The evolution of computing technology and wireless networks has contributed to the miniaturization of mobile devices and their increase in power, providing services anywhere and anytime. In this scenario, applications have considered the user's contexts to make decisions (Context Awareness). Context-aware applications have enabled new opportunities in different areas, for example, education, games and entertainment, commerce, and competence management. In this article, we present MultCComp, a multi-temporal context-aware system for competences management. The main system contribution is to take advantage of the workers' present and past contexts to help them to develop their competences. We define as multi-temporal context awareness the joint use of workers' present and past contexts to assist them in the development of their competences. We developed a prototype and conducted two experiments with it in an evaluation environment. The first experiment aimed to demonstrate the system functionalities. It consisted of two evaluation scenarios that were followed by two users. The second experiment focused on evaluating the acceptance of the system. It comprised a scenario that was followed by 21 users, who filled out a questionnaire at the end of the test.
The use of educational games is presented as an alternative to help prevent obesity in children and adolescents. The aim of this study was to conduct a systematic literature review to analyze the characteristics used in interventions with the use of educational games to prevent obesity in children and adolescents, as well as to evaluate their quality and effectiveness. The review was done following the Preferred Reporting Intems for Systematic Reviews and Meta-Analyzes (PRISMA) guide and its review protocol is available from PROSPERO under the registration CRD42019121448. The search for the studies was performed in the databases SCOPUS, PUBMED, IEEEXplore, LILACS and CENTRAL. At the end, twelve articles were selected in which we found great heterogeneity in the intervention and evaluation of the games used. Only two studies were considered of strong quality. Most studies took place at school, lasting from 1 day to 18 months. The main benefits found in the interventions were increased nutritional knowledge and positive dietary changes, increasing the consumption of healthy foods or decreasing the intake of processed foods. To better verify the effect of these types of games, further studies using validated and reliable instruments that address a significant sample, allocate participants at random, and evaluate the effect of long-term intervention are needed.
Obesity is identified as a global epidemic that triggers consequences such as increased morbidities, increased risk of developing metabolic, cardiovascular, liver diseases, cancer, diabetes, among others. Knowledge about nutrition and healthy eating in children and adolescents is one of the alternatives that stand out for its prevention. Thus, this paper presents the assessment of learning resulting from the application of the Nutrikids game. This game was developed to increase nutritional knowledge in children and adolescents. To this end, a quasi-experimental study randomized by group was carried out with 105 students aged 9 to 12 years old from two Brazilian public schools, which were divided into the Lecture Group that received information through lectures (n = 51) and the Game Group who received the same information through the Nutrikids game (n = 54) who received intervention for a month, often once a week for thirty minutes. To assess nutritional knowledge, both groups underwent a pre-test before the start of the intervention and a post-test at the end. It was observed that both groups increased their nutritional knowledge and that the Game Group had a larger effect on learning and better evaluation regardless of gender. Thus, the use of the Nutrikids game proved to be more effective for teaching nutritional knowledge when compared to traditional expository classes.
Pesquisas mostram que o ensino de matemática tem baixa eficiência noBrasil. Uma possível solução para ajudar na melhoria do ensino é a utilização derecursos computacionais. Entre esses recursos, a realidade aumentada (RA) vemganhando destaque por facilitar a percepção de objetos em 3D. Assim, este artigoapresenta o GeometriAR, um aplicativo educacional que utiliza RA para contribuir noensino de geometria espacial. O aplicativo reproduz sólidos geométricos em 3D a partir de imagens de figuras planas. Para validação do aplicativo foi feita uma pesquisa com professores de matemática, considerando aspectos gerais, pedagógicos, de usabilidade, de conteúdo e interface. Com os resultados obtidos, concluiu-se que o aplicativo pode ser utilizado como ferramenta auxiliar no ensino de geometria espacial em sala de aula.
One of the causes of bad software planning is the lack of qualified professionals and that in order to improve their quality it is necessary to improve the quality of teaching in the Software Engineering area. Educational games present themselves as a promising alternative as a method of teaching support, since they are able to teach while they entertain, motivating the student to learn, however, there is still a need to evaluate the real benefits of this didactic resource. Thus, this work evaluated qualitatively and quantitatively the game SimulES (Software Engineering Simulator), an educational cards game that simulates the software process development. Applying it to Computer Engineering students at UNIVASF in the Software Engineering II discipline, with the purpose of inferring its effectiveness in teaching software project management. The application of the game was done with 22 students in the semester of 2017.1 and to measure the quality of learning obtained through the game was applied a questionnaire that uses Kirkpatrick reaction concepts, ARCS Model, User Experience in Games and BLOOM Taxonomy. The result of the analysis by t Student test showed that the game's activities are fun, enjoyable and challenging, as well as being able to motivate students to learn software project management and contribute to learning that content.
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