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A review of salient electronic environments and their possible effects on contemporary studentsDiamond, Myrna Elyse. January 1997 (has links)
Thesis (M. Ed.)--Kutztown University of Pennsylvania, 1997. / Source: Masters Abstracts International, Volume: 45-06, page: 2706. Typescript. Abstract precedes thesis as preliminary leaves iii-iv. Includes bibliographical references (leaves 62-63).
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Avaliação automatizada de uma habilidade motora fundamental com o kinectSulino, Rafael Macedo [UNESP] 25 August 2014 (has links) (PDF)
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000841519.pdf: 1647370 bytes, checksum: 94d9fbc8c4f32761bda03a22f939e37f (MD5) / Avaliar o movimento do corpo humano é essencial tanto na pesquisa acadêmica quanto na prática profissional, principalmente no que diz respeito a avaliação de habilidades motoras fundamentais ao longo da infância, a fim de identificar possíveis atrasos e possibilitar intervenção motora adequada. Tecnologias recentemente disponibilizadas no mercado de entretenimento, como o sensor Kinect, apresentam grande potencial para aplicação nas mais diversas áreas, de modo especial no que diz respeito à captura e análise de movimentos corporais possibilitando a aquisição de dados de forma rápida e eficiente, sem utilização de marcadores, e com baixo custo comparado a sistemas de alta precisão disponíveis no mercado. No presente estudo propomos um sistema baseado no Kinect para avaliação automatizada do PFM salto horizontal. O estudo foi realizado em duas etapas, abrangendo a construção, teste e aplicação do sistema. A primeira etapa, de construção do sistema, consistiu na elaboração dos algoritmos necessários para a aquisição, armazenamento, tratamento e análise dos dados, e a segunda etapa consistiu na realização de três estudos experimentais. No primeiro estudo avaliamos o Kinect para aquisição de dados estáticos, comparando-o com o Optotrak, um sistema óptico de alta precisão, que permitiu avaliar a precisão do Kinect no que diz respeito à variação na captura de coordenadas tridimensionais e concordância na medida de ângulos com um sistema de alta precisão de laboratório. Os resultados indicam variação mínima na coleta de dados referentes a pontos fixos durante 50 segundos, e alta correlação nas medidas quando comparado ao Optotrak. No segundo estudo avaliamos o Kinect para aquisição de dados dinâmicos, comparandoo novamente com o Optotrak, em cinco diferentes movimentos articulares, e em três diferentes velocidades de execução. Os resultados indicam que a diferença entre as medidas obtidas... / The assessment of the human body displacement is essential for both, the academic scientific research and the professional practice, especially with regard to the assessment of fundamental movement patterns (FMP) throughout childhood in order to identify possible delays and provide adequate motor intervention. Technologies available recently in the entertainment market, as the Kinect sensor, have great potential for application in several areas, especially with regard the capture and movement analysis, enabling the acquisition of data quickly and efficiently without the use of markers, and at low cost compared to high precision systems available in the Laboratories. In this study we propose a system based on Kinect for automated assessment of the FMP standing long jump. The study was conducted in two stages, including the construction, testing and implementation of the system. The first stage, related to the construction of the system, consisted of the development of algorithms necessary for the acquisition, storage, processing and analysis of data, and the second stage consisted of three experimental studies. In the first study we evaluated the Kinect for static data acquisition, in comparison with the Optotrak, a high precision optical system, with the aim of assessing the accuracy of the device on variation in the capture of three-dimensional coordinates and measure of angles agreement with a high precision laboratory system. The results indicated minimal variation in data acquisition related to fixed points for 50 seconds, and high correlation measures when compared to the Optotrak. In the second study we evaluate the Kinect for dynamic data acquisition, comparing it again with Optotrak in five different joint displacements, and three different speeds. The results indicated that the difference between the measurements obtained from the Kinect compared with the measurements obtained from the Optotrak are within a confidence interval...
