University. A number of tasks are solved to develop a mobile game navigation application. Firstly, in order to study the experience of developing such programs, the analysis of existing navigation programs for the Windows 10 Mobile operating system, namely gMaps, Navitel, CityGuide, Latte Locator, is performed. Mobile application requirements for Windows 10 Mobile are analyzed. It is determined that the basic requirement for Windows 10 Mobile application is compliance of its interface to the standards of Universal Windows Platform (UWP). In addition, advanced requirements for the developing of the Windows 10 Mobile multimedia game application are formulated, such as license cleanliness, freeware, performance, intuitive interface, ergonomics, interactivity, and compliance with the universal Windows platform. Secondly, the selection of content for the publication in the program (city maps, university schemes, information about institutions and enterprises of the city, information about pedagogical university audiences) is carried out. Thirdly, the tools for developing a mobile application are chosen, in particular, Visual Studio 2017 and SDK for Windows 10. The development of a multimedia game application for the Windows 10 Mobile operating system was carried out on the Xamarin platform. As a result, the mobile game navigation application is designed. It consists of two parts: "The City Map" and "The Map of the University". The first contains the information about the location of city institutions and enterprises. The second includes the information about the audiences of Melitopol Bohdan Khmelnytsky State Pedagogical University. The article presents the stages and results of developing a mobile gaming navigation application.
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Salman, Afan Galih, and Christian Antonius. "Interactive educational game, an android mobile app for children learning alphabets." Library Hi Tech News 34, no. 5 (2017): 20–22. http://dx.doi.org/10.1108/lhtn-04-2017-0021.

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Purpose The purpose of this paper is to develop and evaluate a mobile educational application that supports fun learning for children. This paper describes an educational game application “Laut ABC”, which is an Android-based app that aims to be a learning tool with an attractive design that would help children learn alphabets. The results show that educational game app “Laut ABC” is a effective learning tool and can be used as an alternative for learning alphabets using an interesting and fun-learning concept. Design/methodology/approach Research methods include methods of data collection, design and implementation. Data collection was done through research literature, interviews and questionnaires and analyzing some similar applications. Designing game application using storyboard and implementation was the done using the waterfall model for the software development life cycle. Findings Most respondents stated that the introduction of alphabets is important for young children. They chose uppercase or capital letters to be used in the game. A majority of the respondents answered that the order of writing alphabets is important. These respondents agreed that educational games are a means for children to learn alphabets, as well as learn to write and pronounce alphabets. The application can also provide writing exercises to train childrens’ memory. The usual difficulties parents’ stated were that the children feel tired and are not in the mood to learn, have poor concentration, have difficulty in responding and seem to be disinclined to learn. Most of the parents mentioned that the critical points in children’s applications were the design of the educational application and completeness as a whole. Originality/value The paper reports the development of game’s design —- display, navigation, instruction and feedback. It can be said that the users had no difficulty in playing the game.
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Aiolli, Fabio, and Claudio E. Palazzi. "Enhancing Artificial Intelligence on a Real Mobile Game." International Journal of Computer Games Technology 2009 (2009): 1–9. http://dx.doi.org/10.1155/2009/456169.

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Mobile games represent a killer application that is attracting millions of subscribers worldwide. One of the aspects crucial to the commercial success of a game is ensuring an appropriately challenging artificial intelligence (AI) algorithm against which to play. However, creating this component is particularly complex as classic search AI algorithms cannot be employed by limited devices such as mobile phones or, even on more powerful computers, when considering imperfect information games (i.e., games in which participants do not a complete knowledge of the game state at any moment). In this paper, we propose to solve this issue by resorting to a machine learning algorithm which uses profiling functionalities in order to infer the missing information, thus making the AI able to efficiently adapt its strategies to the human opponent. We studied a simple and computationally light machine learning method that can be employed with success, enabling AI improvements for imperfect information games even on mobile phones. We created a mobile phone-based version of a game calledGhostsand present results which clearly show the ability of our algorithm to quickly improve its own predictive performance as far as the number of games against the same human opponent increases.
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Mohd Rashid, Noor Asmina, Shaharuddin Md Salleh, and Norah Md Noor. "The Role of Game Elements in Improving Jawi Skills through a Mobile Game 'G-Jawi'." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 7 (2018): 20. http://dx.doi.org/10.3991/ijim.v12i7.9636.

