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- Android Based Application: “Chear Bear Puzzle”
- Snehal B. Jagtap1
- , Dr.Bhatambarekar S.S2
- , Mrs. Manisha Patare3
- Department of Computer Science,
- Modern College of Arts, Science and Commerce, Ganeshkhind, Pune-16.
- Savitribai Phule Pune University, Maharashtra, India
- This research paper presents the
- overview of Chear Bear Puzzle (CB Puzzle)
- modification. Now-a-days people have forgotten
- to play puzzles. They have long known that
- puzzles have many benefits for their children.
- Youngsters have lost interest in playing puzzles
- or other games. As today’s generation and kids
- also addicted to smart phones I have created the
- CB Puzzle for them that they can play the
- puzzle game anytime and anywhere.
- Solving a puzzle is like solving a research
- problem. Both require the right cleverness to see
- the problem from the right angle, and then the
- careful execution of that idea until you find a
- solution. (The main difference is that the puzzle
- usually guarantees that the puzzle is solvable.)
- Puzzles also lead to re-search problems which
- form a sort of puzzle: to analyze a family of
- puzzles and their solutions algorithmically.
- Solutions to these puzzles in turn influence
- puzzle design, often leading to interesting
- puzzles that can be appreciated without
- mathematics.
- Experimental Studies of Android APP
- Development for Smart Chess Board System
- By
- Srujan Gopu
- August 2013
- Technology has changed a lot of things around us and the way we play games is one
- of the many. We can now play a lot of games virtually with the help of different gaming
- devices and more recently with the advancement in the technology of mobile apps. Chess
- has always been one of the most interesting games from the pristine ages. It appeals to a
- wide variety of enthusiasts. Undoubtedly, chess was one of the first games to be played
- on the computer with artificial intelligence; it is a very ancient game and can be played
- with minimum requirements online, as it doesn't require any extra sensory devices. It is
- also a well-known fact that playing chess improves intelligence. Although playing chess
- requires two players, it can be played on a computer with the help of artificial
- intelligence.
- With the advancements in technology, chess has been taken to a whole different
- level by making the game more interesting and accessible on devices such as mobile
- phones and tablets. Chess players across the globe can have a quick game by virtually
- sitting across the table with the devices in their hand. Given the choice, however,
- most chess players would pick playing a real game over playing a virtual game. The
- feeling and pleasure are more real when playing face down with the opponent sitting
- across from you. Also, understanding the different patterns of moves which lead to
- eventual win or loss of the game are important if one wants to understand the game in
- depth and master it. Recently, with advancements in technology and increased access to
- social media, many applications have been created for chess games. All these
- applications follow the same genre and they do not possess the capability of displaying
- the leading and losing probabilities effectively. There is no technology currently in place
- which reads the moves from real chess board and maps it on the mobile device.
- The Benefits of Playing Video Games
- Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels
- Radboud University Nijmegen
- Video games are a ubiquitous part of almost all children’s
- and adolescents’ lives, with 97% playing for at least one
- hour per day in the United States. The vast majority of
- research by psychologists on the effects of “gaming” has
- been on its negative impact: the potential harm related to
- violence, addiction, and depression. We recognize the
- value of that research; however, we argue that a more
- balanced perspective is needed, one that considers not only
- the possible negative effects but also the benefits of playing
- these games. Considering these potential benefits is important,
- in part, because the nature of these games has
- changed dramatically in the last decade, becoming increasingly
- complex, diverse, realistic, and social in nature.
- A small but significant body of research has begun to
- emerge, mostly in the last five years, documenting these
- benefits. In this article, we summarize the research on the
- positive effects of playing video games, focusing on four
- main domains: cognitive, motivational, emotional, and social.
- By integrating insights from developmental, positive,
- and social psychology, as well as media psychology, we
- propose some candidate mechanisms by which playing
- video games may foster real-world psychosocial benefits.
- Our aim is to provide strong enough evidence and a theoretical
- rationale to inspire new programs of research on
- the largely unexplored mental health benefits of gaming.
- Finally, we end with a call to intervention researchers and
- practitioners to test the positive uses of video games, and
- we suggest several promising directions for doing so.
- Playing With Fire
- - How do computer games affect the player?
