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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

Modes and Mechanisms of Game-like Interventions in Intelligent Tutoring Systems

Rai, Dovan 28 April 2016 (has links)
While games can be an innovative and a highly promising approach to education, creating effective educational games is a challenge. It requires effectively integrating educational content with game attributes and aligning cognitive and affective outcomes, which can be in conflict with each other. Intelligent Tutoring Systems (ITS), on the other hand, have proven to be effective learning environments that are conducive to strong learning outcomes. Direct comparisons between tutoring systems and educational games have found digital tutors to be more effective at producing learning gains. However, tutoring systems have had difficulties in maintaining students€™ interest and engagement for long periods of time, which limits their ability to generate learning in the long-term. Given the complementary benefits of games and digital tutors, there has been considerable effort to combine these two fields. This dissertation undertakes and analyzes three different ways of integrating Intelligent Tutoring Systems and digital games. We created three game-like systems with cognition, metacognition and affect as their primary target and mode of intervention. Monkey's Revenge is a game-like math tutor that offers cognitive tutoring in a game-like environment. The Learning Dashboard is a game-like metacognitive support tool for students using Mathspring, an ITS. Mosaic comprises a series of mini-math games that pop-up within Mathspring to enhance students' affect. The methodology consisted of multiple randomized controlled studies ran to evaluate each of these three interventions, attempting to understand their effect on students€™ performance, affect and perception of the intervention and the system that embeds it. Further, we used causal modeling to further explore mechanisms of action, the inter-relationships between student€™s incoming characteristics and predispositions, their mechanisms of interaction with the tutor, and the ultimate learning outcomes and perceptions of the learning experience.
22

Tangram Race Mathematical Game: Combining Wearable Technology and Traditional Games for Enhancing Mathematics Learning

Liu, Yuting 05 December 2014 (has links)
"The public in general and educational communities are aware of the importance of elementary math education in students' lives, as it establishes a cognitive and motivational foundation to reach higher levels of schooling. However, students usually learn passively in traditional instructivist modes, and tend to get bored and disengaged. In contrast, games can be a useful way to assist education and engage students. This thesis reports on a novel game learning environment for mathematics learning, the Tangrams Race, which attempts to inspire students to learn math, by combining traditional outdoor games and wearable technology in the form of Cyber Watches. The Tangrams Race, a physical game designed for elementary school students to play outdoors, is examined and tested in two studies to show that the game-based learning environment and the technology can enhance learning gains and inspire students interest to learn mathematics."
23

A methodology for the design of educational computer adventure games

Moser, Robert B., Computer Science & Engineering, Faculty of Engineering, UNSW January 2000 (has links)
This work undertakes a systematic study of various elements from differing fields which apply to the construction of computer-aided instructional systems. Drawing upon these works, the potential for instruction in computer adventure games is recognised, and previous work in the area analysed with respect to the theoretical findings. Based both on this theory and the germane advice of practicing game designers, a methodology for the design of educational computer adventure games is laid out in detail. The method described is then used to construct a sample game with basic programming skills as the pedagogical content, and this sample game is tested and the results examined. An informed approach to the design of computer-assisted instruction must begin with an understanding of how people acquire and store new information or skills. Cognitive psychology provides a number of conflicting models of the human information processing system, but these differing theories have a common basis which can be exploited in an attempt to make material more accessible. Instructional design describes a methodology for the analysis of pedagogical goals and demonstrates methods of learning support which can and should be incorporated into the new setting. In this field also is a judgement of different media, including computers, and their ability to provide the necessary elements of learning. By understanding the strengths and weaknesses of the medium the limits of what is possible within it can be catered to, and its failings augmented with supplemental materials. Both educational psychology and instructional design indicate benefits to learning from a correctly motivated learner, and the theory of engagement is therefore also scrutinised for elements helpful to the educational designer. The convergence of the knowledge gleaned from these various fields leads to one possible match to the desired criteria for computer-mediated instruction; the computerised fantasy adventure game. This being the case, other work in the field is examined for relevance, and it is found that a detailed methodology for the construction of such games does not exist. Existing material is combined with the aforementioned theoretical work and a survey of what is known about practical game design to create such a framework. It is proposed that through its use the systematic inclusion of educational content in an engaging environment will be facilitated. The hypothesis is examined, and an action research approach found to be called for. As such, the proposed methodology is used to create a sample game, and the process of its design used to inform the proposed methodology. The final form is described in detail, and the process of its application to the sample game elucidated. A prototype of the game is used with a number of test subjects to evaluate the game?s level of success at both engagement and the imparting of content material.
24

A Practitioner Researcher perspective on facilitating an open, infinite, chaordic simulation. Learning to Engage with Theory while Putting Myself Into Practice