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The existence of a game-based mobile application in the field of education has largely helped students to be more interested and motivated to learn due to the presence of game elements in the apps which makes learning more interesting. The <em>Jawi</em> script is one of the subjects that is difficult to learn by younger generation since they do not apply the use of <em>Jawi</em> in their private lives. The inclusion of creative features such as game elements should attract students to explore the <em>Jawi</em> script. A pre- experimental one- group pre- test and post- test study was conducted in which a game-based mobile application for learning <em>Jawi</em> subject named G-<em>Jawi</em> was developed and tested among 20 primary school students in order to observe how the elements of the game in the mobile app impacted their <em>Jawi</em> spelling skills. The apps were also evaluated by 5 teachers and the findings shows that the game-based mobile application was able to improve the students’ performance. This finding was supported by positive results amongst the students which revealed a mean value for the post- test was higher than the pre- test of 89.00. In conclusion, the mobile games app has successfully enhanced student’s understanding of <em>Jawi</em> subjects compared to the traditional learning methods.
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Miller, Robin E. "Libraries May Teach Some Skills through Mobile Application Games." Evidence Based Library and Information Practice 14, no. 3 (2019): 150–52. http://dx.doi.org/10.18438/eblip29587.

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A Review of:
 Kaneko, K., Saito, Y., Nohara, Y., Kudo, E., & Yamada, M. (2018). Does physical activity enhance learning performance? Learning effectiveness of game-based experiential learning for university library instruction. Journal of Academic Librarianship, 44(5), 569-581. https://doi.org/10.1016/j.acalib.2018.06.002
 Abstract
 Objective – To understand the impact of a mobile application game for library knowledge acquisition, task performance, and the process of learning.
 Design – The main experiment included a pretest, learning experience, post-test, and a questionnaire. One month later, a post-experiment was conducted, including a test of “declarative knowledge” and a behavioural test.
 Setting – Kyushu University in Fukuoka, Japan
 Subjects – 36 first-year undergraduate students, of which 25 were female and 11 were male. Students were divided into experimental and control groups. 32 students completed the study.
 Methods – In the main experiment, students responded to the same 20 question pre-test on library use, and then both groups participated in learning experiences designed to convey knowledge about using the library. The control group’s learning setting was a web-based tutorial about the library. The experimental group’s learning setting was “Library Adventures: Unveil the Hidden Mysteries!” a “game-based learning environment” developed by the researchers (Kaneko, Saito, Nohara, Kudo, & Yamada, 2015, p. 404), which required students to complete activities by physically moving through the library. For both groups, learning content related to local library procedures, like hours, arrangement of collections, and methods for locating books and articles. The game collected data that the authors analyzed using statistical methods in an attempt to validate quizzes that were embedded in the game. After finishing the learning experience, all students completed the 20-question post-test, and then responded to the Instructional Materials Motivation Survey (IMMS), a questionnaire designed to gauge learning motivation using the Attention, Relevance, Confidence, and Satisfaction (ARCS) model. One month following the main experiment, all students took a test of declarative knowledge and completed a skills test.
 Main Results – Experimental and control group students gained about the same level of declarative knowledge. All students lost some knowledge in the one-month gap between the main and post-experiment. Students who had learned through Library Adventure were able to borrow a journal and locate a newspaper article more effectively than the control group. In contrast, tutorial users made study room reservations more quickly than the experimental group. More significantly, the IMMS instrument demonstrated that game-based learners scored higher in attention, relevance, and satisfaction than tutorial-based learners. Experimental and control group participants demonstrated the same level of confidence.
 Conclusion – While inconclusive about the effectiveness of games versus tutorials for acquisition and retention of knowledge, the authors concluded that game-based instructional content may foster greater learner engagement, aiding some students in understanding how to use the library in a manner superior to web-based tutorials. Librarians and instructional designers developing game-based learning experiences for novice library users may find this research informative.
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Yulianto, Budi, Andy Budy Pratama, and Hutomo Widjaja. "Aplikasi RPG Berbasiskan Teknologi Andengine pada Perangkat Mobile Android Gingerbread." ComTech: Computer, Mathematics and Engineering Applications 3, no. 1 (2012): 616. http://dx.doi.org/10.21512/comtech.v3i1.2460.

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This article presents an application development of a Tactical Role-Playing Game based on AndEngine on an Android Gingerbread mobile device. The goals of the research are designing an entertaining application that implements artificial intelligence and AndEngine technology as well as presenting Indonesian cultures. The output of the research is a 2-dimension-based Tactical Role-Playing Game application implemented on Android Gingerbread mobile device and a game engine for creating items and skills of the characters for the game. On the application development phase, the research uses literature study, user requirement analysis, and similar game analysis. The research showed that the game application is developed using 2-dimension perception implementing artificial intelligence and AndEngine technology for having interesting control and appearance for users. In addition, it motivates other programmers for developing other game that presents Indonesian cultures, and uses conditional framerate for reducing battery usage on mobile device.
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Hafis, Muhammad, and Ahmad Afif Supianto. "Mobile Game Design for Learning Chemical Bonds with Endless Run Approach." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 8 (2018): 104. http://dx.doi.org/10.3991/ijim.v12i8.9260.

