Digital game-based learning is the approach to integrate digital games to support learning both inside and outside the classroom. It is promising the way of learning beyond traditional learning where digital learning context is available. The learning game hence requires some qualities that meet both learning outcomes and learner engagement. Thus, the design patterna game template for creating the learner game is proposed. Creating such design patterns on the software engineering perspective is presented and their assessment is discussed from the educational perspective. With the proposed design patterns, the design phase ensures that the game design meets the mentioned desires above. Also, it is foreseeable that the design patterns can be reused for developing the learning game for other languages.
Index Terms-Designpattern, language learning, game-based learning.
This paper proposes an auto-tagging methodology using tags defined in the ontology. The auto-tagging methodology consists of two main processes: classification process and tag selection process. The classification process concerns semantic analysis which includes the termweight matrix and cosine similarity. The tag selection process focuses on the selection of appropriate ontological tag-tag defined in the ontology, for the article. The ontology weight computing is proposed for tag suggestion. A technique for ontology building using blog articles is also presented as well as an extensive experiment. The experiment results show that the proposed approach is an alternative methodology for auto-tagging articles in which the obtained tag is not just the piece of text but it presents the meaning of the articles.
Indoor navigation is difficult because of complexity of indoor space. The efficient navigation system is required for locating the objects in space with accuracy. This research proposes an indoor navigation system which relies on symbolic information described by OWL. The description is used for path finding and for generating navigation instruction. The proposed indoor navigation system is developed using semantic web technology and the mobile application for navigation is developed on Android platform. With OWL-based symbolic information, spatial object information is described semantically in which both computer and human are readable and therefore, the spatial object information is easier to create and to maintain. Using direction-based navigation, interaction between human and system is flexible and the users are able to realise the orientation of current location easily.
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