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Educational Leisure on a Mobile Phone Using Quick Play

机译:使用快速播放功能在手机上进行教育休闲

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摘要

Since the first public release of cell phones in 1977, cell phone usage has grown at a rapid pace. The popularity of cell phones has also led to an increased demand for useful wireless and mobile applications. Mobile gaming is one major application area. Although, many mobile games have been developed, the literature implies that there are relatively fewer games that are designed to be educational. Short mobile games are often played when users find themselves seeking a distraction from an otherwise dull situation for example waiting or commuting. A mobile game that promotes learning provides an educative diversion in these spare moments. This may be particularly useful for students who have free periods between classes. This study proposes an educational mobile game based on dynamic data sets. The data used for driving the game can be dynamically communicated between the phone and another device so that users receive regular updates. The content for the educational application is flexible but must also follow certain rules so that the gaming system can read the data, process it and present it to the user. The educational game proposed can easily be applied to other courses as well once certain specifications are followed.
机译:自1977年首次公开发布手机以来,手机的使用量迅速增长。手机的普及也导致对有用的无线和移动应用的需求增加。手机游戏是主要的应用领域。尽管已经开发了许多手机游戏,但文献暗示设计用于教育的游戏相对较少。当用户发现自己在其他沉闷的情况下(例如,等待或通勤)分散注意力时,通常会玩简短的手机游戏。促进学习的手机游戏在这些业余时间提供了教育上的转移。这对于班级之间有空闲时间的学生可能特别有用。这项研究提出了一种基于动态数据集的教育性手机游戏。用来驱动游戏的数据可以在手机和另一台设备之间动态通信,以便用户定期接收更新。教育应用程序的内容是灵活的,但还必须遵循某些规则,以便游戏系统可以读取数据,对其进行处理并将其呈现给用户。一旦遵循某些规范,建议的教育游戏也可以轻松应用于其他课程。

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