Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users’ engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students’ performance, engagement, and satisfaction. Computer science in higher education is a tough area of study and thus needs to utilize various already explored benefits of gamification. This research develops an empirical study to evaluate the effectiveness of gamification in teaching computer science in higher education. Along with the learning outcomes, the effect of group size on students’ satisfaction level is also measured. Furthermore, the impact of gamification over time is analyzed throughout a semester to observe its effectiveness as a long-term learning technique. The analysis, covering both learning outcome and students’ satisfaction, suggests that gamification is an effective tool to teach tough courses at higher education level; however, group size should be taken into account for optimal classroom size and better learning experience.
With all the recent advancements in the electronic world, hardware is becoming smaller, cheaper and more powerful; while the software industry is moving towards service-oriented integration technologies. Hence, service oriented architecture is becoming a popular platform for the development of applications for distributed embedded real-time system (DERTS). With rapidly increasing diversity of services on the internet, new demands have been raised concerning the efficient discovery of heterogeneous device services in the dynamic environment of DERTS. Context-awareness principles have been widely studied for DERTS; hence, it can be used as an additional set of service selection criteria. However, in order to use context information effectively, it should be presented in an unambiguous way and the dynamic nature of the embedded and real-time systems should be considered. To address these challenges, the authors present a service discovery framework for DERTS which uses context-aware ontology of embedded and real-time systems and a semantic matching algorithm to facilitate the discovery of device services in embedded and real-time system environments. The proposed service discovery framework also considers the associated priorities with the requirements posed by the requester during the service discovery process.
Heterogeneous devices are connected with each other through wireless links within a Cyber Physical System. These devices undergo resource constraints such as battery, bandwidth, memory, and computing power. Moreover, the massive interconnections of these devices result in network latency and reduced speed. Edge computing offers a solution to this problem in which devices transmit the preprocessed actionable data in a formal way resulting in reduced data traffic and improved speed. However, to provide the same level of security to each piece of information is not feasible due to limited resources. In addition, not all the data generated by Internet of Things (IoT) devices require a high level of security. Context-awareness principles can be employed to select an optimal algorithm based on device specifications and required information confidentiality level. For context-awareness, it is essential to consider the dynamic requirements of data confidentiality as well as device available resources. This paper presents a context-aware encryption protocol suite that selects optimal encryption algorithm according to device specifications and the level of data confidentiality. The results presented herein clearly exhibit that the devices were able to save 79% memory consumption, 56% battery consumption and 68% execution time by employing the proposed context-aware encryption protocol suite.
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