Abstract-In this paper some experiences are described, from requirements gathering to design and implementation, in the European project "Intelligent Serious Games for Social and Cognitive Competence". The main goal of the project is to develop serious games for social and cognitive competence of children with learning difficulties. The aim of these games is to teach youth with mild disabilities about social skills, basic skills, key cognitive competence skills and work skills. Using these interactive mobile games and 3D simulations helps the social integration and personal development of these children and youth. The project uses serious games and 3D simulations so that teaching and learning becomes interesting, playful, attractive and efficient
The presented research focused on developing and testing an innovative interdisciplinary STEM didactic model. The developed didactic model was introduced in the field of eco-farming. To the participants, it offers the possibility for non-formal training, which can take place anywhere and anytime. Participants require some knowledge of STEM subjects (especially chemistry and biology) as well as knowledge of ecology, technology, and engineering, in order to provide answers and solutions to environmental challenges while using knowledge of mathematics (especially combinatorics and statistics) to search for optimal solutions (in our case, a lean business plan). The model was tested in non-formal education settings, based on an interdisciplinary approach and modern technologies, such as monitoring the effectiveness of training using electroencephalography (EEG) and mobile applications. In the presented didactic model, special emphasis was placed on an interdisciplinary STEM approach to environmental protection, ecology, connatural forms of production and sustainable development.
The presented research confirms the hypotheses that non-formal education is becoming an increasingly important form of education and training, and that the use of the interdisciplinary didactic model, contemporary technologies, and mobile applications, increases the time and intensity of concentration in learning and thus improves learning effectiveness.
Keywords: eco-farming, electroencephalography, environment protection, mobile learning, non-formal education, sustainable development
Abstract. AEGIS (Open Accessibility Everywhere: Groundwork, Infrastructure, Standards) is a user-centred project, involving several user groups (users with visual, hearing, motion, speech and cognitive impairments as well as application developers) throughout the design, development and assessment phases. In this paper the holistic UCD (User Centred Design) approach of the project is introduced. This approach ensures that the project's objectives to determine whether 3 rd generation access techniques will provide a more accessible, more exploitable and deeply embeddable approach in mainstream ICT applications (desktop, rich Internet and mobile applications) are met, with the full support and involvement of a huge end-user group in every single step of the design, development and deployment of accessible mainstream ICT.
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