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This research focuses on the design of a mobile application game that uses endless run method to learn chemistry concept of chemical bonds, its design is analyzed thoroughly. Application-based learning is one of the method of learning that has been proven to be effective, however, previous studies focuses on the elements of serious gaming that neglects the fun elements in the game itself, disdaining the nature of a game. This research aims to discover the relevance of player happiness and fun level based when playing an educational game and its correlation with the level of learning while also focuses on understanding what hinders a player in the context of chemistry-based games. The testing planning are exposed along with a hypothesis that player happiness positively correlates with its level of learning, while the hindrance can be identified by using statistical approach.
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Huang, Yu-Lan, Dian-Fu Chang, and Berlin Wu. "Mobile Game-Based Learning with a Mobile App: Motivational Effects and Learning Performance." Journal of Advanced Computational Intelligence and Intelligent Informatics 21, no. 6 (2017): 963–70. http://dx.doi.org/10.20965/jaciii.2017.p0963.

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Goal: The use of mobile game-based learning with a mobile app in higher education aims to provide an interesting learning method which is acceptable and workable for university students in different majors and different gender to improve their English vocabulary acquisition. Objective: To analyze how, and to what extent, mobile game-based learning influences the participants’ learning performance and learning motivational effects. Experimental Setting: A mobile application game was employed to learn English vocabulary for a hundred university freshmen students from one private university in Northern Taiwan during the spring semester, 2016. Method: A pre-questionnaire and pre-test were carried out before the participants started using the app game for learning. A post-test and post-questionnaire were completed and analyzed after the 2-week experiment. Results: This paper reveals that mobile game-based learning is a workable and acceptable learning method for both female and male university students from different faculties. The results indicate that language teachers could benefit from collecting mobile educational applications and implementing the teaching via technology model into ubiquitous learning activities. The improvement between the pre-test and post-test showed the students’ positive learning performance.
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Costa, Maria Cristina, António Manso, and João Patrício. "Design of a Mobile Augmented Reality Platform with Game-Based Learning Purposes." Information 11, no. 3 (2020): 127. http://dx.doi.org/10.3390/info11030127.

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Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, research sustaining the benefits of AR to promote student’s engagement to learn is increasing every day. However, the literature identifies lack of studies about the use of AR in education, namely, studies focused on the development of AR games designed over specific learning objectives (game-based learning). This paper presents a mobile augmented reality platform with learning purposes. The platform includes a mobile application that consists of a location-based game targeted to promote learning about the universe. Furthermore, it includes a back-office that allows teachers to introduce information about celestial bodies and also develop a set of multiple-choice questions to assess student’s learning about the subject matters they teach. The mobile application provides the users with physical movement and social interaction in the real world, while playing the game and for this reason it is included in the pervasive games’ paradigm. Besides engaging the students to play the game, we argue that this platform may be used as a resource to be implemented in informal and formal learning environments.
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Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (November 18, 2014): 283. http://dx.doi.org/10.12688/f1000research.5689.1.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined to a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were the visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients can improve some of their cognitive symptoms and can help treating video game addition.
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Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (May 7, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.2.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined to a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were the visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients can improve some of their cognitive symptoms and can help treating video game addiction.
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Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (June 23, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.3.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.
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Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (September 10, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.4.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.
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Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (October 26, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.5.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.
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Maulana, Mohammad Rizky, Mujahidah Ulfa, and Abdulrahman Tryanti. "A CASE STUDY OF SEVEN ELEMENTARY STUDENTS IN LEARNING LISTENING SKILL THROUGH MOBILE GAMES." Lingua 1, no. 01 (2019): 43–51. http://dx.doi.org/10.34005/lingua.v1i01.158.

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This study aims to explore, describe and analyze the use of mobile game application byelementary students to support EFL (English as a Foreign Language) learning particularlylistening skill. In this study, observation and interview are utilized to obtain the data. 8(Eight) Elementary students were participated in this study. Finding shows that studentsuse mobile game application to access content such as listen to English words or sentenceby native speaker and vocabulary. The participants of this study show positive responsetoward the use of mobile game apps in learning English listening skill. They believed thatusing mobile game apps helped them in listening, vocabulary and spelling. As theimplication of this study, it is recommended to use mobile game application for EFLstudents in order to boost their interest in learning English and the apps can be one of bestmedia to teach listening for young learners.
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Ströhlein, Georg. "“HistoBrick”: Mobile Edutainment into Descriptive Statistics („HistoBrick“: Mobiles Edutainment zur Deskriptiven Statistik)." i-com 3, no. 2/2004 (2004): 53–56. http://dx.doi.org/10.1524/icom.3.2.53.38338.

