This project involves the research, design, development and evaluation of a novel intelligent social game design learning platform, that has been named ‘Gamewiz’. This platform enables users to create, share and play games created with an NTU developed Game Editor on the web. ‘Gamewiz’ is targeted at primary school students and leverages game design to teach computational thinking and design thinking via social learning. The novel intelligent ‘Gamewiz’ platform was designed with a 3-tier architecture and developed utilising HTML, Less, CSS, JavaScript, jQuery, PHP, MySQL, AJAX and Apache. ‘Gamewiz’ places an emphasis on the core principles of human computer interaction. ‘Gamewiz’ was further enhanced with the incorporation of Sentiment Anal...
In the thesis, I designed and created an online collection of social games, and dealt with the topic...
Most young people (at least in countries were social communication technologies are established from...
International audienceMost young people (at least in countries were social communication technologie...
This project involves the research, design, development and evaluation of a novel intelligent social...
Game-based learning is to present the instruction by games in learning, with the main purpose of tri...
The purpose of this study is to create a digital educational game that promotes algorithmic thinking...
Video games, generally thought of as a playful pastime, can also be used as educational tools to bri...
With the rapid advancement of technology in the last decade, we are surrounded by devices of all sha...
A well-discussed problem is how to attract a new public to computer programming, and especially how ...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
Computer science and software engineering education are limited to formal courses that are being tau...
Games as educational tools are slowly gaining popularity in society. Gamification of human behavior ...
Computational Thinking is an increasingly important problem solving tool in a variety of fields beca...
Game Jam employed a participatory design approach to identify opportunities for an interactive game-...
Children today, are exposed to video games from an early age in the form of tablets, smart phones an...
In the thesis, I designed and created an online collection of social games, and dealt with the topic...
Most young people (at least in countries were social communication technologies are established from...
International audienceMost young people (at least in countries were social communication technologie...
This project involves the research, design, development and evaluation of a novel intelligent social...
Game-based learning is to present the instruction by games in learning, with the main purpose of tri...
The purpose of this study is to create a digital educational game that promotes algorithmic thinking...
Video games, generally thought of as a playful pastime, can also be used as educational tools to bri...
With the rapid advancement of technology in the last decade, we are surrounded by devices of all sha...
A well-discussed problem is how to attract a new public to computer programming, and especially how ...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
Computer science and software engineering education are limited to formal courses that are being tau...
Games as educational tools are slowly gaining popularity in society. Gamification of human behavior ...
Computational Thinking is an increasingly important problem solving tool in a variety of fields beca...
Game Jam employed a participatory design approach to identify opportunities for an interactive game-...
Children today, are exposed to video games from an early age in the form of tablets, smart phones an...
In the thesis, I designed and created an online collection of social games, and dealt with the topic...
Most young people (at least in countries were social communication technologies are established from...
International audienceMost young people (at least in countries were social communication technologie...