New generations of students are highly involved with technology. Therefore, while coming to traditional classrooms, it is required to call for different forms of teaching that are more motivating and engaging for them. One approach to this problem is combining games and education. Gamification could be defined as the use of game design elements in non‐game contexts. The research gap in the literature could be found in requiring more experimental studies assessing if gamification can improve learning outcomes. To this end, this paper further contributes to determining if a gamified social e‐learning platform can improve the learning performance and engagement of MSc students. The developed platform combined submission of activities with points, achievements, leaderboards, and rewards (with a virtual store) and social elements such as friends, forums, Q&A, blogs, and microblogging. Results show that, indeed, social gamification is a suitable technique to improve the learning outcome of students, at least for those skills related to programming, providing more communication skills and producing more engagement and motivation while using the platform.
Abstract:In recent years, smartphones have become the main computing tool for most of the population, making them an ideal tool in many areas. Most of these smartphones are equipped with cutting-edge hardware on their digital cameras, sensors and processors. For this reason, this paper discusses the possibility of using smartphones as an accessible and accurate tool, focusing on the measurement of light, which is an element that has a high impact on human behavior, which promotes conformance and safety, or alters human physiology when it is inappropriate. To carry out this study, three different ways to measure light through smartphones have been checked: the ambient light sensor, the digital camera and an external Bluetooth luxmeter connected with the smartphone. As a result, the accuracy of these methods has been compared to check if they can be used as accurate measurement tools.
Street lighting has a big impact on the energy consumption of Spanish municipalities. To decrease this consumption, the Spanish government has developed two different regulations to improve energy savings and efficiency, and consequently, reduce greenhouse-effect gas emissions. However, after these efforts, they have not obtained the expected results. To improve the effectiveness of these regulations and therefore to optimize energy consumption, a study has been done to analyze the different devices which influence energy consumption with the intention of better understanding their behavior and performance. The devices analyzed were lamps, ballasts, street lamp globes, control systems and dimmable lighting systems. To improve their performance, they have been analyzed from three points of view: changes in technology, use patterns and standards. Thanks to this study, some aspects have been found that could be taken into account if we really wanted to use energy efficiently.
Nowadays, instant messaging applications (apps) are one of the most popular applications for mobile devices with millions of active users. However, mobile devices present hardware and software characteristics and limitations compared with personal computers. Hence, to address the usability issues of mobile apps, a specific methodology must be conducted. This paper shows the findings from a systematic analysis of these applications on iOS mobile platform that was conducted to identify some usability issues in mobile applications for instant messaging. The overall process includes a Keystroke-Level Modeling and a Mobile Heuristic Evaluation. In the same trend, we propose a set of guidelines for improving the usability of these apps. Based on our findings, this analysis will help in the future to create more effective mobile applications for instant messaging.
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