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SummaryBased on preceding work on a mobile learning scenario a mobile game like application, called “HistoBrick”, is being designed. It serves as a platform for exercises, assignments and self studies in combination with the higher education courseware on descriptive statistics. This paper focuses on the mobile application and ignores its embedding into a suitable Learning Management System (LMS). “HistoBrick” aims to provide a ubiquitous tool for learning about statistic distributions and their most important characteristic numbers. The didactical background is inspired by recent ideas about how learning works in the so-called constructivist setting, in general, and the findings of game-based learning, in particular.
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Agung, Albertus, Gredion Prajena, Gunawan Gunawan, and Ervia Mariski. "Penerapan Unsur Budaya Indonesia pada Aplikasi Game Tetris Nusantara Berbasis Android." ComTech: Computer, Mathematics and Engineering Applications 5, no. 2 (2014): 566. http://dx.doi.org/10.21512/comtech.v5i2.2182.

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Game Application of Tetris Nusantara is a game application that can run on mobile devices that have Android operating system. The game has elements of Indonesian culture and a new gameplay of Tetris. Therefore, this game application aims to entertain and introduce cultural diversity that exists in Indonesia so that players are not only entertained but get the knowledge through the application of this ‘Tetris Nusantara’ game. Research methods used in developing applications of this game is the waterfall method of research because it has a stage suitable for developing applications of this game. This game application allows users to find out information about the culture in Indonesia and entertained with a new gameplay of Tetris game. The results of this research is the creation of the archipelago Tetris game application using Indonesian cultural elements that can create interest for players to learn and add to the knowledge of the culture in Indonesia.
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Othman, Mohd Kamal, Shaziti Aman, Nurfarahani Norman Anuar, and Ikram Ahmad. "Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum." Journal on Computing and Cultural Heritage 14, no. 3 (2021): 1–24. http://dx.doi.org/10.1145/3453073.

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This empirical study was conducted to design, develop, and evaluate children's experiences with a game-based mobile guide (GBMG) application at Sarawak Cultural Village (SCV). The Interaction Design lifecycle model was used for the systematic development of the GBMG application. A total of 45 children took part in this study who were divided into two groups: a paper-based pamphlet and GBMG application group. The Museum Experience Scale were used to evaluate the overall experience with the GBMG application in this study. Results showed that the children in the mobile-based groups have a higher mean for the four dimensions of MES, although the difference is only significant for the emotional connection dimension. This study shows that the game-based mobile guide application did not significantly improve children's museum experience at SCV except for their emotional connection. Additional findings from the Heuristic Evaluation with six Human-Computer Interaction experts offered a deeper understanding of why the GBMG did not improve the children's visitor experience at SCV. The outcome of this study contributes to the research field of game-based mobile applications to enhance children's experiences at living museums with several issues raised for further research.
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Kim, Hee Jun, Sun Mi Kim, Heechul Shin, Joung-Soon Jang, Young In Kim, and Doug Hyun Han. "A Mobile Game for Patients With Breast Cancer for Chemotherapy Self-Management and Quality-of-Life Improvement: Randomized Controlled Trial." Journal of Medical Internet Research 20, no. 10 (2018): e273. http://dx.doi.org/10.2196/jmir.9559.

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Background The application of game-based learning in clinical practice has shown potential advantages in previous studies. However, there have been little efforts to use smartphone-based mobile games in the management of adult patients with cancer. Objective The objective of our study was to evaluate if patient education using a mobile game may increase drug compliance, decrease physical side effects of chemotherapy, and improve psychological status in breast cancer patients. Methods A total of 76 patients with metastatic breast cancer who were planned to receive cytotoxic chemotherapy were enrolled in this trial. Study participants were randomly assigned to a mobile game play group (game group, n=36) or a conventional education group (control group, n=40) in a ratio of 1:1. The patients were unblinded and followed prospectively for 3 weeks. Outcome measures included time spent for education, compliance to medication, physical side effects, and psychological side effects including quality of life (QoL). Results Overall, 72 out of 76 patients completed the study after 3 weeks (95%). The subjects in the game group showed high levels of satisfaction with the app. The time spent playing the mobile game in the game group was longer than that spent for self-education in the control group (mean 22.2, SD 6.1 vs mean 5.5, SD 4.0 minutes a day; P<.001). The mobile game group showed better drug adherence (Korean version of the Medication Adherence Rating Scale; mean 7.6, SD 0.7 vs mean 6.5, SD 0.5; P<.001). The use of the mobile game was associated with lower rates of chemotherapy-related side effects, such as nausea, fatigue, numbness of hand or foot, and hair loss, than the control group. The game group exhibited better QoL during chemotherapy (mean 74.9, SD 3.5 vs mean 72.2, SD 5.3; P=.01). However, there were no significant differences in terms of depression and anxiety scales. Conclusions This study suggests the feasibility and potentiality of the use of smartphone mobile games for patients with breast cancer receiving chemotherapy. Education using a mobile game led to better patient education, improved drug compliance, decreased side effects, and better QoL compared with conventional education. Mobile games can be used as easy, fun, and effective measures for patient education and have the potential to improve treatment outcomes. Trial Registration ClinicalTrials.gov NCT03205969; http://clinicaltrials.gov/ct2/show/NCT03205969 (Archived by WebCite at http://www.webcitation.org/71jfSBOq9).
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Lai, Andy S. Y., and S. Y. Leung. "Mobile Bluetooth-Based Game Development Using Arduino on Android Platform." Applied Mechanics and Materials 427-429 (September 2013): 2192–96. http://dx.doi.org/10.4028/www.scientific.net/amm.427-429.2192.

