Mobile education application for primary school kids is a basic aim of our project is to provide.
We focus on attracting children’s attention together with presenting a useful
application by utilizing gamification method. To provide these aims, the
syllabus of the lessons will be gained and by In addition to these, gamification elements:
the desire of winning and motivation will be used as the facts for encouraging
the children. So, we will present a project about e-education that will be a
basic example about gamification in
education that will be used over smart phones.
Initially, the interfaces are designed with droidDraw which is a
graphical user interface (GUI) editor on Android platform for cell phones and
tablet application programming. Later, most of
these interfaces will be designed
over eclipse. Then, according to his/her choosen grade, his/her related lessons
are listed on the interface as presented. Afterwards, the student selects
his/her lesson and the topic. And he/she
starts to learn its course with presented headlines and examples. Today, many
of the students spent most of their time while travelling from their home to
their schools. To be able to utilize
their lost time which is spent during the travel between home and school, this
project will provide a good solution.
Because many students have smartphones and they can easily use the project.
providing easy to use user
interfaces to the students these collected data will be used in our project.
In a game, many feelings may be felt and perceived from
sadness to happiness. Feelings of
amusement and fun are important and gained enjoyment with pleasure feelings at
the end of the winning process, strengthen the request of keeping on the game.
Besides, the progressions present
players their improvements. For players, it’s very important and meaningful to
gain improvements and progress, instead of doing the same things over and over.
With
relationships in the game, the players’ interaction with their friends and
competitors will be increased. Also, the players will see and notice his/her
knowledge level between his/her friends. Only with the help of these dynamics,
the children will be motivated for learning their own lessons and many more
informations. They will improve themselves with a more funny way. At e-education
environments, there is not a direct connection or communication in between the
students and teachers, so there is not an environment that provide the teacher
to transmit his/her feelings and emotions to his/her students. There is a lack
of emotion at the e-education environment. Gamification can be used in
education applications because it’s basic aim is to make the education period
more interesting. To satisfy this absence of emotional environment and to
motivate the students, the gamification method is very useful.
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