Digital Transformation of Education

Works Published in 2012

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Displaying all 17 works

Sorted by most recent date added to the index first, which may not be the same as publication date order.

2012 conference paper

Supporting an Interval Training Program with the Astrojumper Video Game

Electronic Proceedings of Meaningful Play 2012. Presented at the Meaningful Play 2012, East Lansing, MI, USA. https://meaningfulplay.msu.edu/proceedings2012/mp2012_submission_118.pdf

By: A. Nickel, H. Kinsey, T. Barnes & Z. Wartell

Event: Meaningful Play 2012 at East Lansing, MI, USA on October 18-20, 2012

Source: NC State University Libraries
Added: December 25, 2021

2012 conference paper

Interaction networks: generating high level hints based on network community clusterings

Proceedings of the 5th International Conference on Educational Data Mining (EDM 2012), 164–167. Chania, Greece.

By: M. Eagle, M. Johnson & T. Barnes

Event: 5th International Conference on Educational Data Mining (EDM 2012) at Chania, Greece on June 19-21, 2012

Source: NC State University Libraries
Added: December 25, 2021

2012 conference paper

Maximizing learning and guiding behavior in free play user generated content environments

Proceedings of the 17th ACM annual conference on Innovation and technology in computer science education - ITiCSE '12. Presented at the the 17th ACM annual conference.

By: A. Boyce*, A. Campbell*, S. Pickford*, D. Culler* & T. Barnes*

Event: the 17th ACM annual conference

TL;DR: Effective strategies for meeting the learning potential and effectively guide user behavior in a constructivist free play environment are presented, and an example implementation and results of a study are presented. (via Semantic Scholar)
Source: Crossref
Added: January 19, 2020

2012 conference paper

Interval training with Astrojumper

2012 IEEE Virtual Reality (VR). Presented at the 2012 IEEE Virtual Reality (VR).

By: A. Nickel*, H. Kinsey*, H. Haack*, M. Pendergrass* & T. Barnes*

Event: 2012 IEEE Virtual Reality (VR)

TL;DR: A new version of Astrojumper is developed that supports interval training through additional mechanics and is believed to improve upon the first in player motivation, enjoyment and replayability, and also in the level of physical challenge the game affords its players. (via Semantic Scholar)
Source: Crossref
Added: January 19, 2020

2012 conference paper

Creation of a game-based digital layer for increased museum engagement among digital natives

2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS). Presented at the 2012 2nd International Workshop on Games and Software Engineering (GAS).

By: K. Doran*, A. Boyce*, A. Hicks*, J. Payton & T. Barnes*

Event: 2012 2nd International Workshop on Games and Software Engineering (GAS)

TL;DR: This project is the creation of a three-part digital layer to increase museum engagement for all visitors, but particularly those considered digital natives. (via Semantic Scholar)
Source: Crossref
Added: January 19, 2020

2012 conference paper

A learning objective focused methodology for the design and evaluation of game-based tutors

Proceedings of the 43rd ACM technical symposium on Computer Science Education - SIGCSE '12. Presented at the the 43rd ACM technical symposium.

By: M. Eagle* & T. Barnes*

Event: the 43rd ACM technical symposium

TL;DR: The Game2Learn methodology guides researchers through the steps of the design process, including identification of specific learning objectives, translation of learning activities to game mechanics, and the empirical evaluation of the final product. (via Semantic Scholar)
Source: Crossref
Added: January 19, 2020

2012 conference paper

Table tilt

Proceedings of the International Conference on the Foundations of Digital Games - FDG '12. Presented at the the International Conference.

By: E. Powell*, R. Brinkman*, T. Barnes* & V. Catete*

Event: the International Conference

TL;DR: Table Tilt is presented, a two-minute ice-breaker game for 2--6 players with iPhones or iPods that was built to facilitate team building and help individuals build social capital. (via Semantic Scholar)
Source: Crossref
Added: January 19, 2020

2012 chapter

Program Representation for Automatic Hint Generation for a Data-Driven Novice Programming Tutor

In Intelligent Tutoring Systems (pp. 304–309).

