Simulating context in mobile learning games for testing and debugging

Autor(en): Schimanke, F.
Mertens, R.
Hill, L.
Vornberger, O. 
Stichwörter: Computer debugging; Debugging; E-learning; Game based learning; Learning game; Mobile learning; Scheduling; Software testing, Game-based Learning; Spaced repetition; Supermemo; Supermemo, Program debugging
Erscheinungsdatum: 2017
Herausgeber: Institute of Electrical and Electronics Engineers Inc.
Journal: Proceedings - 2016 IEEE International Symposium on Multimedia, ISM 2016
Startseite: 655
Seitenende: 660
Zusammenfassung: 
Especially software running on mobile devices does increasingly rely on contextual information such as time and location. And whenever a software product is affected by context, this context has to be replicated for testing and debugging. This paper introduces an external context manipulation interface for a previously developed learning item scheduler. The scheduler determines when to present a learning item in a learning game based on previous interaction in order to maximize learning efficiency and is based on psychological models. As inter-presentation-intervals can be in the range of days to months, system testing cannot be conducted in a conventional manner. Hence, virtual time hops can be used to fast forward to any specific point in virtual time which would make the software act like it was system time. The approach has shown to be a valuable debugging and testing aid and can be extended for other contextual information sources. © 2016 IEEE.
Beschreibung: 
Conference of 18th IEEE International Symposium on Multimedia, ISM 2016 ; Conference Date: 11 December 2016 Through 13 December 2016; Conference Code:126064
ISBN: 9781509045709
DOI: 10.1109/ISM.2016.126
Externe URL: https://www.scopus.com/inward/record.uri?eid=2-s2.0-85015147762&doi=10.1109%2fISM.2016.126&partnerID=40&md5=ee217b5c2a07b08da3157aa87a6642d0

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