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This paper describes the use of Arduino on Android open-source platform in an experimental way to develop a remote control multi-player game. Android mobile is programmed to be a remote control device used to send sockets via Bluetooth network to Arduino microprocessor embedded in a toy car to control movements in all directions along its pathway. We applied the open-source microcontroller Arduino and the Java-Based technology Android in developing a multi-player mobile game in distributed network computing and mobile telecommunication, which strongly focuses on the emergence of technologies that embrace android mobile and Arduino open-sources. Our investigation focuses on an extended form of microprocessor network computing which game software developers utilize to develop remote control games for multi-players. We call this study an experimental mobile computing application in which the Arduino embedded in the toy car can sense the color pattern changes with infrared along its pathway and instantaneously send the data via Bluetooth piconet to the connected Android mobile device. In turn, the Android mobile device sends the data to game server via web services on internet. Currently, mobile computing feeds information into the game server. However, designing concurrent network broadcasting and real-time remote control game is still a daunting task and much theoretical and practical research remains to be done to catch up with the mobile computing and telecommunication era. In this paper, we present the overall architecture and discuss, in detail, the implementation steps taken to create the Arduino and Android based remote control context-aware game. We have developed a multi-player game server and prepared the client and server codes in mobile computing, providing adaptive routines to handle connection information requests in telecommunication and delivery for speedy throughput and context-triggered actions.
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Meishar-Tal, Hagit, and Miky Ronen. "The Impact of Experiencing a Mobile Game on Teachers' Attitudes Towards Mobile Learning." International Journal of Mobile and Blended Learning 9, no. 4 (2017): 21–32. http://dx.doi.org/10.4018/ijmbl.2017100102.

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This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic “my hometown”. The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing the game. The findings show that the attitudes of the teachers towards the game were positive in all aspects. They thought it was enjoyable, promoted collaboration and created motivation to win. The game was evaluated as contributing to knowledge and the application as easy to use. The study revealed that teachers' attitudes towards the use of smartphones for learning were changed after experiencing the game as participants. Perceptions about the potential of smartphones for learning strengthened and there has been an increase in the willingness to adopt them as part of the students' personal learning toolkit.
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Sidi, Widya Dharma, and I. Gede Arta Wibawa. "Sum of Squared Difference (SSD) Template Matching Testing on Writing Learning Application." JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) 8, no. 4 (2020): 453. http://dx.doi.org/10.24843/jlk.2020.v08.i04.p11.

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Abstract
 This research was conducted to determine the accuracy of the Sum of Squared Difference (SSD) Template Matching method in the Application of Learning Numbers Writing Games. This game application is an application created to help early childhood in recognizing Arabic numbers, namely numbers from 0 to 9. In the SSD Template Matching method there are several processes including Preprocessing, thinning, feature extraction, and classification (SSD template matching). In testing the game application involves 10 respondents who were asked to write numbers correctly as requested by the application. For each number writing test, it is tested by 3 times. From the tests conducted, obtained an accuracy of 94.67%.
 Keyword: Template Matching, Sum of Squared Difference (SSD), Education Game, Optical Character Recognition, Mobile Learning
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Schickler, Marc, Manfred Reichert, Philip Geiger, et al. "Flexible development of location-based mobile augmented reality applications with AREA." Journal of Ambient Intelligence and Humanized Computing 11, no. 12 (2020): 5809–24. http://dx.doi.org/10.1007/s12652-020-02094-9.

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AbstractMobile applications have garnered a lot of attention in the last years. The computational capabilities of mobile devices are the mainstay to develop completely new application types. The provision of augmented reality experiences on mobile devices paves one alley in this field. For example, in the automotive domain, augmented reality applications are used to experience, inter alia, the interior of a car by moving a mobile device around. The device’s camera then detects interior parts and shows additional information to the customer within the camera view. Another application type that is increasingly utilized is related to the combination of serious games with mobile augmented reality functions. Although the latter combination is promising for many scenarios, technically, it is a complex endeavor. In the AREA (Augmented Reality Engine Application) project, a kernel was implemented that enables location-based mobile augmented reality applications. Importantly, this kernel provides a flexible architecture that fosters the development of individual location-based mobile augmented reality applications. The work at hand shows the flexibility of AREA based on a developed serious game. Furthermore, the algorithm framework and major features of it are presented. As the conclusion of this paper, it is shown that mobile augmented reality applications require high development efforts. Therefore, flexible frameworks like AREA are crucial to develop respective applications in a reasonable time.
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Oladimeji, Oladosu, Temitope Olorunfemi, and Olayanju Oladimeji. "Promoting Interest in Learning Yorùbá Language Using Mobile Game." Journal of Information Technology and Computer Science 5, no. 3 (2020): 293. http://dx.doi.org/10.25126/jitecs.202053232.

