scholarly journals Development of Game-Based M-Learning Apps for Preschoolers

2021 ◽  
Vol 11 (5) ◽  
pp. 229
Author(s):  
Dionísia Laranjeiro

Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content recommended in the Curriculum Guidelines for Pre-School Education (CGPE). The project used Design-Based Research (DBR) methodology, which combines scientific research and technological development. It was divided into three phases: preliminary study (literature review, search for existing apps, study of preschool curriculum), development (specifications, scriptwriting, design and programing) and evaluation (tests with users and conclusions). The preliminary study identified the needs to define robust apps. The evaluation with children and educator validated the development and defined improvements in the apps. As a result, we obtained four thematic apps—environment, health, citizenship and professions, composed of a set of games, suitable for autonomous use for children or for educational activities guided by educators in kindergarten. In addition, a website collects children’s play data, which is represented with flowers in a virtual world, to illustrate their participation/collaboration for a better future.

2021 ◽  
Author(s):  
A.I. Lavrentev ◽  
M.G. Ageeva

The Universal Baseball Association, Inc. by R. Coover and Remade by N. Stephenson offer differing views of the evolving concept of “game” in the twentieth and twenty-first centuries. The purpose of the study is to reveal the implications of the game theme in these novels as well as the transformation of the game concept in the twentieth and twenty-first centuries. Coover’s novel analysis in parallel to Kant’s concepts of a man’s ability for reasoning reveals how the imaginary world of the game can become selfsufficient and reduce the creator of the game to no more than one of its participants. Having got out of control the game imposes its own logic on all participants including its creator. It no longer obeys the creators will and the decision center moved to the analogue of Kant’s hypothetical super intelligence phenomenon. Stephenson’s novel offers an example of the gaming reality creation in globalization era. Stephenson’s game presents a dialectical contradiction: it replaces reality but simultaneously serves as a tool for escaping to this reality. Advanced digital technologies create the necessary gaming infrastructure and provide users with the material culture, socio-economic mechanisms for the distribution of online and offline resources, and spiritual culture. This makes the game world as a multidimensional form of reality. The survey has revealed several tendencies of digital technological development such as the set of technological tools available to the designer of the virtual world, the less this game world will differ from authentic reality. In the digital era, the online game becomes a way of active and intensive interaction with the external world rather than an escape from reality. Keywords: game, digital technologies, American literature


2020 ◽  
Vol 2 (11) ◽  
pp. 96-101
Author(s):  
B. А. DEMILKHANOVA ◽  

In the article, from the standpoint of reasons and necessity, the qualitative and quantitative characteristics of the key trends in the development of the stock market in Russia are disclosed. The leading role is assigned to the processes of computerization of the exchange market: the introduction and use of digital technologies that ensure the financial stability of the financial market as a whole, its security and transparency, as well as access of a large circle of investors to banking and financial operations, and the protection of their interests. It has been established that the processes of introducing and using digital technologies, organically built into the mechanism of the functioning of the securities market as a whole, determine the directions of development of such trends as innovations, diversification of stock market instruments, securitization, integration with international stock markets, etc. key trends influenced by the technological development of the stock market, lead to blurring the boundaries between the primary and secondary markets.


Author(s):  
Shrutika Mishra ◽  
A. R. Tripathi

Abstract In today’s world, many digitally enabled start-ups are budding all over the globe because of the fast enhancement in digital technologies. For the establishment of new business, it is necessary to adopt a proper business model which needs to define the way in which the company will provide values and the ways in which the customers can pay for their services. This paper aims to study the various business models being used in today’s marketplace and to provide a better understanding for these business models by having an insight on the attributes.


Author(s):  
Steven Feldstein

This book documents the rise of digital repression—how governments are deploying new technologies to counter dissent, maintain political control, and ensure regime survival. The emergence of varied digital technologies is bringing new dimensions to political repression. At its core, the expanding use of digital repression reflects a fairly simple motivation: states are seeking and finding new ways to control, manipulate, surveil, or disrupt real or perceived threats. This book investigates the goals, motivations, and drivers of digital repression. It presents case studies in Thailand, the Philippines, and Ethiopia, highlighting how governments pursue digital strategies based on a range of factors: ongoing levels of repression, leadership, state capacity, and technological development. But a basic political motive—how to preserve and sustain political incumbency—remains a principal explanation for their use. The international community is already seeing glimpses of what the frontiers of repression look like, such as in China, where authorities have brought together mass surveillance, online censorship, DNA collection, and artificial intelligence to enforce their rule in Xinjiang. Many of these trends are going global. This has major implications for democratic governments and civil society activists around the world. The book also presents innovative ideas and strategies for civil society and opposition movements to respond to the digital autocratic wave.


2021 ◽  
Vol 8 (2) ◽  
pp. 141-160
Author(s):  
Ekaterina Glebova ◽  
Michel Desbordes

The massive uptake of digital technologies has changed the way how fans and the sports service field communicate and interact. In the current paper, we would like to emphasize the role of technology holistically in sport spectators customer experiences (SSCX) as a "game-changer" marketing in sports and the digitalization of SSCX. In this paper, we aim to explore and qualitatively describe by interviewees verbatim how new technologies impact SSCX. It draws on the literature review, combined with the primary data collected on unstructured interviews with international sport management and technology experts (N=10). It brings sports marketing insights followed by examples from industry professionals. Iterative analysis of data combined with literature review let us achieve to outline the crucial points and trends of technological transformations in sports spectacle. We offer an updated perspective on the SSCX through the prism of the impact of digital technologies and reshaping sports consumption culture. To this end, we develop a conceptual model that captures the nature of modern SSCX influenced by digital technologies. Keywords: technological transformation, sports spectacle, customer experience, co-creation, connectivity


Author(s):  
Takefumi Mokudai ◽  
Martin Schröder ◽  
Marvin Müller ◽  
Carsten Schaede ◽  
Hajo Holst ◽  
...  

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