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  1. Android Based Application: “Chear Bear Puzzle”
  2. Snehal B. Jagtap1
  3. , Dr.Bhatambarekar S.S2
  4. , Mrs. Manisha Patare3
  5. Department of Computer Science,
  6. Modern College of Arts, Science and Commerce, Ganeshkhind, Pune-16.
  7. Savitribai Phule Pune University, Maharashtra, India
  8.  
  9. This research paper presents the
  10. overview of Chear Bear Puzzle (CB Puzzle)
  11. modification. Now-a-days people have forgotten
  12. to play puzzles. They have long known that
  13. puzzles have many benefits for their children.
  14. Youngsters have lost interest in playing puzzles
  15. or other games. As today’s generation and kids
  16. also addicted to smart phones I have created the
  17. CB Puzzle for them that they can play the
  18. puzzle game anytime and anywhere.
  19. Solving a puzzle is like solving a research
  20. problem. Both require the right cleverness to see
  21. the problem from the right angle, and then the
  22. careful execution of that idea until you find a
  23. solution. (The main difference is that the puzzle
  24. usually guarantees that the puzzle is solvable.)
  25. Puzzles also lead to re-search problems which
  26. form a sort of puzzle: to analyze a family of
  27. puzzles and their solutions algorithmically.
  28. Solutions to these puzzles in turn influence
  29. puzzle design, often leading to interesting
  30. puzzles that can be appreciated without
  31. mathematics.
  32.  
  33.  
  34.  
  35.  
  36. Experimental Studies of Android APP
  37. Development for Smart Chess Board System
  38. By
  39. Srujan Gopu
  40. August 2013
  41.  
  42.  
  43.  
  44. Technology has changed a lot of things around us and the way we play games is one
  45. of the many. We can now play a lot of games virtually with the help of different gaming
  46. devices and more recently with the advancement in the technology of mobile apps. Chess
  47. has always been one of the most interesting games from the pristine ages. It appeals to a
  48. wide variety of enthusiasts. Undoubtedly, chess was one of the first games to be played
  49. on the computer with artificial intelligence; it is a very ancient game and can be played
  50. with minimum requirements online, as it doesn't require any extra sensory devices. It is
  51. also a well-known fact that playing chess improves intelligence. Although playing chess
  52. requires two players, it can be played on a computer with the help of artificial
  53. intelligence.
  54. With the advancements in technology, chess has been taken to a whole different
  55. level by making the game more interesting and accessible on devices such as mobile
  56. phones and tablets. Chess players across the globe can have a quick game by virtually
  57. sitting across the table with the devices in their hand. Given the choice, however,
  58. most chess players would pick playing a real game over playing a virtual game. The
  59. feeling and pleasure are more real when playing face down with the opponent sitting
  60. across from you. Also, understanding the different patterns of moves which lead to
  61. eventual win or loss of the game are important if one wants to understand the game in
  62. depth and master it. Recently, with advancements in technology and increased access to
  63. social media, many applications have been created for chess games. All these
  64. applications follow the same genre and they do not possess the capability of displaying
  65. the leading and losing probabilities effectively. There is no technology currently in place
  66. which reads the moves from real chess board and maps it on the mobile device.
  67.  
  68.  
  69.  
  70. The Benefits of Playing Video Games
  71. Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels
  72. Radboud University Nijmegen
  73.  
  74. Video games are a ubiquitous part of almost all children’s
  75. and adolescents’ lives, with 97% playing for at least one
  76. hour per day in the United States. The vast majority of
  77. research by psychologists on the effects of “gaming” has
  78. been on its negative impact: the potential harm related to
  79. violence, addiction, and depression. We recognize the
  80. value of that research; however, we argue that a more
  81. balanced perspective is needed, one that considers not only
  82. the possible negative effects but also the benefits of playing
  83. these games. Considering these potential benefits is important,
  84. in part, because the nature of these games has
  85. changed dramatically in the last decade, becoming increasingly
  86. complex, diverse, realistic, and social in nature.
  87. A small but significant body of research has begun to
  88. emerge, mostly in the last five years, documenting these
  89. benefits. In this article, we summarize the research on the
  90. positive effects of playing video games, focusing on four
  91. main domains: cognitive, motivational, emotional, and social.
  92. By integrating insights from developmental, positive,
  93. and social psychology, as well as media psychology, we
  94. propose some candidate mechanisms by which playing
  95. video games may foster real-world psychosocial benefits.
  96. Our aim is to provide strong enough evidence and a theoretical
  97. rationale to inspire new programs of research on
  98. the largely unexplored mental health benefits of gaming.
  99. Finally, we end with a call to intervention researchers and
  100. practitioners to test the positive uses of video games, and
  101. we suggest several promising directions for doing so.
  102.  
  103.  
  104.  
  105. Playing With Fire
  106. - How do computer games affect the player?