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Avaliação automatizada de uma habilidade motora fundamental com o kinect /Sulino, Rafael Macedo. January 2014 (has links)
Orientadora: Cynthia Yukiko Hiraga / Coorientador: Daniel Gustavo Goroso / Banca: Luiz Eduardo Pinto Bastos Tourinho Dantas / Banca: Carlos Norberto Fischer / Resumo: Avaliar o movimento do corpo humano é essencial tanto na pesquisa acadêmica quanto na prática profissional, principalmente no que diz respeito a avaliação de habilidades motoras fundamentais ao longo da infância, a fim de identificar possíveis atrasos e possibilitar intervenção motora adequada. Tecnologias recentemente disponibilizadas no mercado de entretenimento, como o sensor Kinect, apresentam grande potencial para aplicação nas mais diversas áreas, de modo especial no que diz respeito à captura e análise de movimentos corporais possibilitando a aquisição de dados de forma rápida e eficiente, sem utilização de marcadores, e com baixo custo comparado a sistemas de alta precisão disponíveis no mercado. No presente estudo propomos um sistema baseado no Kinect para avaliação automatizada do PFM salto horizontal. O estudo foi realizado em duas etapas, abrangendo a construção, teste e aplicação do sistema. A primeira etapa, de construção do sistema, consistiu na elaboração dos algoritmos necessários para a aquisição, armazenamento, tratamento e análise dos dados, e a segunda etapa consistiu na realização de três estudos experimentais. No primeiro estudo avaliamos o Kinect para aquisição de dados estáticos, comparando-o com o Optotrak, um sistema óptico de alta precisão, que permitiu avaliar a precisão do Kinect no que diz respeito à variação na captura de coordenadas tridimensionais e concordância na medida de ângulos com um sistema de alta precisão de laboratório. Os resultados indicam variação mínima na coleta de dados referentes a pontos fixos durante 50 segundos, e alta correlação nas medidas quando comparado ao Optotrak. No segundo estudo avaliamos o Kinect para aquisição de dados dinâmicos, comparandoo novamente com o Optotrak, em cinco diferentes movimentos articulares, e em três diferentes velocidades de execução. Os resultados indicam que a diferença entre as medidas obtidas... / Abstract: The assessment of the human body displacement is essential for both, the academic scientific research and the professional practice, especially with regard to the assessment of fundamental movement patterns (FMP) throughout childhood in order to identify possible delays and provide adequate motor intervention. Technologies available recently in the entertainment market, as the Kinect sensor, have great potential for application in several areas, especially with regard the capture and movement analysis, enabling the acquisition of data quickly and efficiently without the use of markers, and at low cost compared to high precision systems available in the Laboratories. In this study we propose a system based on Kinect for automated assessment of the FMP standing long jump. The study was conducted in two stages, including the construction, testing and implementation of the system. The first stage, related to the construction of the system, consisted of the development of algorithms necessary for the acquisition, storage, processing and analysis of data, and the second stage consisted of three experimental studies. In the first study we evaluated the Kinect for static data acquisition, in comparison with the Optotrak, a high precision optical system, with the aim of assessing the accuracy of the device on variation in the capture of three-dimensional coordinates and measure of angles agreement with a high precision laboratory system. The results indicated minimal variation in data acquisition related to fixed points for 50 seconds, and high correlation measures when compared to the Optotrak. In the second study we evaluate the Kinect for dynamic data acquisition, comparing it again with Optotrak in five different joint displacements, and three different speeds. The results indicated that the difference between the measurements obtained from the Kinect compared with the measurements obtained from the Optotrak are within a confidence interval... / Mestre
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Computer Games: Psychomotor Sequelae and Personological CovariatesCordes, Dale S. (Dale Sheryl) 08 1900 (has links)
This study investigated the relationship between the degree of involvement with video games of 72 male university students with performance on pilot screening tests of psychomotor abilities, perceptual abilities, and cognitive style, and also with several personological variables, school performance, locus of control, sociability, and social presence. Additionally, the effects of experience with a video game on the learning of perceptual and psychomotor skills was examined for different levels of previous computer game involvement. It was found that those students who began playing at earlier ages and who more recently played the most demonstrated increased psychomotor abilities, and those abilities appeared to be enhanced by video game play. Greater amounts of time per week spent with computer games were found to correlate with increased facility in learning perceptual skills on computerized instrumentation, and with relative underachievement in school. No systematic relationship was found between degree of video game involvement and measures of sociability, social presence, and field dependence-independence. The study concluded that computer games may have effects upon those individuals who play them, but the effects may not be as negative as many people believe.