- By Simon Egenfeldt-Nielsen
- and Jonas Heide Smith
- As a medium, the computer game is currently in a period of rapid development. From a
- design point of view, video games are becoming more complex and they are rapidly
- spreading to new platforms such as mobile phones, pocket computers, and websites.
- From a cultural point of view, they are becoming more visible and more difficult to write
- off as merely a youth phenomenon. From an economic point of view, games are
- attracting increasing interest, with the industry showing rapid growth rates and global
- turnover of approximately $17 billion p.a. (ELSPA, 2002).
- This report looks at games from what might be termed the effects perspective - in other
- words, it focuses on the potential negative effects of computer games1
- on the player. The
- question we pose to the extant literature is this: Do computer games have negative
- effects on their players?
- The question of whether a particular medium has negative effect on its users is a
- notoriously difficult one to answer; it has been the subject of a great deal of debate for
- decades. It should be said by way of introduction, then, that as far as computer games
- are concerned, there is no clear and unequivocal answer to that question and in fact, a
- variety of different, often conflicting answers have been proposed. This report
- summarizes the research already conducted on the subject and places it in a theoretical
- context. This is necessary in order to make understandable research results that might
- appear contradictory at first glance.
- When the issue of potential negative effects of computer games is raised in public
- debate, it often happens in relation to the possible connection between violent games
- and aggressive behaviour on the part of the player. For this reason, much of the research
- into the effects of video games has revolved around that particular subject. This report,
- however, will also touch on other aspects of the negative effects of computer games,
- such as anxiety and the deterioration of social relationships.
- This report divides the research into two main areas, which are dealt with separately and
- then summarized.
- The feasibility of computer games in learning theory
- based subjects
- Yuan Gao
- Zhuo Diao
- 2014
- Faculty of Engineering and Sustainable Development
- University of Gävle
- S-801 76 Gävle, Sweden
- Since 1970, over forty years ago, when educational games first came into classroom
- education applications, many argue they work very well and have a place among other
- educational teaching methods, while as others have voiced more critical reservations
- about game-based learning, and are advocating the return to more traditional teaching
- methods. The developments of educational media have promoted the advancement of
- digital education. This situation contributes to the interest of educators and developers.
- Our research question is about whether digital games can be used to assist students in
- learning history and culture of different places, or whether other teaching methods are
- preferred, and we will also discuss how the digital education can become a more
- useful educational tool. In this study, we have created a digital game about Chinese
- currency and its history, and we have also conducted post-production and tests, in
- order to allow users to evaluate our game and give feedback and opinions on it, to
- determine how they like it as a way of learning, and what aspects they like or dislike
- about the game as a way of learning.
- A Study on the Source Translator for Generating the Android Game
- Source from the WIPI Game Source
- YangSun Lee1
- and YunSik Son2*
- 1Dept. of Computer Engineering, Seokyeong University
- 16-1 Jungneung-Dong, Sungbuk-Ku, Seoul 136-704, KOREA
- 2Dept. of Computer Engineering, Dongguk University
- 26 3-Ga Phil-Dong, Jung-Gu, Seoul 100-715, KOREA
- In the mobile market, the appearance of various smart phone platforms such as Android,
- iOS(iPhone), Bada and Window Phone has led to game developers to repeatedly develop
- game contents to suit the different mobile communication companies' platforms in order to
- service mobile game contents. Furthermore, to use each of the game contents developed on
- the existing feature phone platform, they need to be recreated based on the smart phone
- platform. Consequently, large amounts of time and expenses are being used to analyze and
- convert the sources and resources of the mobile game contents for use on the smart phone
- 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
- content available on other platforms [1-8].
- This research aims to solve these problems by inventing a resource translator for the WIPIto-Android
- mobile game contents automatic converter which automatically converts game
- contents from the existing feature phone platform WIPI to the smart phone platform Android.
- The WIPI-to-Android game converter consists of a content analyzer, resource converter,
- source translator, and platform mapping engine. The source translator receives the WIPI
- Java source code produced by the content analyzer and translates it into Android Java
- source code that is semantically equivalent and fulfils the same function on the Android
- platform.