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This paper describes acute areas in which technology plays a role in language and culture revitalization. It was discovered that in order for people to learn a new language, they must express interest in that language. This work presents a new way of arousing the interest of people in learning Yorùbá language through the use of mobile game thereby promoting and revitalizing Yorùbá language and culture. The mobile application was evaluated using questionnaire to selected participants who have the mobile game developed installed on their phones and explored the application, and then rated based on some criteria such as extensibility, ease of use and user interest in learning Yorùbá Language after playing the game. The results showed that 76% of respondents rated the game ease of use as above average, 70% and 90% of the respondents rated the extensibility of the game and interest in learning Yorùbá after playing game above average respectively. This technology-based application will serve as an interesting and fun-filled approach of getting people to express interest in learning native indigenous language individually and as a group.
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Al-Ghifari, Muhammad Hafidh, and Maulana Rizqi. "Game Portal Virtual Tugu Pahlawan Dengan Mobile Device Menggunakan Augmented Reality." Journal of Animation and Games Studies 6, no. 2 (2020): 113–28. http://dx.doi.org/10.24821/jags.v6i2.4212.

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The development of virtual game applications has become an attraction for some people. More specifically, Augmented Reality technology can introduce directly how the atmosphere in a certain location or place, therefore, in this study we tried to create applications that combine the real world with the virtual world. By using the Markerless Augmented Reality method which allows users to use the application anywhere and is not limited by markers. With the Augmented Reality application it also allows users to feel the atmosphere directly in the virtual world. For example, like the Tugu Pahlawan Monument in Surabaya, Augmented Reality technology can be utilized by introducing directly to the public about historical buildings in Surabaya, so that people who have never been there or who have been there by using the Augmented Reality application can immediately feel as if they are located at Tugu Pahlawan, and with a virtual portal it will connect the user’s location with the Tugu Pahlawan Monument and only use a mobile device.
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Cubukcu, Ceren, Murat Kaan Canbazoglu, and Yigit Ozerdem. "Mobile Game Development for Children with Down Syndrome." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 20 (2020): 174. http://dx.doi.org/10.3991/ijim.v14i20.16573.

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Children with diagnosis of down syndrome has different kinds of personalities, mental states, and talents similar to other children. The key point is that every child needs proper support at the right time. There are options like special education programs, physical and other therapies, and play groups. However, there are not any electronic games to support the education and improvement of these children. The goal of this study is to develop a mobile game for children with down syndrome, in order to help them learn everyday knowledge by using a mobile device such as a smart phone or a tablet. In most cases pedagogues use puzzle or paper based card games to teach these children the necessary knowledge they need to maintain their lives. This study aims to optimize the learning process of children with down syndrome by providing educators electronic games they can use to teach them in a mobile application which will enrich the teaching process in addition to update their teaching methods to Industry 4.0 standards.
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Chiang, Hui-Hua. "Kahoot! In an EFL Reading Class." Journal of Language Teaching and Research 11, no. 1 (2020): 33. http://dx.doi.org/10.17507/jltr.1101.05.

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Game-based learning has attracted considerable attention over the past few years. Mobile apps are welcomed by the digital generation. Debate continues regarding the approach that will most benefit students in English language classrooms, and the impact of mobile applications, particularly on English as a foreign language (EFL) learning, remains unclear. Specifically, little is known about EFL learners’ perceptions of mobile applications. The main purpose of this study was to understand Chinese students’ attitudes toward the application of Kahoot!, a mobile game-based learning app, in a college EFL class in Taiwan. No gender differences were found in students’ perceptions of the use of Kahoot! for English learning. Although the participants expressed positive attitudes towards the application of Kahoot! in the EFL reading class, several negative opinions were expressed regarding the use of Kahoot! as a testing tool. These results provide support for the affective filter hypothesis. Implications for EFL teachers and future research are discussed.
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Eder, Marylene Saldon, John Maruel L. Diaz, Joanne Ruth S. Madela, Marife U. Mag-usara, and Dhally Dith M. Sabellano. "Fill Me App: An Interactive Mobile Game Application for Children with Autism." International Journal of Interactive Mobile Technologies (iJIM) 10, no. 3 (2016): 59. http://dx.doi.org/10.3991/ijim.v10i3.5553.

