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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

O salto transmidiático dos super-heróis: HQ - Filme - Game

Costa, Thiago Sanches 30 October 2012 (has links)
Made available in DSpace on 2016-04-29T14:23:15Z (GMT). No. of bitstreams: 1 Thiago Sanches Costa.pdf: 25589665 bytes, checksum: 94ade514b36f694c686d617a089bfd79 (MD5) Previous issue date: 2012-10-30 / This research investigates the existent relations between digital transposition phenomenon and transmedia on a mutual influence context of comic book and game culture and its repercussions on digital storytelling structures. The methodological proposal is to read and deepen the relations between different concepts in search of its understanding process as a digital culture phenomenon, identifying as an historical action previous to transmedia storytelling: the transmediatic jump. For this, it uses superheroes, characters born in comic books at the beginning of the twentieth century, to show this path and the passage from the concept of transformation by the transmediatic jump to the transposition phenomenon and the transmedia object. It also show that the model object has philosophical, psychological, cultural and ontological features that made them leading figures on the modern entertainment industry that only exists on transmedia plurality. The research done is theoretical, as it s a study that looks forward to concept rebuilding and to enhance theoretical fundaments. The utilized method is bibliographic research, using prevailing materials about the theme, such as: Scott McCloud and Will Eisner as the main references about comic books structure and language; Gerard Jones research as the most used source about superheroes and its creators History; Joseph Campbell points the mythological way and Richard Reynolds connect it to superhero, central to comprehend storytelling that flows from a media support to other; and Janet Murray is the perfect complement to understand how this structures works at the digital game environment. This is how the superheroes transmedia jump, comics-movie-game, discussion base is formed / A pesquisa investiga a relação entre os fenômenos digitais da transposição e transmídia no contexto da mútua influência entre a cultura dos HQs e games e suas repercussões nas estruturas narrativas digitais. Metodologicamente propõe a leitura e o aprofundamento das relações entre os conceitos buscando o seu entendimento de processo enquanto fenômeno da cultura digital, identificando- os em uma ação história anterior à narrativa transmídia: o salto transmidiático. Para tanto, utiliza-se do movimento e história dos super-heróis, personagens nascidos nas histórias em quadrinhos (HQs) no início do século XX, para demonstrar este caminho e passagem do conceito de transformação do salto transmidiático para o fenômeno da transposição e o objeto transmídia. Mostra ainda que o objeto modelar (HQs) possui características filosóficas, psicológicas, culturais e ontológicas que os tornaram protagonistas da moderna indústria do entretenimento, a qual não existe senão na pluralidade transmídia. A pesquisa realizada é teórica, pois se trata de um estudo com vistas a reconstruir conceitos, para a melhoria de fundamentos teóricos. O método utilizado é a pesquisa bibliográfica, utilizando os materiais existentes acerca do tema, sendo: Scott McCloud e Will Eisner as principais referências sobre a estrutura e linguagem das HQs; os estudos de Gerard Jones a fonte mais utilizada no tocante à História dos superheróis e de seus criadores; Joseph Campbell indicando o caminho mitológico e Richard Reynolds conectando essa visão aos superheróis, fundamental para compreender as narrativas que seguem de um suporte midiático a outro; com Janet Murray sendo o complemento perfeito para o entendimento do funcionamento dessas estruturas no ambiente do game digital. Forma-se assim a base para a discussão do salto transmidiático dos super-heróis: HQ-Filme-Game
22

POR UMA CARTOGRAFIA ESCOLAR INTERATIVA: JOGO DIGITAL PARA A ALFABETIZAÇÃO CARTOGRÁFICA NO ENSINO FUNDAMENTAL / BY AN CARTOGRAPHY SCHOOL INTERACTIVE: A DIGITAL GAME FOR THE CARTOGRAPHIC LITERACY IN ELEMENTARY SCHOOL

