Case Studies of Applications to Encourage Students in Cyber-Physical Environment

0Citations
Citations of this article
3Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

People became to have convenient lives in ICT society using the Internet. However, convenience is not the purpose to live. It is only the method to get something or know something quickly. Especially for learning, students have to overcome many obstacles actively to know and get knowledge. How we make an attractive point to be interested in the object? For active learning, we have researched applications to make some attractive points for students using psychological methods. Also, we had to arrange much information to make a point in cyber-physical environments. This paper explains about 2 kinds of applications. One is an application for inside studying using a Player versus Player (PvP) game. Another is for outdoor studying using Bluetooth Low Energy (BLE) beacon at the national park in Nikko. We developed applications of e-learning not for convenience but to feel beyond the smartphone screen. According to our experiments, such application makes students active to know about the subject.

Cite

CITATION STYLE

APA

Hiramatsu, Y., Ito, A., Kakui, M., Kakui, Y., Ueda, K., & Hayashi, R. (2019). Case Studies of Applications to Encourage Students in Cyber-Physical Environment. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11590 LNCS, pp. 357–369). Springer Verlag. https://doi.org/10.1007/978-3-030-21814-0_27

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free