  107. By Simon Egenfeldt-Nielsen
  108. and Jonas Heide Smith
  109.  
  110.  
  111. As a medium, the computer game is currently in a period of rapid development. From a
  112. design point of view, video games are becoming more complex and they are rapidly
  113. spreading to new platforms such as mobile phones, pocket computers, and websites.
  114. From a cultural point of view, they are becoming more visible and more difficult to write
  115. off as merely a youth phenomenon. From an economic point of view, games are
  116. attracting increasing interest, with the industry showing rapid growth rates and global
  117. turnover of approximately $17 billion p.a. (ELSPA, 2002).
  118. This report looks at games from what might be termed the effects perspective - in other
  119. words, it focuses on the potential negative effects of computer games1
  120. on the player. The
  121. question we pose to the extant literature is this: Do computer games have negative
  122. effects on their players?
  123. The question of whether a particular medium has negative effect on its users is a
  124. notoriously difficult one to answer; it has been the subject of a great deal of debate for
  125. decades. It should be said by way of introduction, then, that as far as computer games
  126. are concerned, there is no clear and unequivocal answer to that question and in fact, a
  127. variety of different, often conflicting answers have been proposed. This report
  128. summarizes the research already conducted on the subject and places it in a theoretical
  129. context. This is necessary in order to make understandable research results that might
  130. appear contradictory at first glance.
  131. When the issue of potential negative effects of computer games is raised in public
  132. debate, it often happens in relation to the possible connection between violent games
  133. and aggressive behaviour on the part of the player. For this reason, much of the research
  134. into the effects of video games has revolved around that particular subject. This report,
  135. however, will also touch on other aspects of the negative effects of computer games,
  136. such as anxiety and the deterioration of social relationships.
  137. This report divides the research into two main areas, which are dealt with separately and
  138. then summarized.
  139.  
  140.  
  141.  
  142.  
  143.  
  144. The feasibility of computer games in learning theory
  145. based subjects
  146. Yuan Gao
  147. Zhuo Diao
  148. 2014
  149.  
  150.  
  151. Faculty of Engineering and Sustainable Development
  152. University of Gävle
  153. S-801 76 Gävle, Sweden
  154.  
  155.  
  156.  
  157. Since 1970, over forty years ago, when educational games first came into classroom
  158. education applications, many argue they work very well and have a place among other
  159. educational teaching methods, while as others have voiced more critical reservations
  160. about game-based learning, and are advocating the return to more traditional teaching
  161. methods. The developments of educational media have promoted the advancement of
  162. digital education. This situation contributes to the interest of educators and developers.
  163. Our research question is about whether digital games can be used to assist students in
  164. learning history and culture of different places, or whether other teaching methods are
  165. preferred, and we will also discuss how the digital education can become a more
  166. useful educational tool. In this study, we have created a digital game about Chinese
  167. currency and its history, and we have also conducted post-production and tests, in
  168. order to allow users to evaluate our game and give feedback and opinions on it, to
  169. determine how they like it as a way of learning, and what aspects they like or dislike
  170. about the game as a way of learning.
  171.  
  172.  
  173.  
  174.  
  175. A Study on the Source Translator for Generating the Android Game
  176. Source from the WIPI Game Source
  177. YangSun Lee1
  178. and YunSik Son2*
  179. 1Dept. of Computer Engineering, Seokyeong University
  180. 16-1 Jungneung-Dong, Sungbuk-Ku, Seoul 136-704, KOREA
  181. 2Dept. of Computer Engineering, Dongguk University
  182. 26 3-Ga Phil-Dong, Jung-Gu, Seoul 100-715, KOREA
  183.  
  184. In the mobile market, the appearance of various smart phone platforms such as Android,
  185. iOS(iPhone), Bada and Window Phone has led to game developers to repeatedly develop
  186. game contents to suit the different mobile communication companies' platforms in order to
  187. service mobile game contents. Furthermore, to use each of the game contents developed on
  188. the existing feature phone platform, they need to be recreated based on the smart phone
  189. platform. Consequently, large amounts of time and expenses are being used to analyze and
  190. convert the sources and resources of the mobile game contents for use on the smart phone
  191. platform. Rather than creating new game content, developers are investing twice the amount of time and money required to develop a game for one platform in making existing game
  192. content available on other platforms [1-8].
  193. This research aims to solve these problems by inventing a resource translator for the WIPIto-Android
  194. mobile game contents automatic converter which automatically converts game
  195. contents from the existing feature phone platform WIPI to the smart phone platform Android.
  196. The WIPI-to-Android game converter consists of a content analyzer, resource converter,
  197. source translator, and platform mapping engine. The source translator receives the WIPI
  198. Java source code produced by the content analyzer and translates it into Android Java
  199. source code that is semantically equivalent and fulfils the same function on the Android
  200. platform.
