Open Access. Powered by Scholars. Published by Universities.®

Physical Sciences and Mathematics Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 7 of 7

Full-Text Articles in Physical Sciences and Mathematics

Accessibility: Disabilities Treasure Hunt, Devorah Kletenik Jan 2021

Accessibility: Disabilities Treasure Hunt, Devorah Kletenik

Open Educational Resources

This is a treasure hunt game that simulates various disabilities and gives a sense of how frustrating non-accessible content can be for people with disabilities. Suitable for a general audience, no programming experience necessary.

An editable copy is also given, along with ideas about how to make it more accessible.


Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo Jan 2021

Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English language between students from southern Philippines and the National Capital Region, and second, to determine how the LLRR in-game performance, post-test comprehension scores, engagement, and motivation of students differ between the groups. The participants who are grade school students from a province in southern Philippines answered questionnaires about their attitude towards and perception of English, played …


Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm Feb 2020

Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …


Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo Jan 2020

Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo

Education Department Faculty Publications

This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s …


Enabling National Software Development Competitions To Identify And Enhance Student Mentor Capability In Singapore, Chris Boesch, Sandra Boesch Oct 2014

Enabling National Software Development Competitions To Identify And Enhance Student Mentor Capability In Singapore, Chris Boesch, Sandra Boesch

Research Collection School Of Computing and Information Systems

The authors previously developed a system to facilitate the self-directed learning and practicing of software languages in Singapore. One of the goals of this self-directed learning was to enable the creation of student mentors who would be able to assist other students during classroom sessions. Building on this work, the authors extended the platform to support the promotion and coordination of multiple programming competitions including multiple schools systems within Singapore with the goals of identifying, enabling, and mentoring students who might be better prepared to mentor their peers at their school after participating in the country wide competition. This paper …


Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe Apr 2014

Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe

Research Collection School Of Computing and Information Systems

In this paper we discuss the addition of automatic assignment of mentors during inclass lab work to an existing online platform for programing practice. SingPath is an web based tool for users to practice programming in several software languages. The platform started as a tool to provide students with online feedback on solutions to programming problems and expanded over time to support different of blended learning needs for a variety of classes and classroom settings. The SingPath platform supports traditional self-directed learning mechanisms such as badges and completion metrics as well as features for use in classrooms, such as tournaments. …


Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch Oct 2013

Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch

Research Collection School Of Computing and Information Systems

Over the past four years, we have collaborated to develop a set of online games to enable users to practice software languages in a self-directed manner and as part of a class. Recently we introduced a new adaptive difficulty feature that enables players to self-regulate the difficulty of the games they are playing to practice. These new features also provide additional information to further adapt the problem content to better meet the needs of the users.