January 2003 (has links)
This thesis investigates two intertwined themes. The first concerns the development of a framework for understanding, and making appropriate use of, simulations and games as tools for learning. The second concerns the utilisation of the term PractitionerResearcher to reflect the unity of practice and research activity in creating 'working knowledge' (Symes 2000). These themes are intertwined in the sense that the route I take to understanding simulations and games is through the stance of a PractitionerResearcher. Conversely the thesis aims to draw out what it means to be a PractitionerResearcher through my engagement as a facilitator of simulations and games. I argue that the knowledge I generate as a PractitionerResearcher is utilitarian and pragmatic. Grounded in my practice as an adult educator it utilises theoretical perspectives chosen for immediate relevance rather than because of any claims to 'truth' or permanence. Understanding how this shapes and influences my practice was a complex, difficult process. Using an auto-ethnographic approach, Chapter 1 outlines the development of my 'working knowledge' as a PractitionerResearcher. It draws on selected personal experiences in my work as an adult educator using simulations and games for teaching and learning. While curiosity about historical facts initiated the research reported in Chapter 2, the chapter focuses on uses of historical precedent for generating greater understanding, and acceptance by participants, of simulations and games as teaching/learning strategies. It identifies a range of contributions - from war games, religious games, and children's play - to the structuring of modern educational simulations and games. Chapter 3 explores approaches to classifying simulations and games. Its development brought a gradual realisation of the futility of trying to establish a single definitive categorisation system for all simulations and games. Understanding how they can be arranged in a variety of different relationships provides a better insight into their general features and helps in making decisions about when and how to use specific activities. One outcome of the work for this chapter was the realisation of some simulations as 'open and infinite' in nature, and that XB - simulation of importance in my practice - is such a simulation. Chapter 4 uses concepts developed in the field of chaos theory to illustrate how certain simulations create messy but 'chaordic' (Hock 2002) rather than dis-orderly learning contexts. 'Chaos/chaotic' once meant only dis-order, 'messiness' and unpredictability. Twentieth century scientific discoveries illustrate that order is concealed within 'chaos' producing richly complex patterns when viewed from the right perspective. I argue that 'chaos' concepts can be usefully applied to open and infinite simulations to demonstrate how they are similarly 'chaordic'. XB (for eXperience Based learning) is an open, infinite chaordic simulation, and has been a driving force in my practice for six years. The case study in Chapter 5 introduces the 'world according to XB' and takes the reader 'inside' participants' experiences as the unfolding nature of their learning is revealed in the way they apply theories of organisational behaviour to immediate behaviours. Chapter 6 reflects on my experiences of facilitating XB, via a review of interactions with some past XB participants. The influence of such a learning process on my practice is analysed. The emotional impact of these interactions has brought a better understanding of my own practice, and the chapter considers the concept of 'dispassionate reflexivity' as an aid for the facilitator in such contexts. Chapter 7 examines the evolution and distinctive features of the PractitionerResearcher in more detail. As an educator, a consistent focus of my work has been simultaneously 'to know more' and 'to be able to do better' - and it is the interdependence of these that lies at the heart of what it means to be a PractitionerResearcher. It is my hope that this thesis offers a solution for practitioners wanting to combine 'research' and 'practice' into a practical and scientifically rigorous 'whole'. For such professionals the PractitionerResearcher model offers an integrated approach, combining and validating 'learning in action' and 'learning for action'.
25

Playing at Reality: Exploring the potential of the digital game as a medium for science communication

Aitkin, Alexander Lewis, alex.aitkin@dest.gov.au January 2005 (has links)
Scientific culture is not popular because the essential nature of science – the models and practises that make it up – cannot be communicated via conventional media in a manner that is interesting to the average person. These models and practises might be communicated in an interesting manner using the new medium of the digital game, yet very few digital games based upon scientific simulations have been created and thus the potential of such games to facilitate scientific knowledge construction cannot be studied directly. Scientific simulations have, however, been much used by scientists to facilitate their own knowledge construction, and equally, both simulations and games have been used by science educators to facilitate knowledge construction on the part of their students. The large academic literatures relating to these simulations and games collectively demonstrate that their ability to: re-create reality; model complex systems; be visual and interactive; engage the user in the practise of science; and to engage the user in construction and collaboration, makes them powerful tools for facilitating scientific knowledge construction. Moreover, the large non-academic literature discussing the nature of digital games (which are themselves both simulations and games) demonstrates that their ability to perform the above tasks (i.e. to re-create reality, model complex systems, and so forth) is what makes them enjoyable to play.¶Because the features of scientific and educational simulations and games that facilitate knowledge construction are the very same features that make digital games enjoyable to play, the player of a scientific-simulation-based digital game would be simultaneously gaining enjoyment and acquiring scientific knowledge. If science were widely communicated using digital games, therefore, then it would be possible for there to be a popular scientific culture.
26