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FillMeApp is an interactive mobile game application which is a supplementary learning material intended for children with Autism that helps them motivate in their learning process. This game application is focus mainly on Science basically on identifying the human’s body parts. Accumulating the best time for focus monitoring, eye-catching graphics, simple level of exercises, video tutorial and background music that coincide with the current educational teachings are among the primary features that this application has to offer. The researchers analyzed the results of the test survey and proved that the application is user friendly, interactive, the logic of the game is understandable and would learn to use this application very useful in their learning. Based also from the researchers testing and result on the students motivational rating from the teacher, before, the students with Autisms’ motivation level were LOW but after the game application was deployed and tested their motivation status begin to grow and become HIGH.
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Alqahtani, Hamed, and Manolya Kavakli-Thorne. "Design and Evaluation of an Augmented Reality Game for Cybersecurity Awareness (CybAR)." Information 11, no. 2 (2020): 121. http://dx.doi.org/10.3390/info11020121.

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The number of damaging cyberattacks is increasing exponentially due in part to lack of user awareness of risky online practices, such as visiting unsafe websites, ignoring warning messages, and communicating with unauthenticated entities. Although research has established the role that game-based learning can play in cognitive development and conceptual learning, relatively few serious mobile games have been developed to educate users about different forms of cyberattack and ways of avoiding them. This paper reports the development of an effective augmented reality (AR) game designed to increase cybersecurity awareness and knowledge in an active and entertaining way. The Cybersecurity Awareness using Augmented Reality (CybAR) game is an AR mobile application that teaches not only cybersecurity concepts, but also demonstrates the consequences of actual cybersecurity attacks through feedback. The design and evaluation of the application are described in detail. A survey was conducted to verify the effectiveness of the game received positive responses from 91 participants. The results indicate that CybAR is useful for players to develop an understanding of cybersecurity attacks and vulnerabilities.
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Sun, Yan, Weifeng Ji, Jiang Weng, and Beiying Zhao. "Overview on MTD technology based on game theory." MATEC Web of Conferences 309 (2020): 02012. http://dx.doi.org/10.1051/matecconf/202030902012.

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Mobile target defense (MTD) is a research hotspot in the field of network security. The decision method of network defense based on game theory is an important technique to guide MTD to make the optimal defense behavior in different network environments (GT-MTD). A lot of related work has been put forward in this field. In this paper, we focus on the scope and field of GT-MTD, systematically introduce the application scenarios of MTD in combination with four different game theory models of classical games (static games, signal games), Markov games, differential games or evolutionary games, and put forward the future development direction. There are some new views and explanations on the research of GT-MTD.
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Riahi, Sara, and Azzeddine Riahi. "Application of Game Theory to Optimize Wireless System Resource Allocation." International Journal of Online and Biomedical Engineering (iJOE) 14, no. 12 (2018): 4. http://dx.doi.org/10.3991/ijoe.v14i12.8069.

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<p>Currently, wireless technologies are becoming more complex all the time, and parameter management becomes an increasingly difficult task. The optimization aims at automating the choice of the parameters according to the evolution of the environment. Furthermore, the steady increase in volumes of data that pass through wireless systems tend to saturate. It is therefore necessary to establish strategies in order, for example, to distribute the load on the various wireless access points. Currently, this is achieved by static policies in which mobile are primarily connect via WiFi access points. This takes no account of the quality of service required by the mobile nor the overall state, which changes over time, other systems that the mobile can connect.</p>
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Molinillo, Sebastian, Francisco Muñoz-Leiva, and Fátima Pérez-García. "The effects of human-game interaction, network externalities, and motivations on players’ use of mobile casual games." Industrial Management & Data Systems 118, no. 9 (2018): 1766–86. http://dx.doi.org/10.1108/imds-11-2017-0544.

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Purpose The purpose of this paper is to empirically examine the factors that influence the acceptance and use of mobile casual games. Design/methodology/approach A theoretical model is proposed based on the theory of reasonable action, the uses and gratifications theory, the network externalities (NEs) paradigm and the human–computer interaction literature. An empirical study was conducted through an online survey of mobile casual gamers in Spain, using a convenience sample. The proposed model was tested by an analysis of the collected data through a structural equation model using the partial least squares method. Findings The results indicate that human–mobile game interaction and NEs have a significant indirect impact on intention to play (IP), through utilitarian, hedonic and relational motivations. In addition, the full mediation effect of attitude was found between these constructs and IP, which is a very important determinant of actual use. Originality/value This study is among the few that focuses on users’ acceptance of mobile games apps, the features of which differ significantly from personal computer and console games. It highlights the effects of human–game interaction and NEs on the adoption of mobile casual games. Hence, the study contributes to the theoretical and practical understanding of the factors that lead users to adopt an entertainment mobile application.
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Punongbayan, Alvin B. "Enhancing Academic Performance in English of Bilaran National High School through a Self-Developed Mobile Quiz Game Application." Instabright International Journal of Multidisciplinary Research 1, no. 1 (2019): 01–06. http://dx.doi.org/10.52877/instabright.001.01.0001.