- By automatically converting the existing mobile game con-tents used in the WIPI Java
- feature phone platform to game contents for use in the Android platform, existing game
- contents can be transplanted into a different platform within a short period of time. As a result,
- the reusability will be increased, while the labor, time and costs involved in servicing same
- contents to different mobile communications companies will be saved. A wider range of
- contents provision to users can be expected as well.
- Mobile Applications: Games that Transform Education
- Edward Y. Zhang
- Lorie Loeb
- When Sesame Street first came out in the late 60’s, people didn’t believe that you could
- teach through a non-traditional medium like television. They said that the experience couldn’t
- be tailored well enough; that television was the opposite of education – a mind numbing
- activity made by the people in Hollywood. But, the advantages and possibility that existed in
- what could come of a successful educational television show were too great. The reach was the
- foremost boon – the capacity to suddenly teach children in every household with a television in
- America at the flip of a switch. Ultimately as we know, Sesame Street became a paradigmshifting
- foray that changed education forever; so much so that even today, over 40 years since
- Sesame Street first aired, it’s still one of the most successful and impactful shows ever aired.
- There are many parallels to be drawn from the era of Sesame Street and today. The late
- 60’s and 70’s were a period of tremendous innovation and technological development – and
- many areas of study just couldn’t keep up with developments in the world. Education today is
- much the same as it was in the 60’s and 70’s – stagnant despite leaps and bounds in innovation
- in everything from personal computers to energy. Beyond these advances, however, I believe,
- is the advent of mobile smartphone technology.
- 2
- As elaborated on later, the widespread penetration of smartphones globally offers
- tremendous opportunity and synergy with classical understanding of education. In addition, in
- today’s world we know what addicts people to technology; what makes them check
- smartphones ten times during dinner. In 2011 Angry Birds was the first software application of
- any kind to reach 1 billion downloads. (Heriksen, 2012) Angry Birds reached a billion devices.
- By comparison, the total number of televisions in American homes in 1960 numbered just 52
- million. (Lefky, 2007)
- In light of the current state of education and technology, my thesis revolves around an
- attempt to develop a mainstream, high-graphical-quality mobile game that tries to teach SAT I
- Math using the state-of-the-art knowledge in educational psychology and game theory.
- Introduction to Using Games in Education: A
- Guide for Teachers and Parents
- 8/15/06 (first release); 2/3/07 (references checked; many copy editing changes made)
- Dave Moursund
- Teacher Education, College of Education
- University of Oregon 97403
- Consider the following two statements:
- • Education has many goals. Few people would list “to be fun” as one of the main goals of
- education. Instead, people tend to say “no pain, no gain.”
- • Many games are used as a form of play. Games are for fun.
- Now, think back to your childhood. I’ll bet that you can think of games that you played that
- were fun and made significant contributions to your learning. A personal example that comes to
- mind is the game of Monopoly. I probably spent hundreds of hours playing this game.
- Indeed, as a child I enjoyed playing many different card games, board games that involved
- dice or spinners, and board games such as Checkers, Chess, and Go that do not depend on
- randomness. As a young adult I learned to play Bridge, and in more recent years have learned to
- play a wide variety of computer games.
- Games have contributed significantly to my informal and formal learning. Playing games that
- involved two or more people was an important component of my social development and social
- life. Game playing was such an important part of my childhood that I made sure it was a part of
- my children’s childhoods.
- In recent years, computers have made possible some new types of games. In addition,
- computers have made many older games more accessible.
- As you read this book, I want you to think outside of the box. Suspend some of your
- suspicions and beliefs about educational and other values of games. Open your mind to new
- possibilities. For example, as a child I enjoyed interacting with a small group of people playing
- Monopoly and other board games. Now, there are computer-based games in which tens of
- thousands of people simultaneously play in a combination of cooperative and completive
- 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
- thousand people playing a computer-based game, they are learning to communicate and interact
- in a computer-supported environment. What can education learn from such games?
- Think outside the box! Our children are growing up in a world in which it is common for
- teams of people, with members located throughout the world, to work together on complex
- problems and tasks. You have undoubtedly heard the African proverb, “It takes a whole village
- to raise a child.” Combine this idea with that of global village and you can see that nowadays,
- the whole world is involved in raising and educating our children. Our children need an
- education that prepares them to be effective participants in this global village.
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