1,721,157 research outputs found
Knowledge-based assessment in serious games: an experience on emergency training
Emergency preparedness is a promising application field for digital serious games enabling the simulation of real emergency scenarios and allowing a high learning transfer thanks to engagement and focus on specific tasks. Games can also play a role in the assessment that may happen without interrupting the learner, observing and evaluating what she is doing. Based on these premises we defined a serious game for evacuation training targeted to primary and secondary school students. The student is immersed in a virtual environment representing her school during an emergency with the aim of evacuating the building and adopting the correct behaviour. Any performed action is evaluated by the system, feedback is provided immediately and also when the game ends. Recovery micro-learning resources are then arranged and provided to the students to explain any errors they made and to help them reach better performances. The system is based on the application of a theoretical framework for evidence-based assessment where knowledge-based structures have been used to represent emergency skills and to relate them to possible actions within the game. An experiment with students coming from four Italian schools has been also performed to validate the models and the prototype
Learning analytics and e-assessment for adaptive e-learning via interactive, collaborative and emotional systems
Standard e Sistemi di Certificazione per il Project Management
Quella del Project Manager è una professione emergente nel campo dell’Information Technology e sempre più aziende scelgono di affidarsi a professionisti certificati capaci di applicare approcci e processi standard alla gestione dei progetti. Dopo una breve introduzione al Project Management, l’articolo descriverà i principali standard del settore ed i relativi sistemi di certificazione mettendone a confronto pregi e difetti
Ontologie OWL: Teoria e Pratica (prima parte)
Le ontologie sono uno strumento sempre più diffuso tra gli sviluppatori Web per i vantaggi che offrono nella condivisione delle informazioni. In questo mini-corso di tre lezioni cercheremo, attraverso un approccio pragmatico basato su esempi, di introdurre il lettore alla realizzazione di ontologie ed al loro utilizzo nell’ambito di applicazioni Java. In questa prima puntata mostreremo in particolare come definire una semplice ontologia OWL, introducendo anche concetti elementari di modellazione della conoscenza
Applications and projects for adaptive e-learning via interactive, collaborative and emotional systems
Experimentation of a smart learning system for law based on knowledge discovery and cognitive computing
This work presents a Smart Learning system based on Knowledge Discovery and Cognitive Computing techniques aimed at citizens, legal students and experts alike, providing them with the possibility of submitting legal cases expressed in natural language and obtaining legal insight and advice in return. Advanced features implemented within the system include the automatic conceptualization and classification of textual legal cases via natural language processing, the generation of learning paths by relying upon legal ontologies, and additional features for managing legal knowledge bases, including editing, versioning, integration and enrichment. The system has been experimented on a diversified user-base and succeeded in obtaining a positive evaluation with respect to the aspects that were subject of the investigation, including effectiveness, efficiency and usability, thus paving the way to make the system a successful cognitive learning platform for future law professionals and knowledgeable citizens
Adaptive Serious Games for Emergency Evacuation Training
The preparation of evacuation plans for public buildings and the related training is mandated by law in many countries. The traditional approaches for providing people with the correct emergency information tend to be based on long, written instructions, posted on doors and walls that are not necessarily read by occupants and on evacuation drills that are costly, rarely performed and focused on specific scenarios. To overcome these limits we propose an engaging approach for evacuation training, targeted towards primary and secondary school students and based on adaptive serious games. The student is immersed in a virtual environment representing his/her school during an emergency with the aim of evacuating and adopting the correct behaviour. Any performed action is evaluated by the system, feedback is provided immediately and also when the game ends. Recovery training material is automatically arranged and provided to the student to explain any errors he/she made and to help reach better subsequent performances. Ontologies have been used to represent emergency skills and to relate them to possible actions within the game environment. Action-based assessment and sequencing techniques have been applied to arrange useful training material
Decoupling assessment and serious games to support guided exploratory learning in smart education
This research proposes an enhanced approach of decoupling assessment and serious games to support fire evacuation training in smart education. The proposed assessment approach employs an evidence-based dynamic assessment and feedback to guide players through school’s building evacuation. Experimentation results show the applicability of the proposed assessment approach in enhancing fire evacuation training using serious games. Moreover, students were engaged to the proposed learning scenarios and their overall fire evacuation assessment were enhanced using the guided exploratory game-based training
Problematiche relative alle connessioni tra piattaforme e bacini: un esempio nell'Appennino centro-settentrionale.
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