  201. By automatically converting the existing mobile game con-tents used in the WIPI Java
  202. feature phone platform to game contents for use in the Android platform, existing game
  203. contents can be transplanted into a different platform within a short period of time. As a result,
  204. the reusability will be increased, while the labor, time and costs involved in servicing same
  205. contents to different mobile communications companies will be saved. A wider range of
  206. contents provision to users can be expected as well.
  207.  
  208.  
  209.  
  210.  
  211.  
  212.  
  213. Mobile Applications: Games that Transform Education
  214. Edward Y. Zhang
  215. Lorie Loeb
  216.  
  217.  
  218. When Sesame Street first came out in the late 60’s, people didn’t believe that you could
  219. teach through a non-traditional medium like television. They said that the experience couldn’t
  220. be tailored well enough; that television was the opposite of education – a mind numbing
  221. activity made by the people in Hollywood. But, the advantages and possibility that existed in
  222. what could come of a successful educational television show were too great. The reach was the
  223. foremost boon – the capacity to suddenly teach children in every household with a television in
  224. America at the flip of a switch. Ultimately as we know, Sesame Street became a paradigmshifting
  225. foray that changed education forever; so much so that even today, over 40 years since
  226. Sesame Street first aired, it’s still one of the most successful and impactful shows ever aired.
  227. There are many parallels to be drawn from the era of Sesame Street and today. The late
  228. 60’s and 70’s were a period of tremendous innovation and technological development – and
  229. many areas of study just couldn’t keep up with developments in the world. Education today is
  230. much the same as it was in the 60’s and 70’s – stagnant despite leaps and bounds in innovation
  231. in everything from personal computers to energy. Beyond these advances, however, I believe,
  232. is the advent of mobile smartphone technology.
  233. 2
  234. As elaborated on later, the widespread penetration of smartphones globally offers
  235. tremendous opportunity and synergy with classical understanding of education. In addition, in
  236. today’s world we know what addicts people to technology; what makes them check
  237. smartphones ten times during dinner. In 2011 Angry Birds was the first software application of
  238. any kind to reach 1 billion downloads. (Heriksen, 2012) Angry Birds reached a billion devices.
  239. By comparison, the total number of televisions in American homes in 1960 numbered just 52
  240. million. (Lefky, 2007)
  241. In light of the current state of education and technology, my thesis revolves around an
  242. attempt to develop a mainstream, high-graphical-quality mobile game that tries to teach SAT I
  243. Math using the state-of-the-art knowledge in educational psychology and game theory.
  244.  
  245.  
  246.  
  247.  
  248. Introduction to Using Games in Education: A
  249. Guide for Teachers and Parents
  250. 8/15/06 (first release); 2/3/07 (references checked; many copy editing changes made)
  251. Dave Moursund
  252. Teacher Education, College of Education
  253. University of Oregon 97403
  254.  
  255.  
  256. Consider the following two statements:
  257. • Education has many goals. Few people would list “to be fun” as one of the main goals of
  258. education. Instead, people tend to say “no pain, no gain.”
  259. • Many games are used as a form of play. Games are for fun.
  260. Now, think back to your childhood. I’ll bet that you can think of games that you played that
  261. were fun and made significant contributions to your learning. A personal example that comes to
  262. mind is the game of Monopoly. I probably spent hundreds of hours playing this game.
  263. Indeed, as a child I enjoyed playing many different card games, board games that involved
  264. dice or spinners, and board games such as Checkers, Chess, and Go that do not depend on
  265. randomness. As a young adult I learned to play Bridge, and in more recent years have learned to
  266. play a wide variety of computer games.
  267. Games have contributed significantly to my informal and formal learning. Playing games that
  268. involved two or more people was an important component of my social development and social
  269. life. Game playing was such an important part of my childhood that I made sure it was a part of
  270. my children’s childhoods.
  271. In recent years, computers have made possible some new types of games. In addition,
  272. computers have made many older games more accessible.
  273. As you read this book, I want you to think outside of the box. Suspend some of your
  274. suspicions and beliefs about educational and other values of games. Open your mind to new
  275. possibilities. For example, as a child I enjoyed interacting with a small group of people playing
  276. Monopoly and other board games. Now, there are computer-based games in which tens of
  277. thousands of people simultaneously play in a combination of cooperative and completive
  278. manners. This is made possible by the Internet and by the development of games designed to accommodate huge numbers of simultaneous players. Whether it is just a few people, or a few
  279. thousand people playing a computer-based game, they are learning to communicate and interact
  280. in a computer-supported environment. What can education learn from such games?
  281. Think outside the box! Our children are growing up in a world in which it is common for
  282. teams of people, with members located throughout the world, to work together on complex
  283. problems and tasks. You have undoubtedly heard the African proverb, “It takes a whole village
  284. to raise a child.” Combine this idea with that of global village and you can see that nowadays,
  285. the whole world is involved in raising and educating our children. Our children need an
  286. education that prepares them to be effective participants in this global village.
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