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Full-Text Articles in Engineering

Gamification Of Speech Therapy With Pronunciation Pal, Parker Zbylut May 2024

Gamification Of Speech Therapy With Pronunciation Pal, Parker Zbylut

Theses/Capstones/Creative Projects

This capstone report examines the theory and implementation behind applying game design principles to educational applications, and explores their implementation in an educational game through the Pronunciation Pal application. The gamification of learning tools aims to increase learners' engagement and attentiveness with a subject by restructuring content using game design principles of challenges, rewards and feedback. Feedback can be delivered via visuals and/or sounds, as well as regular indicators of player progress and accomplishment. In addition, a successful game implementation establishes challenges to facilitate a player's intrinsic desire to continue playing and improving at the skills presented by the game. …


Effective Gamification Within Educational Virtual Reality Environments, Adrian Pilkington Apr 2021

Effective Gamification Within Educational Virtual Reality Environments, Adrian Pilkington

Honors Theses

With the advent and now widespread use of mobile phones and computers in educational settings, exploring effective and new ways of using technology in the classroom is important for educating the next generation of students. Innovative technology, like Virtual Reality, has started being discussed and researched for its potential benefits in educational settings. This paper presents a brief history of VR, game theory, and examines two VR educational games from the University of Nebraska-Lincoln College of Nursing’s (UNMC) Senior Design teams. The two games will be used to replace lecture-style classes and to go out and educate the community. We …


Exploring The Learning Efficacy Of Digital Forensics Concepts And Bagging & Tagging Of Digital Devices In Immersive Virtual Reality, Courtney Hassenfeldt, Jillian Jacques, Ibrahim Baggili Sep 2020

Exploring The Learning Efficacy Of Digital Forensics Concepts And Bagging & Tagging Of Digital Devices In Immersive Virtual Reality, Courtney Hassenfeldt, Jillian Jacques, Ibrahim Baggili

Electrical & Computer Engineering and Computer Science Faculty Publications

This work presents the first account of evaluating learning inside a VR experience created to teach Digital Forensics (DF) concepts, and a hands-on laboratory exercise in Bagging & Tagging a crime scene with digital devices. First, we designed and developed an immersive VR experience which included a lecture and a lab. Next, we tested it with (n = 57) participants in a controlled experiment where they were randomly assigned to a VR group or a physical group. Both groups were subjected to the same lecture and lab, but one was in VR and the other was in the real world. …


Quantifying The Outcomes Of A Virtual Reality (Vr)-Based Gamified Neck Rehabilitation, Shahan Salim Aug 2019

Quantifying The Outcomes Of A Virtual Reality (Vr)-Based Gamified Neck Rehabilitation, Shahan Salim

Electronic Thesis and Dissertation Repository

Neck pain is a major global public health concern and adds a significant financial burden to both the healthcare system as well as people suffering from it. Additionally, it presents measurement and evaluation challenges for clinicians as well as adherence challenges and treatment barriers for the patients. We have developed a virtual reality (VR)-based video game that can be used to capture outcomes that may aid in the assessment and treatment of neck pain. We investigated: (i) performance metrics of overall accuracy, accuracy based on movement difficulty, duration, and total envelope of movement; (ii) stability across sessions; (iii) accuracy across …


Polycommit: Building Better Habits Through Gamification, Elliot Fiske Jun 2018

Polycommit: Building Better Habits Through Gamification, Elliot Fiske

Master's Theses

Computer-assisted learning is older than Turing machines, and constantly evolves as technology improves. While some teachers are resistant to using technology in the classroom, “e-learning” techniques are becoming more common in almost every school, from K-12 to universities. As technology becomes more widespread, it becomes crucial to examine the various methodologies of computer-assisted learning and find the techniques that are most effective.

This paper explores the effectiveness of one such methodology, spaced repetition. This technique applies to homework assignments available to students online. We include an exploration of several existing apps that use this technique, and introduce our own novel …


An Evaluation Of Gamification To Assess Students’ Learning On Their Understanding Of First Year Computer Science Programming Module, Daniel Gebremichael Jan 2016

An Evaluation Of Gamification To Assess Students’ Learning On Their Understanding Of First Year Computer Science Programming Module, Daniel Gebremichael

Dissertations

This research examines the use of gamification to develop an assessment tool, to assess students’ learning of a first year computer science module. The students’ undertaking of the first semester Programming and Algorithms module in 2015 were assessed on their knowledge of the programming language Python. The incorporation of gamification when assessing students can have various potential benefits. The research aims to identify these benefits and issues. Assessments and games have almost opposite effects on opinions on people, as games are usually expected to have an entertainment value but this is not the case for assessments. The research examines if …


A Scaffolded, Metamorphic Ctf For Reverse Engineering, Wu-Chang Feng Aug 2015

A Scaffolded, Metamorphic Ctf For Reverse Engineering, Wu-Chang Feng

Computer Science Faculty Publications and Presentations

Hands-on Capture-the-Flag (CTF) challenges tap into and cultivate the intrinsic motivation within people to solve puzzles, much in the same way Sudoku and crossword puzzles do. While the format has been successful in security competitions, there have been a limited number of attempts to integrate them into a classroom environment. This paper describes MetaCTF, a metamorphic set of CTF challenges for teaching reverse code engineering. MetaCTF is 1) scaffolded in a way that allows students to make incremental progress, 2) integrated with the course material so that students can immediately apply knowledge gained in class, 3) polymorphic and metamorphic so …