2016 IEEE Global Engineering Education Conference (EDUCON) 2016
DOI: 10.1109/educon.2016.7474697
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Designing virtual world educational applications

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Cited by 3 publications
(5 citation statements)
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“…To this end, a team of twelve (12) system developers with prior experience in developing tangible user interfaces were selected for evaluation. Demographically, participants were aged between 24-35 years of age, consisted of eleven (11) males and one (1) female and had at least 2 years of software development experience. In line with current research in the field of TUI architectures, all participants outlined prior experience with the design and development of table top TUI architectures through software integration using the reacTIVision toolkit [20].…”
Section: A Evaluation Methodologymentioning
confidence: 99%
See 1 more Smart Citation
“…To this end, a team of twelve (12) system developers with prior experience in developing tangible user interfaces were selected for evaluation. Demographically, participants were aged between 24-35 years of age, consisted of eleven (11) males and one (1) female and had at least 2 years of software development experience. In line with current research in the field of TUI architectures, all participants outlined prior experience with the design and development of table top TUI architectures through software integration using the reacTIVision toolkit [20].…”
Section: A Evaluation Methodologymentioning
confidence: 99%
“…By employing a range of diverse audio-visual feedback elements, TUI systems exploit various sensory engagements and learning modalities, which aid students to comprehend the theoretical concepts being taught [9]. Furthermore, the physical aspect of TUI systems provides a more conducive opportunity for collaborative learning [10] and has also been attributed to yield deeper knowledge retention among students [11].…”
Section: Introductionmentioning
confidence: 99%
“…Currently embedded platforms, such as Arduino, are used for the construction of educational kits. Several areas of knowledge have been applied Arduino widely for the purpose of teaching due financial cost and flexibility [7] [8].…”
Section: Introductionmentioning
confidence: 99%
“…The introduction of such novel and smarter interaction technologies within the educational industry has been supported by multiple academic researchers so to provide an enhanced and enriched teaching and learning experience [3,42].…”
Section: Introductionmentioning
confidence: 99%
“…Alternate studies further concluded that graspable/tangible user interfaces provide better retention of knowledge amongst students in educational applications [3] and are remarked as instruments that help learners in areas of; "development, sensory engagement, accessibility, collaborative activities and understanding of the world around them" [45].…”
Section: Introductionmentioning
confidence: 99%