Evaluation of Game Templates to support Programming Activities in Schools

Bernadette Spieler, Christian Schindler, Wolfgang Slany, Olena Mashkina, María Eugenia Beltrán, Helen Boulton, David Brown

Abstract

 Game creation challenges in schools potentially provide engaging, goal-oriented, and interactive experiences in classes; thereby supporting the transfer of knowledge for learning in a fun and pedagogic manner. A key element of the ongoing European project No One Left Behind (NOLB) is to integrate a game-making teaching framework (GMTF) into the educational app Pocket Code. Pocket Code

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App Creation in Schools for different Curricula Subjects – Lessons Learned

Bernadette Spieler, Christian Schindler, Wolfgang Slany, Olena Mashkina
Graz University of Technology, Austria

Abstract

The next generation of jobs will be characterized by an increased demand for people with computational and problem solving skills. In Austria, computer science topics are underrepresented in school curricula hence teaching time for these topics is limited.

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Improving Pocket Paint Usability via Material Design Compliance and Internationalization & Localization Support on Application Level

AYYAL AWWAD; A.M.; SCHINDLER, C., KUMAR LUHANA, K., ALI, Z., AND SPIELER, B.

Abstract

This paper discusses the implementation of Google’s Material Design guidelines, internationalization, and localization for mobile applications in the case of Pocket Paint, an Android painting application. The intended goal of this redesign is to broaden the user base by improving overall usability and supporting right-to-left written languages

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Pocket Code: A mobile App for Game Jams To Facilitate Classroom Learning through Game Creation

Spieler, A. Petri, C. Schindler, W. Slany, ME. Beltran, H. Boulton,Gaeta, J. Smith

Abstract

Game jams are a way to create games under fast-paced conditions and certain constraints . The increase in game jam events all over the world, their engaging and creative nature, with the

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The Role of Game Jams in developing Informal Learning of Computational Thinking: a cross-European Case Study

Boulton, B. Spieler, A. Petri, C. Schindler, W. Slany, ME. Beltran

Abstract

This paper will present a cross-European experience of game jams as part of a Horizon 2020 funded project: No-one Left Behind (NOLB). The NOLB project was created to unlock inclusive gaming creation

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Game Design with Pocket Code: Providing a Constructionist Environment for Girls in the School Context

Anja Petri, Christian Schindler, Wolfgang Slany, Bernadette Spieler

Abstract

The widespread use of mobile phones is changing how learning takes place in many disciplines and contexts. As a scenario in a constructionist learning environment, students are given powerful tools

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Pocket Game Jams: a Constructionist  Approach at Schools

Anja  Petri, Christian  Schindler, Wolfgang  Slany, Bernadette Spieler, Jonathan Smith

ABSTRACT

The  constructionist  approach is more  interested in constructing  personal experience  than about acquiring information.  It states that  learning is most effective when building  knowledge through  active engagement. Experiential  and discovery  learning by challenges  inspire

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Inclusive Gaming Creation by design Informal Learning Environments: “girly-girls” user group in No One Left Behind

María Eugenia Beltrán, Yolanda Ursa,  Anja Petri, Christian Schindler, Wolfgang Slany,  Bernadette Spieler, Silvia de los Rios, Maria Fernanda Cabrera- Umpierrez, Maria Teresa Arredondo

Abstract

The education sector in Europe is facing one of the toughest challenges on how to attract, motivate and engage students with content from an academic curriculum and at the same time supporting the formal learning process and providing a learning experience that matches the dynamics

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Development of a web-based Application for Digital Findings and Documentation in Physical Therapy Education

Bernadette SPIELER, Harald BURGSTEINER and Karin MESSER-MISAK

Abstract

Findings in physiotherapy have standardized approaches in treatment, but there is also a significant margin of differences in how to implement these standards. Clinical decisions require experience and continuous learning processes to consolidate personal values and opinions and studies suggest that lecturers can influence students positively. Recently, the study course of Physiotherapy at the University of Applied Science in Graz has offered a paper based finding document. This document supported decisions through the adaption of the clinical reasoning process. The document was the starting point for our learning application called “EasyAssess”, a Java based web-application for a digital findings documentation. A central point of our work was to ensure efficiency, effectiveness and usability of the web-application through usability tests utilized by both students and lecturers. Results show that our application fulfills the previously defined requirements and can be efficiently used in daily routine largely because of its simple user interface and its modest design. Due to the close cooperation with the study course Physiotherapy, the application has incorporated the various needs of the target audiences and confirmed the usefulness of our application.

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