This article describes the links between STREAM-education components (Science, Technology, Reading/Writing, En-gineering, Arts, Mathematics) and the stages of computer game development (StoryTelling/Scripts, GameDesign,2D/3D-Computer graphics, Programming, Testing, and GameLevel) on the example of using sensors of human movement control. In order to effec-tively integrate the computer game development process with the augmented reality into the component of STREAM-education, the method for creating a real-complemented virtual training exercises using an example of training with a ball on the basis of the MS Kinect motion sensor is proposed. As a result of the analysis of the virtual environment characteristics created bythe sensor of the MS Kinect controller and taking into account the limits of the Scratch program, it is proposed to formalize the characteristics of the virtual environment. The results of the analysis of games offered by LumoPlay and MotionMagix softwaremanufacturers in logic, sports, entertaining classes in various game genres and relaxation with special effects are given. Examples of experiments are shown during the organization of two Meet and Code 2018master-classes for schoolchildren of virtual programming, complemented by the reality of football training, which has confirmed the interest of students in participating in many STREAM-related learning process-es. The results of the work also identified the directions of further research and development;in the research process the estimation of the visualization error of virtual objects determined the need for the development of a special algorithm for automatic correction of the coordinates of the location of virtual sprite objects that are part of a single group of objects player's body; Many examples of commercial game systems are based on new templates that allow you to quickly change the graphic part of the game, so it is planned to create similar scratch templates for developing games.
У статті розглянуто актуальні шляхи психологічної допомоги внутрішньо переміщеним особам. Ця тема особливо гостро постає в реаліях сьогодення, оскільки з початком російської агресії та воєнних дій на території України кількість внутрішньо переміщених осіб збільшилася в рази. Багато людей змушені покидати свої домівки та шукати нове місце проживання,нову роботу для забезпечення своїх потреб, що призводить до низки проблем. Внутрішньо переміщені особи – дуже вразлива категорія населення, оскільки складнощі з переміщенням та адаптація до нового місця роблять їхнє життя нелегким, особливо це стосується дітей. Їхня адаптація в нових умовах має найбільше негативних наслідків, особливо це відбивається на психологічному стані. Ці люди зазнали значних втрат у своєму житті, тому вони найперше потребують ментальної допомоги. Зазвичай, ці люди втрачають будь-які плани на майбутнє і не бачать для себе ніяких перспектив, тому дуже важливо повернути їм мотивацію до життя. Внутрішньо переміщені особи дуже чутливі до будь-яких психологічних розладів здоров’я, і тому дуже потребують психологічної допомоги, яка має проводитись делікатно, щоб не завдати додаткових душевних травм. Для цього варто провести більш детальні дослідження засобів та загальної методики психологічної допомоги, наслідків ситуацій, що призводять до отримання психологічних травм. Окремо варто детальніше розглянути проблему надання допомоги саме внутрішньо переміщеним дітям, які зазнають стресу від багатьох додаткових факторів. Для того, щоб психологічна допомога мала результат, її мають надавати відповідні висококваліфіковані спеціалісти, які є компетентними в цій сфері. В статті було розкрито зміст понять психічного здоров’я та психологічної підтримки, досліджено їхні головні характеристики. Визначено основні способи психологічної допомоги внутрішньо переміщеним особам та проаналізовано складнощі, що виникають під час її надання та засоби їх подолання. Наведений приклад використання техніки нейрографічного кризового малювання з внутрішньо переміщеними особами. Ключові слова: психологічна підтримка, ментальне здоров’я, воєнні дії, адаптація, допомога, нейрографічне кризове малювання.
The paper aims to analyze the educational trends of the year 2022 and determine whether they are relevant in the future, whether they are a response to the challenges of the present. Also, attention is paid to the method of SWOT-analysis, with the help of which the strengths and vulnerabilities of distance learning are identified. The results analyze the future of distance education, in particular, special attention is paid to the experience of implementing hybrid education as a likely promising direction of further learning. Another aspect is the introduction of STEM education, media education (as a counteraction to intentional propaganda), and Education for Sustainable Development as important elements of the modern learning process in the United States and European countries. In conclusion, it is concluded that these areas of educational activities will be trends in the next decade in the recurrence of the crisis. The scientific novelty of the work consists in the fact that for the first time at the synthetic level modern educational trends were studied, their prospects and risks of use were characterized. The abstract in English does not match the abstract in Spanish.
Almost a year of educational institutions operate under martial law, and most of them already have some developments. In this article, we will talk about the features in organization of the educational process in the border region.
The article discusses the growth of staffing requirements for modern manufacturing companies, taking into account the emergence of the term Industry 4.0, which includes components: Cyber-Physical Systems, Internet of Things, Smart Factory, Internet of Services, Smart Product, Machine-to-Machine, Big Data, Cloud. The importance of introducing robotic tools, such as the electronic platform with an Arduino microcontroller, to educational directions such as STEM (stands for: “Science”, “Technology”, “Engineering” and “Mathematics”), STEAM (adding “Arts”) and STREAM (adding “Reading/Writing”), is noted. But today they do not take into account the way to strengthen motivational activity based on computer games, therefore the purpose of the article was to establish two-way communication between the computer game design process using a robotic system and Arduino microcontroller sensors for later solving the task of determining the gamification characteristics of a given sensor, as well as the task of determining robotic characteristics of a given stage of the computer game design process. To achieve this goal, a data analysis technique is proposed, which includes the following steps. The stage of analyzing the functions of fairy tales by Vladimir Propp (hereafter, metaphorization functions), which forms a table of functions as templates of text phrases for creating a computer game script that takes into account the Arduino microcontroller sensors. The stage of the analysis of computer game classes, which forms the table of classes of the market for the game and the table of classes of players' needs. It is assumed that the product sales market is closely related to the various disciplines of the school curriculum. The stage of analysis of the components of the Mechanics-Dynamics-Aesthetics within the MDA-model. The stage of analysis of the Arduino microcontroller sensors. The proposed methodology allowed creating a relational database including the following tables: a table describing 31 templates of text phrases to create a plot of computer game; table describing 15 classes of players' needs; table describing 10 classes of MDA-model; table of descriptions for 19 Arduino microcontroller sensors; a table of relations between 31 templates of text phrases, scenarios from the Vladimir Propp's morphological functions of fairy tales, and descriptions of 15 classes of players' needs and 10 classes of the MDA model; table of interconnections between the descriptions of the Arduino microcontroller sensors, classes of players' needs and classes of the MDA model. Testing of the proposed methodology took place during master classes with participation of I-III stages' students of secondary school No.10 (Izmail, Odessa region) in the process of creating five computer games using the Scratch software tool for managing graphic objects based on signals from the Arduino UNO microcontroller sensors. In the future, it is proposed to consider interactive models of the design of robotic computer games that can be used in the described method, providing graphic means of displaying the components of the structural model of the method. As a result, this will require the development of a software integration module for the contents of the developed relational database and the internal structures of the software tools supporting these interactive design models.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.