Arce, Rhica Ellha R.; Rowell, Destinnie P.; Tecson, Dannah Yzzabella Q. 4 0
Learnopolis: AI-Driven integration of computer vision technologies for developing an engaging game for effective reviewing for grade 1 students / 6 6 Arce, Rhica Ellha R.; Rowell, Destinnie P.; Tecson, Dannah Yzzabella Q. - - - ix, 149 pp. 28 cm. - - - - - . - . - 0 . - . - 0 .
Undergraduate Thesis: (Bachelor of Science in Information Technology) - Pamantasan ng Lungsod ng Maynila, 2024.
5
ABSTRACT: The proposed capstone project endeavors to explore the potential of AI-driven computer vision technologies in redefining the educational reviewing experience for elementary level students. Titled :Learnopolis: AI-Driven Integration of Computer Vision Technologies for Developing an Engaging Game for Effective Reviewing for Grade 1 Students, this research aims to create a mobile game that capitalizes on AI and computer vision's capabilities to provide an interactive and immersive learning platforms. The project will commence with an in-depth literature review to assess the existing state of AI and computer vision applications in education and gaming. The development process will involve designing and implementing a mobile game specifically tailored to the cognitive and developmental needs of elementary level students. The game will integrate AI-driven computer vision algorithms to interpret user interactions, recognize expressions, and gestures to tailor the reviewing process according to individual students preferences and learning styles. To evaluate the effectiveness of the proposed game, a user study will be conducted with elementary level students from various educational institutions. Through this study, the capstone project aims to contribute significant insights into the transformative potential of AI-driven computer vision technologies in educational gaming for elementary level students. The research findings may pave the way for the widespread adoption of interactive and engaging learning platforms, fostering a love for learning and promoting effective content reviewing among young learners.
5
2 = =
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/ 2
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Learnopolis: AI-Driven integration of computer vision technologies for developing an engaging game for effective reviewing for grade 1 students / 6 6 Arce, Rhica Ellha R.; Rowell, Destinnie P.; Tecson, Dannah Yzzabella Q. - - - ix, 149 pp. 28 cm. - - - - - . - . - 0 . - . - 0 .
Undergraduate Thesis: (Bachelor of Science in Information Technology) - Pamantasan ng Lungsod ng Maynila, 2024.
5
ABSTRACT: The proposed capstone project endeavors to explore the potential of AI-driven computer vision technologies in redefining the educational reviewing experience for elementary level students. Titled :Learnopolis: AI-Driven Integration of Computer Vision Technologies for Developing an Engaging Game for Effective Reviewing for Grade 1 Students, this research aims to create a mobile game that capitalizes on AI and computer vision's capabilities to provide an interactive and immersive learning platforms. The project will commence with an in-depth literature review to assess the existing state of AI and computer vision applications in education and gaming. The development process will involve designing and implementing a mobile game specifically tailored to the cognitive and developmental needs of elementary level students. The game will integrate AI-driven computer vision algorithms to interpret user interactions, recognize expressions, and gestures to tailor the reviewing process according to individual students preferences and learning styles. To evaluate the effectiveness of the proposed game, a user study will be conducted with elementary level students from various educational institutions. Through this study, the capstone project aims to contribute significant insights into the transformative potential of AI-driven computer vision technologies in educational gaming for elementary level students. The research findings may pave the way for the widespread adoption of interactive and engaging learning platforms, fostering a love for learning and promoting effective content reviewing among young learners.
5
2 = =
2
2 --0------
6 --0-- 2 --------
0 2 --
--20------
--------20--
--------20--
----2
/ 2
/ 2
/
/