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Jogos digitais como artefatos pedagógicos : o desenvolvimento de jogos digitais como estratégia educacional / Digital games as pedagogical artefacts : game-making as an educational strategyPaula, Bruno Henrique de, 1987- 26 August 2018 (has links)
Orientador: José Armando Valente / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Artes / Made available in DSpace on 2018-08-26T17:13:59Z (GMT). No. of bitstreams: 1
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Previous issue date: 2015 / Resumo: Nos últimos anos, nota-se um grande aumento do interesse quanto ao uso de jogos digitais na Educação. Esta aproximação se dá especialmente como uma tentativa para modificar o processo educacional, de modo a conectá-lo às tecnologias digitais, tão ubíquas na atualidade. Contudo, não se pode imaginar que a integração entre videogames e Educação seja trivial: é preciso conhecer as especificidades destes artefatos para então poder explorar ao máximo seu potencial educacional. Da mesma forma, esta integração pode ser realizada de diferentes maneiras, das mais tradicionais, utilizando jogos educativos ou comerciais em contextos escolares, ou através de uma nova abordagem, que propõe que os educandos criem seus próprios jogos e, com isso, possam construir conhecimento e desenvolverem habilidades importantes para a vida contemporânea nesse processo. Destaca-se ainda como essa última abordagem é ainda pouco explorada no Brasil. Através deste projeto, pretende-se refletir tanto sobre as características específicas de um jogo digital, bem como sobre as maneiras nas quais a integração entre jogos digitais e Educação podem ser realizadas, suas potencialidades e dificuldades, com especial atenção ao uso pedagógico da criação de jogos digitais. Dessa forma, espera-se produzir referencial teórico que seja capaz de auxiliar educadores interessados no uso de jogos digitais, bem como disseminar, através de uma experiência de aplicação, a abordagem pedagógica que defende a criação de jogos digitais por parte dos educandos. / Abstract: In recent years, there has been a great interest in the use of digital games in Education. This could be analysed as an attempt to modify the educational process, in order to connect it to digital technologies, which are becoming even more pervasive nowadays. However, one cannot imagine this integration between games and education as trivial: the specific features of these artefacts must be understood to explore their educational potential. Likewise, this integration can be accomplished in different ways, from the most traditional ones, like those which propose the use of commercial or educational games in schools, to new ones, such as students producing their own games and, through this production, construct knowledge and develop relevant skills and competences. It is important to remark that there has been little exploration of this latter approach (game production by students) in Brazil. Through this project, I intend to reflect both on the specific characteristics of a digital game, as well as the ways in which the integration between digital games and education can be carried out, their strengths and difficulties, with special attention to the pedagogical use of game-making. By doing so, I expect to produce a theoretical framework that would assist educators interested in using digital games, as well as to disseminate, through an applied experience, the pedagogical approach which advocates for the creation of digital games by students / Mestrado / Artes Visuais / Mestre em Artes Visuais
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Interferência contextual na aprendizagem de jogos de videogame ativo no envelhecimento /Ferreira, Marina. January 2019 (has links)
Orientador: Cynthia Yukiko Hiraga / Banca: José Angelo Barela / Banca: Umberto Cesar Corrêa / Resumo: O presente estudo teve como principal objetivo comparar o efeito do tipo da prática (i.e., aleatória vs. bloco) na aquisição de habilidades e retenção em idosos. A amostra consistiu de 24 (vinte e quatro) participantes, com idades entre 60 e 70 anos, de ambos os sexos. Os participantes foram alocados por sorteio ou no Grupo de Prática em Bloco (GPB) ou no Grupo de Prática Aleatória (GPA). O videogame ativo utilizado foi o Nintendo Wii, incluindo os seguintes jogos: Tênis de mesa, Tiro com Arco e Pinguim. Após três sessões de prática em dias consecutivos, um teste de retenção foi realizado dois dias depois. Testes de tempo de reação (TR) simples e de escolha foram realizados antes e após as sessões de prática. Ainda, a escala de afeto positivo e negativo (PANAS) foi aplicada em cada sessão de prática para examinar o estado emocional dos participantes após praticar os jogos. Os resultados da ANOVA demonstraram que o GPA apresentou desempenhos significativamente superiores ao longo da prática, assim como na retenção para o jogo do Tênis de Mesa em comparação ao GPB. Os resultados do Tiro com Arco e Pinguim apontaram que ambos os grupos melhoraram significativamente seus desempenhos ao longo da prática e mantiveram tais desempenhos na fase de retenção. Os resultados do TR de escolha, mas não do TR simples, diminuíram significativamente após as sessões práticas para ambos os grupos. Os resultados do PANAS mostraram uma diminuição significativa do afeto negativo para ambos os grupo... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The main objective of the present study is to compare the effect of the type of practice (i.e., random vs. block) on the skill acquisition and retention for the elderly. The sample consisted of 24 (twenty-four) participants, aged between 60 and 70 years, of both genders. Participants were randomly allocated into either Block Practice Group (BPG) or Random Practice Group (RPG). The active video game used was the Nintendo Wii, including the following games: Table Tennis, Archery and Penguin. After three practice sessions on consecutive days, a retention test was performed two days later. The simple and choice reaction time (RT) tests were performed before and after the practice sessions. In addition, the positive and negative affect scale (PANAS) was applied in each practice session to examine the emotional state after practicing the games. The ANOVA results for the Table Tennis showed that the RPG showed significant superior performances throughout the practice as well as in the retention in comparison for the BPG. The results of Archery and Penguin games indicated that both groups improved their performances throughout the practice and maintained such performances in the retention phase. The results of the choice RT, but not for the simple RT, decreased significantly after the practice sessions for both groups. The PANAS results showed a significant decrease in the negative effect for both groups, with larger effect for the RPG. Overall, the results suggest a low-level effect... (Complete abstract click electronic access below) / Mestre
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Dangerous Opinions: Perception of Violent Video Games on Jury Decision MakingJacobi, Brock 01 May 2014 (has links)
The purpose of the study was to examine whether a potential juror would give harsher sentences to defendants based only on the manipulation of the defendant's personal hobby. This was investigated by manipulating the hobby through a hypothetical manslaughter scenario in a vignette. Participants were asked to answer questions pertaining to the defendant's guilt and potential sentencing. Results indicate that participants' sex, participants' authoritarianism, and defendant's hobby were significant factors. Significant interactions were found pertaining to whether the defendant should receive counseling across sex by violence and sex by avocation. These results are evidence that the use of jurors in the legal system is flawed and needs to be improved upon. Future research should examine an age distribution closer to the national mean, and the online setting should be replaced with an in person mock jury that will have more realistic group dynamic and higher ecological validity.
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Perceptions of Pre-service Teachers of Using Video Games as Teaching ToolsBensiger, Joy 27 September 2012 (has links)
No description available.
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Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video GameRice, John W., 1967- 12 1900 (has links)
Educational video games have proven a useful tool for educators, offering experiential pedagogy in a variety of fields. Predicting the success of a video game in engaging students and motivating them to work with relevant material is problematic. One approach was attempted through administering the Myers-Briggs Personality Type Indicator to 42 high school students and observing subsequent voluntary performance on a popular mathematics video game throughout one semester. Game dynamics matching certain personality elements of the students generally correlated between learning preferences in the classroom and in the online gaming environment. Students who enjoyed group dynamics in classroom settings likewise indicated enthusiasm for the group dynamics in game play. Those students preferring structured learning environments may prefer less open ended virtual learning gaming environments. Since the game incorporated multiple choice questions and rewarded correct choices made quickly, those students with personality styles in which questions are carefully considered before answering suffered in points scored compared to those used to making fast intuitive choices in exam settings. Additional studies, including those with larger populations and different types of video games, are needed for more definite conclusions.
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Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase IntentionsAlhidari, Abdullah 05 1900 (has links)
When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.
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