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This study entitled “Enhancing Academic Performance in English of Bilaran National High School through a Self-Developed Mobile Quiz Game Application” aimed to improve the academic performance in English of Bilaran National High School students through a Self-Developed Mobile Quiz Game Application. Currently, it is a problem of Bilaran National High School, especially in English, that students have problems academically such as in retention. The experimental type of research was utilized by the researcher in order to evaluate the effectiveness of the aforementioned mobile quiz game app.After the experiment, the computed t-value of 9.72 which is higher than the critical value of 1.99 set at 0.05 level of significance revealed that there was a significant difference between the post-test results of the control and experimental groups. Thus, it is found out that the Self-Developed Mobile Quiz Game Application is effective in teaching English, both grammar and literary terms. This research may serve as reference to teacher in providing innovations and reinforcement activities that would enhance the learners’ knowledge.
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Supermaniam, Murugesu, and Rozniza Zaharudin. "GAME-BASED MOBILE APPLICATION (P-KSSMPKPS) REMEDIAL INSTRUCTION IN FRACTION LEARNING: BEST PRACTICES TO TEACHING AND LEARNING PERFORMANCE ON STUDENTS WITH LEARNING DISABILITIES." International Journal of Modern Education 3, no. 10 (2021): 94–110. http://dx.doi.org/10.35631/ijmoe.310008.

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This research was carried out to investigate the efficacy of the creative game-based mobile learning application (P-KSSMPKPS) in addressing students with learning disabilities in the discipline topic. A total of 152 students from ten different schools in the South Kinta district in Perak, Malaysia, divided into experimental group and control groups were used: (1) traditional teaching methods, (2) as the best instructional case we could implement, teaching with a mobile game-based learning application (P-KSSMPKPS) who had participated in this survey. The study was conducted based on the mixed experimental design in which each respondent was given pre-test, treatment, and post-test. The mobile application developed is a treatment method used due to its educational advantages that impact long-term memory. The development of this mobile application incorporates multimedia and visual elements that enable the attention of disadvantaged students to explore and follow the learning process through to the end of learning. This mobile application has been implemented and tested for its effectiveness on student achievement after learning for a fraction of mobile apps developed. As a result of this mobile application, it was found that student achievement improved and resolved further errors in the students. These results open a new performance enhancement using creative fraction (P-KSSMPKPS) game-based learning as remedial instruction to students with learning problems.
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49

Chi, Chuanxiu, Yingjie Wang, Yingshu Li, and Xiangrong Tong. "Multistrategy Repeated Game-Based Mobile Crowdsourcing Incentive Mechanism for Mobile Edge Computing in Internet of Things." Wireless Communications and Mobile Computing 2021 (January 25, 2021): 1–18. http://dx.doi.org/10.1155/2021/6695696.

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With the advent of the Internet of Things (IoT) era, various application requirements have put forward higher requirements for data transmission bandwidth and real-time data processing. Mobile edge computing (MEC) can greatly alleviate the pressure on network bandwidth and improve the response speed by effectively using the device resources of mobile edge. Research on mobile crowdsourcing in edge computing has become a hot spot. Hence, we studied resource utilization issues between edge mobile devices, namely, crowdsourcing scenarios in mobile edge computing. We aimed to design an incentive mechanism to ensure the long-term participation of users and high quality of tasks. This paper designs a long-term incentive mechanism based on game theory. The long-term incentive mechanism is to encourage participants to provide long-term and continuous quality data for mobile crowdsourcing systems. The multistrategy repeated game-based incentive mechanism (MSRG incentive mechanism) is proposed to guide participants to provide long-term participation and high-quality data. The proposed mechanism regards the interaction between the worker and the requester as a repeated game and obtains a long-term incentive based on the historical information and discount factor. In addition, the evolutionary game theory and the Wright-Fisher model in biology are used to analyze the evolution of participants’ strategies. The optimal discount factor is found within the range of discount factors based on repeated games. Finally, simulation experiments verify the existing crowdsourcing dilemma and the effectiveness of the incentive mechanism. The results show that the proposed MSRG incentive mechanism has a long-term incentive effect for participants in mobile crowdsourcing systems.
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50

Shukla, Pushkal Kumar. "Learning Application for Kids based on Artificial Intelligence." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (2021): 600–603. http://dx.doi.org/10.22214/ijraset.2021.36355.

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In this fast-moving technological era, a child gets access to mobile phones rather than "Toys" in its childhood. This early exposure to technology gives rise to the demand for a mobile phone app that will help the child to learn new things for the upcoming educational phases of their life. Artificial intelligence is making computers "intelligent", which is helping us in pragmatic ways; thus, it will help our descendants similarly. The main objective is to develop an application using artificial intelligence in android for learning purposes. OpenCV library, Android Studio, Numpy and Game Studio have been used by the authors of this paper. Some memory games and free drawing space have also been added to make the learning enjoyable.
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