By: W. Jin*, T. Barnes*, J. Stamper*, M. Eagle*, M. Johnson* & L. Lehmann*

TL;DR: A new technique to represent, classify, and use programs written by novices as a base for automatic hint generation for programming tutors is described, and it is shown that the algorithms can be used to generate hints over 80 percent of the time. (via Semantic Scholar)
Source: Crossref
Added: January 19, 2020

2012 chapter

Leveraging Game Design to Promote Effective User Behavior of Intelligent Tutoring Systems

In Intelligent Tutoring Systems (pp. 597–599).

By: M. Johnson*, T. Okimoto* & T. Barnes*

TL;DR: A mobile device application that will leverage game-play mechanics to incentivize optimal spacing for second language vocabulary acquisition and the collection and analysis of user log-data is proposed to investigate the effects of pervasive studying, studying vocabulary words for short intervals, many times throughout a day. (via Semantic Scholar)
Source: Crossref
Added: January 19, 2020

2012 chapter

Using Individualized Feedback and Guided Instruction via a Virtual Human Agent in an Introductory Computer Programming Course

In Intelligent Tutoring Systems (pp. 612–614).

By: L. Lehmann*, D. Wilson* & T. Barnes*

TL;DR: An automated system to keep the students informed of their progress in how well they understand the knowledge components of a course in a timely manner along with providing customized help via a virtual human agent to increase their performance on tests is proposed. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: January 19, 2020

2012 chapter

Data-Driven Method for Assessing Skill-Opportunity Recognition in Open Procedural Problem Solving Environments

In Intelligent Tutoring Systems (pp. 615–617).

By: M. Eagle* & T. Barnes*

TL;DR: This work presents a domain independent method of assessing skill-opportunity recognition that can be used to provide automatic feedback to users as well as to assess users problem solving abilities. (via Semantic Scholar)
Source: Crossref
Added: January 19, 2020

2012 conference paper

Outreach for improved student performance

Proceedings of the 17th ACM annual conference on Innovation and technology in computer science education - ITiCSE '12. Presented at the the 17th ACM annual conference.

By: K. Doran*, A. Boyce*, S. Finkelstein* & T. Barnes*

Event: the 17th ACM annual conference

TL;DR: It is demonstrated that students' language arts and math classroom performance have improved with participation in this apprenticeship, and a curriculum for computer science outreach using Game Maker is presented. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: Crossref
Added: January 19, 2020

2012 conference paper

Supporting students’ philosophical development as a necessity in instructional design and technology.

Panel session organized as part of the Professors of Instructional Design and Technology (PIDT) meeting at the Annual Meeting of the Association for Educational Communications and Technology.

By: A. Bradshaw, X. Ge & D. Eseryel

Source: ORCID
Added: November 21, 2019

2012 journal article

Effect of cognitive regulation in understanding complex science systems during simulation-based inquiry learning.

Technology, Instruction, Cognition, & Learning, 9(1-2), 111–132.

By: D. Eseryel & V. Law

Source: ORCID
Added: November 21, 2019

2012 book

Preface

In Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives (pp. v-viii).

By: D. Ifenthaler*, D. Eseryel* & X. Ge

Contributors: D. Ifenthaler*, D. Eseryel* & X. Ge

TL;DR: The edited volume will cover the current state of research, methodology, assessment, and technology of game-based learning and will present innovative work in the areas of educational psychology, educational diagnostics, educational technology, and learning sciences. (via Semantic Scholar)
Source: ORCID
Added: November 21, 2019

2012 book

Interactivity3 design and assessment framework for educational games to promote motivation and complex problem-solving skills

In Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives (pp. 257–285).

By: D. Eseryel*, Y. Guo* & V. Law*

Contributors: D. Eseryel*, Y. Guo* & V. Law*

TL;DR: In this chapter, the findings of this study are presented in a framework for designing and assessing educational MMORPGs for facilitating learners’ motivation and complex problem-solving skill acquisition and a study that shows the validity of this framework. (via Semantic Scholar)
UN Sustainable Development Goal Categories
4. Quality Education (OpenAlex)
Source: ORCID
Added: November 21, 2019

2012 book

Assessment for game-based learning

In Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives (pp. 1–8).

Contributors: D. Ifenthaler*, D. Eseryel* & X. Ge*

TL;DR: It is concluded that intelligent assessment of game-based learning will be the challenges for the twenty-first century instructional designers and serious games developers. (via Semantic Scholar)
Source: ORCID
Added: November 21, 2019

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