Recently Kinect technology device and its benefit in treatment approach are rapidly growing domain of interestingness for researchers and educators. For years, the games and applications, except their entertaining aspect, have discovered an educational and rehabilitation character. In recent years, gesture-based devices have evolved and attracted the attention of researchers, and thus to Microsoft Kinect Xbox. Already, many institutions worldwide use the Kinect to the learning or rehabilitation process. This paper indicates a review of articles to provide a preliminary reconsideration on Microsoft's Kinect for the Xbox 360. The 16 researches were reviewed in this study are in the filed of education or rehabilitation implemented to users with special needs. The distribution and reviews in the study were research methods, domain of research, learning content, and intended settings of the kinect system. The outcome of this study is the possible uses and limitations of kinect for education and rehabilitation.
Development of a software product needs to be evaluated to ensure that it meets the objective. There are many ways to evaluate a software product. Software are tested for its functionality, usability, completeness and also the acceptance. This study evaluated the usability and acceptance of a multimedia web based education among children. The web based education that was tested for this study is called 'Adikku Sayang.com', a website that teaches children to learn Bahasa Melayu. The website has been developed based on sound theory in teaching and learning, pedagogical and multimedia concept. Hundred children at the age between 4-7 years old from all over Malaysia have been selected to participate in this test. This research involves ethnography field testing that were conducted through observation and interview. The evaluation components that were evaluated are the speed of system's performance, rate of error, user retention of command overtime, user satisfaction, terminology used, screen testing and learning ability and the acceptance towards the website. Data collected from the study are analyzed using SPSS based on its mean. The result showed that the website is accepted by the children as a website that can be used to teach the introduction to learning Bahasa Melayu. The usability test also showed that the website is usable for children in the age group between 4 to 7 years old.
The shift of programming paradigm (PP)s is referred to as the transfer from a prior learnt PP to another new PP. The inability for a programmer to shift to a new PP could cause some potential problems to their programming solutions. In this paper, a preliminary analysis to uncover several research questions and potential problems that impact the shift of PPs was conducted. Since the main programming workforce comes from the institution of higher learning, the institution's current implementation of PP courses will be discussed. In order to get current and professional views on PPs, difficulty of learning a new PP and the importance of PPs in the industry, an online close-ended survey was deployed to a group of experienced computing and computer-related professionals. Since postgraduate (PG) Computer Science (CS) students have substantial experience learning PPs and the CS field in general, several PG CS students were also informally interviewed. The results from the survey, informal interview and cited literature were used to support the development of the research questions. From the survey, many stressed that PPs are essential to understand in order to work in the industry. Also, it has been found from the survey that poor teaching style is the main contributor for the difficulty of learning a new PP.
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