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dc.contributor.authorAgasaladinni Reddy, Prabhakara Reddy
dc.description.abstractThis paper describes a CIRCLE-Geocaching extensible system played for the purpose of rehearsal learning. The system operates over a classification tree built by an instructor or a group of students engaged in classification, identification and learning of real world objects. Geocaching involves gathering specimens, naming specimens, recording GPS coordinates, and performing experiments on each specimen. It is assumed that student motivation is increased, as it is an outdoor activity to locate specimens using coordinates, allowing students to learn about features during game play. Implementation of this game draws on the Model, View and Template architecture (MVT). Client software is a series of web-based interfaces to complete each task, and supports formal interaction between instructor and students through faculty and student accounts. Data pertinent to project is stored on CIRCLE server, an NDSU Linux platform. Project Data is served through a series of messages implemented using the JavaScript Object Notation (JSON).en_US
dc.publisherNorth Dakota State Universityen_US
dc.rightsNDSU Policy 190.6.2
dc.titleA Circle-Geocaching Game Based on Classified Specimensen_US
dc.typeMaster's paperen_US
dc.date.accessioned2018-12-21T20:19:54Z
dc.date.available2018-12-21T20:19:54Z
dc.date.issued2018
dc.identifier.urihttps://hdl.handle.net/10365/29126
dc.subject.lcshGeocaching (Game)
dc.subject.lcshInformation retrieval.
dc.subject.lcshEducational technology.
dc.subject.lcshEducation -- Effect of technological innovations on.
dc.rights.urihttps://www.ndsu.edu/fileadmin/policy/190.pdf
ndsu.degreeMaster of Science (MS)en_US
ndsu.collegeEngineeringen_US
ndsu.departmentComputer Scienceen_US
ndsu.programComputer Scienceen_US
ndsu.advisorSlator, Brian


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