ABSTRACT
The paper describes a new paradigm for geometry learning applicable to other areas where children engage with the real world to find the meaning of abstract concepts. The target of the developments is a game or game series where image processing is used for geometric concepts learning. The learner has to match the concepts presented in the game challenges with its real world representations. Ubiquitous and pervasive computational devices become flexible tools that shape the learning experience as users engage in challenging, experiential activities with immediate feedback. The game concept was developed for mobile devices with an image processing library optimized for real time performance in interactive systems. The library and game features were tested at a school with children with very encouraging results.
- R. Mason and F. Rennie. 2008. E-learning and Social Networking Handbook. Routledge.Google Scholar
- S. Livingstone, L. Haddon, A. Görzig, K. Ólafsson. 2011. EU Kids Online Final Report. Retrieved June 11 2014 from http://www.lse.ac.uk/media%40lse/research/EUKidsOnline/EU%20Kids%20II%20%282 009-11%29/EUKidsOnlineIIReports/Final%20report.pdfGoogle Scholar
- M. Madden, A. Lenhart, M. Duggan, S. Cortesi, U. Gasser. 2013. Teens and Technology 2013. Pew Research Internet Project. Retrieved July 1, 2014 from http://www.pewinternet.org/2013/03/13/teens-and-technology-2013/Google Scholar
- V. J. Rideout, U. G. Foehr, D. F. Roberts. 2010. Generation M2: Media in the Lives of 8 - to 18 -Year-Olds. Kaiser Family Foundation.Google Scholar
- F. C. Blumberg, S. S. Ismailer, S. S. 2009. Chapter 9: What do Children Learn from Playing Digital games? In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.). Serious Games Mechanisms and Effects (131--142). Routledge.Google Scholar
- J. P. Gee. 2007. Good Video Games and Poor Learning: Collected Essays on Video Games, Learning, and Literacy. Peter Lang.Google Scholar
- M. Prensky. 2001. Digital Game-based Learning. McGraw-Hill. Google ScholarDigital Library
- V. J. Shute, M. Ventura, M. Bauer, D. Zapata-Rivera. 2009. Chapter 18: Melding the Power of Serious games and Embedded Assessment to Monitor and Foster Learning: Flow and Grow. In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.). Serious Games Mechanisms and Effects (295--321). New York and London: Routledge.Google Scholar
- L.S. Vygotsky. 1978. The Development of Higher Mental Processes. Harvard University Press.Google Scholar
- D. Charsky. 2010. From Edutainment to Serious Games: A Change in the Use of Game Characteristics. Games and Culture 5(2), 177--198.Google ScholarCross Ref
- J. P. Gee and D. W. Schaffer. 2010. Looking Where the Light is Bad: Video Games and the Future of Assessment. Epistemic Games Group Working Paper Number 2010-02. University of Wisconsin-Madison.Google Scholar
- K. D. Squire. 2008. Video Game-based Learning: An Emerging Paradigm for Instruction. Performance Improvement Quarterly, 21 (2), 7--36.Google ScholarCross Ref
- M. Carbonaro, M. Cutumisu, H. Duff, S. Gillis, C. Onuczko, J. Schaeffer, A. Schumacher, J. Siegel, D. Szafron, K. Waugh. 2006. Adapting a Commercial Role-playing Game for Educational Computer Game Production. GameOn North America, 54--61.Google Scholar
- L.P. Steffe, H.G. Wiegel. 1994. Cognitive Play and Mathematical Learning in Computer Microworlds. Educational Studies in Mathematics 26(2/3), 111--134.Google ScholarCross Ref
- L. Husain. 2011. Getting Serious about Math: Serious Game Design Framework & an Example of a Math Educational Game. M.A. Thesis, Lund University. Retrieved June 29, 2014 from http://www.lucs.lu.se/wpcontent/uploads/2013/09/layla_husain_master_thesis_2011.pdfGoogle Scholar
- W. Chen, L. Yao, J. Zhou, H. Dong. 2010. A Fast Geometry Figure Recognition Algorithm based on Edge Pixel Point Eigen values. The Third International Symposium on Computer Science and Computational Technology (ISCSCT 2010), 297--300.Google Scholar
- M. F Zakaria, H. S. Choon, S. A Suandi. 2012. Object Shape Recognition in Image for Machine Vision Application. International Journal of Computer Theory and Engineering, 4(1), 76--80.Google ScholarCross Ref
- Marc Pomplun. 2013. Compactness. Retrieved January 2014 from http://www.cs.umb.edu/~marc/cs675/cvs09-12.pdf.Google Scholar
- Ilina Kareva. 2011. Simple Shape Detector -- Android Application. Retrieved January 2014 from http://ilinakareva.wordpress.com/2011/05/08/simple-shape-detector-android-application/.Google Scholar
- N Otsu. 1979. A Threshold Selection Method from Gray-Level Histograms. In IEEE Transactions on Systems, Man, and Cybernetics 9.1, pp. 62--66. ISSN: 0018-9472. DOI: 10.1109/TSMC.1979.4310076. URL: http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=4310076.Google ScholarCross Ref
- H. David Douglas and K. Thomas Peucker. 1973. Algorithms for the Reduction of the Number of Points Required to Represent a Digitized Line or its Caricature. In: Cartographica: The International Journal for Geographic Information and Geovisualization 10 (2), pp. 112--122. DOI: 10.3138/FM57-6770-U75U-7727.Google ScholarCross Ref
Index Terms
- Geometry in the Real World: Mobile Image Processing for Educational Games
Recommendations
What if children learn phenomena of light through real world edutainment?
ACE '10: Proceedings of the 7th International Conference on Advances in Computer Entertainment TechnologyReal World Edutainment (RWE) is an educational computer game focusing on a game story and human-human interaction in the real world and aims mainly at increasing learning motivation. At an educational event, children learned phenomena of light through ...
Mobile interaction with the real world
MobileHCI '08: Proceedings of the 10th international conference on Human computer interaction with mobile devices and servicesThe Mobile HCI community is moving beyond the interaction between a single user and her mobile device taking the users environment into account. Mobile interaction with the real world concentrates on using mobile devices as tools to interact with real ...
Mobile interaction with the real world
MobileHCI '06: Proceedings of the 8th conference on Human-computer interaction with mobile devices and servicesThe main goal of the workshop is to discuss approaches that use a mobile device (e.g. mobile phone, smartphone, PDA) for interactions with objects in the real world. Relevant topics include (but are not limited to) mobile interaction with the real world;...
Comments