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Gamification of the Learning Process 学习过程的游戏化
IF 1.3 Q1 Engineering Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-001psi
Davide Carneiro, aría-Pilar Cáceres-Reche, Mariana Reimão Carvalho
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引用次数: 1
The construction and validation of a Questionnaire of Gamification Skills in Teachers (QGST) 教师游戏化技能问卷的构建与验证
IF 1.3 Q1 Engineering Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-001
William Reyes Cabrera, Jesús Enrique Pinto Sosa, Ricardo Hernández-Dzib
The objective of this study is to propose and validate a questionnaire that identifies gamification skills in teachers. In order to develop this instrument, a two-phase sequential exploratory design was used. In the qualitative phase, the specialized literature on gamification was reviewed, then the structure of the questionnaire, the dimensions and its indicators were obtained through the design of the items and the assessment of a panel of experts who validated the instrument. In the case of the quantitative phase, a pilot study was conducted with 203 teachers who used technology and active methodologies in their undergraduate and postgraduate classes; internal consistency tests, item analysis and both exploratory and confirmatory factor analysis were carried out with the obtained data. Among the results, it was found that the level and behavior of the items was adequate, their internal consistency is satisfactory, and the factor analyses allowed us to identify three dimensions and 22 items that allowed the proper identification of teachers' gamification skills, resulting in a valid and reliable tool for teachers who wish to get started with this new methodology.
本研究的目的是提出并验证一份问卷,以确定教师的游戏化技能。为了开发该仪器,采用了两阶段顺序探索性设计。在定性阶段,对游戏化的专业文献进行了回顾,然后通过项目的设计和验证该工具的专家小组的评估,获得了问卷的结构,维度和指标。在定量阶段,对203名在本科和研究生课程中使用技术和积极方法的教师进行了一项试点研究;对获得的数据进行内部一致性检验、项目分析以及探索性和验证性因素分析。在结果中,我们发现项目的水平和行为是足够的,它们的内部一致性是令人满意的,因子分析使我们能够识别出三个维度和22个项目,可以适当地识别教师的游戏化技能,从而为希望开始使用这种新方法的教师提供一个有效和可靠的工具。
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引用次数: 0
Beyond the Pandemics & Wars: SLERD Reload 超越流行病和战争:SLERD重新加载
IF 1.3 Q1 Engineering Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-001psi
Mihai Dascalu, Tania Di Mascio, Ó. Mealha
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引用次数: 0
Educational Location-based Applications 基于教育定位的应用程序
IF 1.3 Q1 Engineering Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-001pfs
Jannicke Baalsrud Hauge, E. Clua, J. Jaldemark, Heinrich Söbke
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引用次数: 0
Dreamscape Bricks VR: An Experimental Virtual Reality Tool for Architectural Design Dreamscape Bricks VR:用于建筑设计的实验性虚拟现实工具
IF 1.3 Q1 Engineering Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-013
Oguz Orkun Doma, S. Sener
In this paper, we propose a VR design tool framework called DREAMSCAPE, which adopts a direct manipulation approach focusing on embody, experience, and manipulation activities in design. The framework defines a VR design process using intuitive controls without being limited by the preconceptions of conventional CAD systems. To establish and demonstrate the framework, we designed and developed a VR design tool called Dreamscape Bricks VR in Unreal Engine 4, using LEGO bricks as base components in a high-fidelity interactive design environment. We conducted user tests and administered questionnaires assessing usability, performance, and comfort. Results showed that the user experience of the tool is positive. The developed tool is expected to establish the abstract framework and provide insights into the future of VR design tools with implications on design education
在本文中,我们提出了一个名为DREAMSCAPE的VR设计工具框架,它采用直接操作的方式,专注于设计中的体现、体验和操作活动。该框架定义了使用直观控制的VR设计过程,而不受传统CAD系统的先入为主的限制。为了建立和演示该框架,我们在虚幻引擎4中设计并开发了一个名为Dreamscape Bricks VR的VR设计工具,在高保真的交互设计环境中使用乐高积木作为基础组件。我们进行了用户测试和问卷调查,评估可用性、性能和舒适度。结果表明,该工具的用户体验是积极的。开发的工具有望建立抽象框架,并为VR设计工具的未来提供见解,并对设计教育产生影响
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引用次数: 1
Teaching for Values in Interaction Design: A Discussion About Assessment 交互设计价值观教学:关于评估的讨论
IF 1.3 Q1 Engineering Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-012
E. Eriksson, A. Kok, W. Barendregt, Camilla Gyldendahl Jensen, Elisabet M. Nilsson
We experience an increased attention in the Human-Computer Interaction (HCI) field towards the social and environmental responsibilities of interaction designers. In line with this increased attention, a need arises to teach students about values in interaction design and consequentially assess their learning. However, there are few academic examples of how to assess whether students know how to deal with values in interaction design or whether they have become responsible interaction designers. In this paper, we aim to start a conversation on assessment of teaching for values in interaction design. We first introduce our own experiences with teaching for values in interaction design, and extend this with an argument for authentic, formative assessment forlearning, including active participation of students in the design of learning goals and assessment activities.