First responder weapons of mass destrution thrining using massively multiplayer on-line gaming /

Richardson, Thomas J. January 2004 (has links) (PDF)
Thesis (M.A. in Security Studies (Homeland Security and Defense))--Naval Postgraduate School, June 2004. / Thesis advisor(s): Ted Lewis, Rudy Darken. Includes bibliographical references (p. 105-113). Also available online.
27

Videogames for education and social change : examining representation and learning in serious and persuasive digital-games /

Dahya, Negin. January 2008 (has links)
Thesis (M.Ed.)--York University, 2008. Graduate Programme in Education. / Typescript. Includes bibliographical references (leaves 138-147). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL:http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR45929
28

Educational video game effects upon mathematics achievement and motivation scores an experimental study examining differences between the sexes /

Kappers, Wendi M. January 2009 (has links)
Thesis (Ph.D.)--University of Central Florida, 2009. / Advisers: Atsusi Hirumi, Lea Witta. Includes bibliographical references (p. 211-217).
29

A Practitioner Researcher perspective on facilitating an open, infinite, chaordic simulation. Learning to Engage with Theory while Putting Myself Into Practice

January 2003 (has links)
This thesis investigates two intertwined themes. The first concerns the development of a framework for understanding, and making appropriate use of, simulations and games as tools for learning. The second concerns the utilisation of the term PractitionerResearcher to reflect the unity of practice and research activity in creating 'working knowledge' (Symes 2000). These themes are intertwined in the sense that the route I take to understanding simulations and games is through the stance of a PractitionerResearcher. Conversely the thesis aims to draw out what it means to be a PractitionerResearcher through my engagement as a facilitator of simulations and games. I argue that the knowledge I generate as a PractitionerResearcher is utilitarian and pragmatic. Grounded in my practice as an adult educator it utilises theoretical perspectives chosen for immediate relevance rather than because of any claims to 'truth' or permanence. Understanding how this shapes and influences my practice was a complex, difficult process. Using an auto-ethnographic approach, Chapter 1 outlines the development of my 'working knowledge' as a PractitionerResearcher. It draws on selected personal experiences in my work as an adult educator using simulations and games for teaching and learning. While curiosity about historical facts initiated the research reported in Chapter 2, the chapter focuses on uses of historical precedent for generating greater understanding, and acceptance by participants, of simulations and games as teaching/learning strategies. It identifies a range of contributions - from war games, religious games, and children's play - to the structuring of modern educational simulations and games. Chapter 3 explores approaches to classifying simulations and games. Its development brought a gradual realisation of the futility of trying to establish a single definitive categorisation system for all simulations and games. Understanding how they can be arranged in a variety of different relationships provides a better insight into their general features and helps in making decisions about when and how to use specific activities. One outcome of the work for this chapter was the realisation of some simulations as 'open and infinite' in nature, and that XB - simulation of importance in my practice - is such a simulation. Chapter 4 uses concepts developed in the field of chaos theory to illustrate how certain simulations create messy but 'chaordic' (Hock 2002) rather than dis-orderly learning contexts. 'Chaos/chaotic' once meant only dis-order, 'messiness' and unpredictability. Twentieth century scientific discoveries illustrate that order is concealed within 'chaos' producing richly complex patterns when viewed from the right perspective. I argue that 'chaos' concepts can be usefully applied to open and infinite simulations to demonstrate how they are similarly 'chaordic'. XB (for eXperience Based learning) is an open, infinite chaordic simulation, and has been a driving force in my practice for six years. The case study in Chapter 5 introduces the 'world according to XB' and takes the reader 'inside' participants' experiences as the unfolding nature of their learning is revealed in the way they apply theories of organisational behaviour to immediate behaviours. Chapter 6 reflects on my experiences of facilitating XB, via a review of interactions with some past XB participants. The influence of such a learning process on my practice is analysed. The emotional impact of these interactions has brought a better understanding of my own practice, and the chapter considers the concept of 'dispassionate reflexivity' as an aid for the facilitator in such contexts. Chapter 7 examines the evolution and distinctive features of the PractitionerResearcher in more detail. As an educator, a consistent focus of my work has been simultaneously 'to know more' and 'to be able to do better' - and it is the interdependence of these that lies at the heart of what it means to be a PractitionerResearcher. It is my hope that this thesis offers a solution for practitioners wanting to combine 'research' and 'practice' into a practical and scientifically rigorous 'whole'. For such professionals the PractitionerResearcher model offers an integrated approach, combining and validating 'learning in action' and 'learning for action'.
30

The effectiveness of learning games used by economically disadvantaged parents to increase the reading achievement of their children.

Clegg, Blanche Edwards, January 1971 (has links)
Thesis (Ph. D.)--University of Washington. / Bibliography: l. [67]-73.

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