Dambros, Gabriela 09 May 2014 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The Geography school needs to appropriate didactic resources and consonants methodologies with the contemporary, integrating the information technologies and communication to the educational process. This way, this present research has the general objective to contribute to the practice of school cartography via insertion of information technologies and communication. The specific objectives were: (a) to elaborate a digital game to support the teaching and learning of literacy cartographic; (b) to validate the game with the students of sixth graders of elementary school; (c) analyze the educational potential, the limits and possibilities of games embedded in the pedagogical practice of Geography. The research was conducted by means of a qualitative approach, type case study and, for the development of digital game, followed four stages: conception, planning, implementation and evaluation. The research validation was carried out with students of the sixth grade of elementary school of School State Professor Firmino Cardoso Junior, located in the urban area in the municipality of São Pedro do Sul/RS. Of the results, stands out the digital game elaborate which is entitled "Pedrinho e Pedrita knowing the map" and the website created to make it available and direct students and teachers to others sites that may enhance the pedagogical practice. It found that the didactic resource developed, enhances the learning of the basics of cartographic literacy and arouses the interest, motivating students from the interactivity afforded. / A Geografia Escolar necessita apropriar-se de recursos didáticos e metodologias consoantes com a contemporaneidade, integrando as tecnologias de informação e comunicação ao processo educativo. Desta maneira, a presente pesquisa teve como objetivo geral contribuir para a práxis da cartografia escolar via inserção de tecnologias de informação e comunicação. Os objetivos específicos foram: (a) elaborar um jogo digital para apoio ao ensino e aprendizagem da alfabetização cartográfica; (b) validar o jogo com alunos do sexto ano do ensino fundamental; (c) analisar a potencialidade educativa, os limites e as possibilidades dos jogos incorporados na prática pedagógica de Geografia. A pesquisa foi realizada por meio de uma abordagem qualitativa, do tipo estudo de caso e, para o desenvolvimento do jogo digital, seguiram-se quatro etapas: concepção, planificação, implementação e avaliação. A validação da pesquisa foi efetivada com alunos do sexto ano do ensino fundamental da Escola Estadual de Ensino Fundamental Professor Firmino Cardoso Junior, localizada na área urbana do município de São Pedro do Sul/RS. Dos resultados, destaca-se o jogo digital elaborado que se intitula Pedrinho e Pedrita conhecendo o mapa e o site criado para disponibilizá-lo e direcionar os alunos e professores a outros sites que poderão enriquecer a prática pedagógica. Constatou-se que o recurso didático desenvolvido, potencializa a aprendizagem das noções básicas da alfabetização cartográfica e desperta o interesse, motivando os alunos a partir da interatividade proporcionada.
23

Um estudo sobre o uso de avaliações apoiadas pelas tecnologias / A study on the use of assessments supported by technology

Leonardo Anselmo Perez 16 December 2015 (has links)
A avaliação se consolidou historicamente como parte fundamental do processo de ensino e aprendizagem. Por isso deve ser mais do que uma classificação, tendo como função básica informar e orientar os professores e os alunos nas suas decisões. Partindo do princípio de que a interatividade e o envolvimento ativo dos alunos no processo e na avaliação, contribuem para promover o domínio de procedimentos e a compreensão conceitual através da resolução de problemas, do raciocínio e da argumentação, essa pesquisa desenvolveu um estudo sobre avaliação em que se utilizou de tecnologias como jogos digitais, softwares matemáticos e WebQuest, com alunos do 7º ano do Ensino Fundamental de um dos grupos que foi estimulado a ter maior controle e autonomia de suas aprendizagens. Para isso, investigamos uma sequência de ensino sobre ângulos e polígonos elaborada a partir das considerações governamentais oficiais, no que diz respeito ao uso de situações-problema e tecnologia para investigação e avaliação formativa em matemática; e analisamos as contribuições das tecnologias citadas para a avaliação do conceito de ângulo e das principais propriedades relativas a lados e ângulos de polígonos. Trata-se de uma pesquisa quanti-qualitativa que comparou o desempenho e evolução dos alunos do grupo experimental em comparação com um grupo controle, que não foi exposto à metodologia diferenciada de avaliação com apoio de tecnologias, em uma avaliação diagnóstica, num pré-teste e num pós-teste. A média das notas dos dois grupos na avaliação diagnóstica evidenciou que ambos possuíam os pré-requisitos para a aprendizagem de novos conceitos. A análise de variância mostrou que 32,4% da nota no pós-teste é explicada pela nota da avaliação diagnóstica, reforçando a importância dos conhecimentos prévios pra novas aprendizagens. Os resultados indicaram ainda benefícios do feedback e da autorregulação da aprendizagem promovidos pelas avaliações formativas apoiadas pelas tecnologias, principalmente para os alunos com mais dificuldades de aprendizagem. Consideramos que esses resultados podem oferecer subsídios para melhoria da prática avaliativa de professores de matemática. / The assessment is historically consolidated as a fundamental part of the teaching and learning process. Therefore, it should be more than classification, whose basic function is to inform and guide teachers and students in their decisions. Assuming that interactivity and active involvement of students in the process and evaluation help to promote the domain procedures and conceptual understanding through problem solving, reasoning and argumentation, this research has developed a study on evaluation in which technologies were used, such as digital games, software and mathematical WebQuest with students from the 7th grade of elementary school of one of the groups was encouraged to have greater control and autonomy in their learning. For that investigated a sequence of learning about angles and polygons, compiled from the official government considerations with regard to the use of problem situations and technology for research and formative assessment in mathematics; and analyze the contributions to the technologies mentioned evaluation angle concept and key properties for polygon sides and angles. It is a quantitative and qualitative research that compared the performance and progress of students in the experimental group compared to a control group that was not exposed to different methodology of evaluation with assistive technology in a diagnostic assessment, a pre-test and a post-test one. The average grade of the two groups in the diagnostic evaluation showed that both had the prerequisites for learning new concepts. Analysis of variance showed that 32.4% of the grade in the post-test is explained by diagnostic evaluation grade, reinforcing the importance of prior knowledge to new learning. The results indicated further benefits of feedback and learning self-regulation promoted by formative assessments supported by technologies primarily for students with learning disabilities. We believe that these results can provide insight to improve evaluation practices of mathematics teachers.
24

