"This paper describes design issues surrounding "Data Games," small-scale, short web-based
games that generate data for analysis in mathematics or statistics classes. The games are
embedded in a data analysis environment. We discuss design for the games themselves as well as
some curriculum and assessment issues."
From the abstract: "Research methods and statistics are core competences across
various disciplines but pose significant challenges for many
students. The CHERMUG project aims to develop a digital game to
support students in
acquiring methodological and statistical
expertise. A key issue that has to be addressed in developing a
game is to identify the desired learning outcomes for students. This
deliverable describes the user requirements analysis. The aim of the
user requirements analysis was to establish the general attitudes to
and acceptance of higher education nursing students and staff in the
collaborating countries towards the use of digital games as a
component of a blended learning approach to teaching methods and
statistics to nurses. "
Abstract: "Among numerous classical statistics paradoxes, N
-
uel (for N
ā
\
{1}, because N
-
uel where
N =
1 is clearly not that interesting!) problem shows that the fittest of all competitors does not
necessarily win this competition.
Truel, Quadruel,
and
Nuel
is simply an extension of a duel
tournament, which involves more than two people (
Pirates of Caribbe
an
three
-
way sword fight serves
as an appropriate visual representation).
In addition, each N
-
uel player actually may possess different
winning maximization strategy
, since the Nuel tournament is known to illustrate that a fitter/better
competitor in a mul
ti
-
entry survival type competition does not necessarily possess significantly
higher chance of survival than others.
It is my desire to see this process: I want to visualize the N
-
uel process as a third
-
person observer, and if a person was playing this as
a video game (which I plan
on developing via Java Programming), I also want to visualize the winning strategies each video
game participant follows."
Abstract: "To improve
musical auditory habilitation for children post cochlear im-
plantation, we developed MOGAT: MObile Games with Au-
ditory Training. The system includes three musical games
built with o-the-shelf mobile devices to train their pitch
perception and intonation skills respectively, and a cloud-
based web service which allows music therapists to monitor
and design individual training for children. The design of the
games and web service was informed by a pilot survey (N=60
children). To ensure widespread use with low-cost mobile
devices, we minimized the computation load while retaining
highly accurate audio analysis. A 6-week user study (N=15
children) showed that the music habilitation with MOGAT
was intuitive, enjoyable and motivating. It has improved
most children's pitch discrimination and production, and
several children's improvement was statistically signicant
(p < 0:05)."
From the abstract: "In Northern Ireland a Virtual Learning Environment (VLE) infrastructure is in place. However, statistics and government reports suggest that VLE use amongst the primary school sector is quite limited. In an attempt to redress the limited use of VLEs in the primary school sector this research investigates the potential of serious games and how they may compliment the National Curriculum with the development of AmbiLearn, an enhanced learning environment with a content neutral game-based approach and content creation and reporting modules. This paper presents the design and implementation of AmbiLearn. Preliminary analysis of data from evaluation of AmbiLearn shows promising results and directions for future work are discussed."