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Publikační činnost
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Typ záznamu:
stať ve sborníku (D)
Domácí pracoviště:
Katedra informačních a komunikačních technologií (45080)
Název:
Sensors embedded in mobile devices, gamification and interfacing of sensors and their use in STEM education
Citace
Kočková, P., Boháčková, P., Klubal, L. a Kostolányová, K. Sensors embedded in mobile devices, gamification and interfacing of sensors and their use in STEM education.
In:
3rd International Conference on Science and Technology Education 2022 (STE 2022): STE2022 3RD INTERNATIONAL CONFERENCE ON SCIENCE AND TECHNOLOGY EDUCATION 2022-10-06 Porto - Portugal.
Porto - Portugal: Quântica Editora, Lda, 2022. s. 49-50. ISBN 978-989-910-14-87.
Podnázev
Rok vydání:
2022
Obor:
Pedagogika a školství
Počet stran:
2
Strana od:
49
Strana do:
50
Forma vydání:
Elektronická verze
Kód ISBN:
978-989-910-14-87
Kód ISSN:
Název sborníku:
STE2022 3RD INTERNATIONAL CONFERENCE ON SCIENCE AND TECHNOLOGY EDUCATION
Sborník:
Mezinárodní
Název nakladatele:
Quântica Editora, Lda
Místo vydání:
Porto - Portugal
Stát vydání:
Sborník vydaný v zahraničí
Název konference:
3rd International Conference on Science and Technology Education 2022 (STE 2022)
Místo konání konference:
Porto - Portugal
Datum zahájení konference:
Typ akce podle státní
příslušnosti účastníků akce:
Celosvětová akce
Kód UT WoS:
EID:
Klíčová slova anglicky:
sensors, mobile devices, gamification, STEM, education
Popis v původním jazyce:
In this paper, we focus on motion sensors such as accelerometers, gyroscopes, gravity sensors and rotation vector sensors. These sensors are very often used as controls in game applications. Thus, they can effectively help to understand basic physics concepts and phenomena. We have analyzed specific activities in game applications that have a real-world antecedent and describe the meaning and function of the sensors used. Then we described these activities at the level of the school curriculum, especially in terms of concepts and definitions, using language appropriate to the age of the students. In particular, we consider motion control (change of direction, stopping, deceleration, acceleration, change of position, tilt) as game elements in our work. In this context, it will be mainly games based on the control of characters or objects and movement in different environments (city, nature, water, etc.).Real situations are defined here as e.g. movement of a vehicle on different types of surfaces, movement of a character in different environments (water, land, space), control of different tools by remote control, etc. We will link real-world situations to the school STEM curriculum, especially physics education. It will mainly be about concepts such as motion and motionlessness of a body, velocity and acceleration, friction and its types, density, gravity.
Popis v anglickém jazyce:
Seznam ohlasů
Ohlas
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