Using Digital Games for Language Development in Lower Grades : A study of English primary teachers’ attitudes to digital games in English language learning

Beshir, Alae Saed January 2022 (has links)
In a digitalized world, learners from the 21st century prefer game-like lessons instead of traditional methods that are preferred by teachers according to previous studies. Creating a fun and engaging environment in the classroom is not an easy task for the teachers. In this study, primary school teachers’ attitudes toward game-based learning are investigated together with the challenges and barriers they encounter when using digital games when teaching English as a second language in a Swedish classroom. A mixed method was used in this study. 30 teachers participated in the online survey and three pre-service teachersfrom public and private primary schools participated in the semi-structured interview in Sweden. The results of this study agree with the findings of previous studies. Teachers are generally very positive to implementing digital games into English language learning and admit the positive effect digital games contribute to the students’ engagement and motivation of learning English. However, due to the challenges teachers encounter with digital games, such as lack of time, knowledge, suitable games, and costs, teachers find it difficult to implement digital game-based learning in their English language teaching.
25

Digitala spel i matematikundervisningen : Elevers och lärares attityder och uppfattningar

Nilsson, Johanna January 2022 (has links)
Digitala spel som komplement i undervisningen har blivit allt vanligare med åren. Inte minst inom matematiken finns det en ansenlig mängd digitala lärspel som syftar till att stärka elevernas kunskapsutveckling och bidra till en lustfylld lärmiljö. Syftet med detta examensarbete var att ta reda på hur elever och lärare uppfattar effekter på lärandet och elevers motivation till ämnet matematik när digitala spel används i matematikundervisningen. För att ta reda på detta intervjuades 20 elever och 2 lärare i en årskurs 2. Därtill sammanställdes enkätsvar från 16 yrkesverksamma lärare som svarat på frågor om hur de upplever lärande genom digitala spel i matematikundervisningen. Intervjuerna transkriberades och sammanfattades, enkätsvaren sammanställdes och tillsammans presenterar dem den data som uppkommit under denna undersökning. Resultaten visade att digitala spel i matematikundervisningen påverkar elevernas motivation för ämnet matematik. Resultaten visar även en ganska svag tillit till digitala spels förmåga att utveckla elevernas kunskapsinlärning inom matematik.
26

To what degree does digital game based learning affect the language acquisition of young EFL learners?

Karlsson, Izabella, Mehmedovic, Irma January 2020 (has links)
In the current study, we synthesize recent research on digital game-based learning and itspotential effect on the speaking and interaction skills of young learners of English as a secondlanguage. Various relevant studies enlisting different methodologies are reviewed todetermine how digital games affect speaking and interaction skills and the role of motivationin the process. A common conclusion from the reviewed results is that digital games motivatelearners to develop their speaking and interaction skills. In addition, the studies reveal thatlearners who play digital games tend to have a higher level of proficiency.
27

Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers

Máthé, Melinda January 2020 (has links)
Interest in the use of digital games in education has been increasing over the past few decades. Advocates argue that digital games are powerful learning tools with the potential to support increased motivational, cognitive, behavioural, affective, physiological and social outcomes. However, empirical evidence for their effectiveness is mixed. Research has focused primarily on measuring the effect of games on learning in researcher-controlled experiments, whilst relatively less attention has been paid to the role of teachers. The thesis addresses the research gap by investigating how teachers in Swedish compulsory and upper secondary schools use digital games on their own initiative and how they develop their competencies. It also considers the challenges they face. Data from in-depth qualitative interviews and a mixed method survey are used to investigate the research questions. Both the data collection and analysis have been informed by activity theory. This is also used to problematise the adaptation of digital games as teaching and learning tools. In addition, the analysis explores teachers´ self-reported activities in relation to their disposition towards digital games. The findings show that a diversity of digital games and gamification tools have found a foothold in Swedish classrooms. The participating teachers are interested in introducing and further developing digital game-based approaches, though there are limitations in their use of gaming resources and the extent to which they can leverage these to achieve educational outcomes. The research identifies and discusses four general categories of teachers: non-game users, sceptics, curious adopters and advanced adopters. Results indicate that the more positive disposition of game-using teachers tends to be related to a higher level of pedagogical integration, a greater variety of game use, and a wider range of educational outcomes, as well as an interest in professional development. Digital game-based learning is often understood as the use of gamification tools in the form of quizzes, whereas complex games and longer gameplay are less typical. Whilst most teachers agree on the motivational benefits of digital games, not as many perceive them as effective in teaching new knowledge and cognitive skills. The introduction of digital games is hampered by the lack of access to relevant and good-quality products, financial resources, preparation time and adequate technology, as well as contextualised and flexible forms of professional development. These challenges hint at deeper issues with preexisting education structures. Future research should have a twofold focus: the development of adequate game resources that can support collaborative forms of learning and higher-level skills, and flexible and contextualised competence-development solutions for teachers which are relevant to their needs. The thesis contributes to the current literature by mapping the landscape of digital game-based learning in Swedish compulsory and upper secondary schools. It provides a nuanced understanding of the perspectives of teachers on digital game use and the opportunities and challenges presented by digital game-based learning.
28

Beyond Pink and Pretty : Unpacking the Integration of 'Girl-Centric' Playstyles into Digital Game Design and Mechanics

Shpak, Daria January 2024 (has links)
This research project employs principles of feminist theory to critically analyze video games, focusing specifically on the dichotomy between "games for boys" and "games for girls." By comparing these digital environments with the gendered play styles observed on playgrounds, this study investigates how entrenched stereotypes from the childhoods of European game designers are reflected in contemporary game design. The research extends previous studies by examining how gender roles are manifested in games.
29

Young Children’s Digital Game Culture in Everyday Life: An Ethnographic Case Study

January 2015 (has links)
abstract: This dissertation examines how young children engage with digital games at home and how parents think and talk about their children's digital gaming. This is an ethnographic case study of the digital game playing of six three-year-old children in six families. This study combines ethnographic methods and critical perspectives to construct analyses that have the potential to rethink young children's digital game play. The focus of this study is on understanding how digital gaming functions in children's everyday lives. This study shows that young children's digital game play takes place in the interstices of their everyday family life. Digital games do not entirely change or displace other practices in early childhood, but they are integrated into existing young children's everyday practices in their family life. Digital games as a source of young children's imagination enrich young children's play rather than substitute for young children's spontaneous non-digital play. Young children and their parents tactically use young children's mobile game play to cope with their modern life. Negotiating over game selections, time, and space between young children and their parents is an everyday practice of families and digital games are a site not only for family power struggles but also of shared activity. Digital games reflect the dominant culture in which they are produced. However, this study shows that young children do not passively receive the messages in the games but rather make sense of the game contents according to their everyday local experiences. Digital games are now a part of everyday practices for both adults and young children, and young children's digital game play reflects contemporary society. / Dissertation/Thesis / Doctoral Dissertation Curriculum and Instruction 2015
30

Are games more than fun? : Motivational aspects on digital games

Jonsson, Sandra January 2009 (has links)
Games are increasingly becoming a powerful and effective tool for training. The use of games as a training tool increase intrinsic motivation which enhances learning. This study concerns why people play and why they continue play. The study consists of two parts; a focus group and a web questionnaire. The results suggest that people prefer playing together with others, and that they play mainly because of entertainment, fellowship and pastime. Results also show that the participants come to an agreement of five different characteristics a game must have in order for the participants to play; a pleasant game feeling  i.e.- effects like sounds, characters and environments, variation in tasks, successively increased difficulty, a exciting story and that the game must be understandable. These findings are important because these are factors that game designers must take into consider when designing training games. After all, entertainment and intrinsic motivation in games is some of the general reasons why people play and why they learn, and therefore, a game only designed for training is doomed to fail.

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