我们在人机交互(HCI)领域越来越关注交互设计师的社会和环境责任。随着这种关注的增加,有必要向学生传授互动设计中的价值观,并对他们的学习进行相应的评估。然而,关于如何评估学生是否知道如何处理互动设计中的价值观,或者他们是否已经成为负责任的互动设计师,学术界很少有例子。在本文中,我们旨在就互动设计中的价值观教学评估展开对话。我们首先介绍了我们自己在互动设计中的价值观教学经验,并通过对学习进行真实、形成性评估的论点来扩展这一点,包括学生积极参与学习目标和评估活动的设计。
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引用次数: 1
May the Patterns Be with You: A Framework for HCI Patterns Development 模式与你同在:HCI模式开发的框架
IF 1.3 Q1 Engineering Pub Date : 2022-01-01 DOI: 10.55612/s-5002-054-008
Diego Moreira da Rosa, M. Silveira
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引用次数: 0
Remote contextmapping and prototyping during lockdown, a case study 锁定期间的远程上下文映射和原型,一个案例研究
IF 1.3 Q1 Engineering Pub Date : 2021-12-20 DOI: 10.55612/s-5002-050-001
Wies van Nifterik, F. S. Visser, Jeroen van Erp
In co-design, solutions are generated to serve people’s needs, short term and/or long term, through their involvement in parts of the design process. Methods like contextmapping and explorative prototyping serve these participatory processes. They help designers to step into the users’ shoes, to explore design solutions from and with their perspectives. In circumstances where contact with users is restricted, such as the recent lockdowns, user involvement is hindered and we need to find alternative ways to proceed with involving users in design processes. Instead of focussing on what is impossible because of the restrictions, we focussed on the opportunities it can bring. This paper shows that co-design is possible in times of a lockdown by deploying users in the role of co-explorer, creating ownership among users, using digital means, and obtaining an opportunity-oriented mindset.
在协同设计中,解决方案的产生是为了满足人们的短期和/或长期需求,通过他们参与部分设计过程。情境映射和探索性原型等方法服务于这些参与性过程。他们帮助设计师站在用户的角度,从用户的角度探索设计解决方案。在与用户接触受到限制的情况下,例如最近的封锁,阻碍了用户的参与,我们需要找到其他方法来继续让用户参与设计过程。我们没有把注意力集中在由于限制而不可能实现的事情上,而是集中在它能带来的机会上。本文表明,在封锁时期,通过将用户部署为共同探索者,在用户之间创建所有权,使用数字手段以及获得以机会为导向的心态,共同设计是可能的。
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引用次数: 3
Design during and for Pandemics 流行病期间和应对流行病的设计
IF 1.3 Q1 Engineering Pub Date : 2021-12-20 DOI: 10.55612/s-5002-050-001pfs
Vasiliki Mylonopoulou, Guido Giunti
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引用次数: 0
Insights for Educational Practice from a Thematic Analysis of Student Experiences with Speculative Design Mini-Projects about Personal Issues 从学生体验的主题分析看教育实践——关于个人问题的思考性设计小项目
IF 1.3 Q1 Engineering Pub Date : 2021-12-20 DOI: 10.55612/s-5002-051-011
Kay Kender, Peter Purgathofer
In 2020, we gave a large-scale first-year informatics course an assignment to speculatively design hypothetical solutions for issues they were experiencing due to social distancing measures during the COVID-19 pandemic. In this paper, we present a speculative design mini-project, then analyse student feedback and present insights about applying speculative design mini-projects around personal issues and in a large-scale technology education context. Our findings indicate that students had strong emotional experiences throughout the process and gained deeper insights into both design and the issues they were engaging with. Through peer reviews, students found new perspectives and feelings of relatedness in the face of shared hardships. From this, we summarise learnings for teaching practice about 1) peer review as a tool for feedback loops and discussions, 2) safety and student well-being when addressing personally experienced issues, 3) abridged design processes for trans-disciplinary competency, and 4) fostering safe spaces for creative vulnerability.
2020年,我们给一年级的大型信息学课程布置了一项作业,要求他们在COVID-19大流行期间采取社交距离措施,为他们遇到的问题推测性地设计假设的解决方案。在本文中,我们提出了一个投机设计小项目,然后分析学生的反馈,并提出了在个人问题和大规模技术教育背景下应用投机设计小项目的见解。我们的研究结果表明,学生在整个过程中都有强烈的情感体验,并对设计和他们参与的问题有了更深入的了解。通过同行评议,学生们在面对共同的困难时找到了新的视角和亲切感。由此,我们总结了教学实践的经验:1)同行评议作为反馈循环和讨论的工具;2)解决个人经历问题时的安全和学生福祉;3)缩短跨学科能力的设计过程;4)为创造性脆弱性提供安全空间。
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引用次数: 0
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Interaction Design and Architectures
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