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The study of digital gamebased learning on motivating Chinese primary students to study mathematicsPeng, Xiaoyue January 2019 (has links)
The research focus of this paper discusses digital game-based learning as a novel learning approach and further emphasises on the empirical study of technologies motivating Chinese primary students to study and learn mathematics at home. Considering that digital game-based learning is still under development, the effects of it is still controversial. The aim of this research is to examine family users of digital game-based learning systems through online research methods. It is interesting to study this area from the family users’ perspective because of the online context. In China, the concept of education in the family environment is one full of challenges. The design of a digital game-based learning (DGBL) system needs to consider and balance both parents and young learners’ needs. In order to have a comprehensive understanding of the benefits and issues of a DGBL system in China, a qualitative study was employed with an interpretive research approach using online data collection methods. After analysing the empirical findings, the results of the study will be produced. They will help to examine whether DGBL is a favourable approach to aiding Chinese primary students to study mathematics and improve their academic performances at school. The outcomes of this study are expected to contribute to informatic research and design of future DGBL systems.
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Civic Education in the Preservice Classroom: A Study of GamingSumners, Sarah Elizabeth 15 December 2012 (has links)
The purpose of the study was to better understand social studies teacher education through preservice professional development that incorporates an online gaming and simulation component. Examination of the impact of online gaming and simulations on the self-efficacy and content knowledge of preservice teachers in the methods course was undertaken. This study employed a mixed methods approach with primacy given to quantitative statistical analyses of data collected pre and post using a content knowledge assessment (AP Government and Politics practice test) and two self-efficacy assessments (SSTEBI-PSSTE and TSES). Results from a repeated measures ANOVA revealed statistically significant differences in preservice social studies teachers content knowledge of civics from pre to posttest administration by gaming status (less than 2 hours and 2 hours or more), testing occasion (pre and posttest), and group by occasion. The gains in content knowledge by participants spending 2 hours or more gaming were greater than the gains for those who spent less than 2 hours gaming. Qualitative analysis revealed themes of content knowledge change, gaming, and active learning in support of quantitative findings. Results from the repeated measures ANOVA on the TSES measure revealed no significant differences by gaming status, testing occasion, or group by occasion from pre to posttest. There was a minimal raw score change from pre to posttest with the participants who played 2 hours or more in iCivics showing slightly less growth in self-efficacy scores on the TSES in comparison to those playing less than 2 hours in iCivics. Results from the repeated measures ANOVA on the SSTEBI-PSSTE measure revealed a statistically significant main effect for testing occasion. Results showed no significant difference by gaming status or for the interaction of group by occasion. Qualitative data collected throughout the research study via interviews and document analysis aided in the explanation of the quantitative results. The present study extends previous research into the use of games to enhance educational experiences. It is clear from this research that the amount of time spent gaming has an effect on participants‘ content knowledge of civics and that online simulations are an effective teaching method.
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Between Freedom and Success : A Study of GamerExperience of Level Design in Open-World Games.Farraj, Trinity Jacob, Ostrowska, Lilith Xylia January 2023 (has links)
Elden Ring, an open world game by From Software has used almost exclusively hiddenguidance systems to guide the players. This study provides insight on players’ experience ofplayer agency and freedom of choice. This is a pilot study into the subject of Elden Ring’ssuccess as an open world game while keeping visual guidance to the minimum. This researchwas conducted with a mixed methodology combining a quantitative survey for backgrounddata qualitative semi-structured interviews for further in-depth analysis. Data has shown thatall participants have experienced some form of player agency in Elden Ring, alongsideexperiencing different hidden guidance systems throughout different parts of the game. Thisstudy can be helpful for game developers and players alike to see how a successful openworld game guided players’ experience without using visual guidance. To conclude, based onthe data, it should be noted that the concept of agency is a construct that is decided by theplayer.
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Digitala lärspel i matematikundervisningen i årskurs 4-6 : En kvalitativ intervjustudie om fem matematiklärares användning och upplevelse av digitala lärspelAndersson, Tina, Kettunen, Ella January 2023 (has links)
No description available.
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Der Angebotsmarkt digitaler Spiele für Jugendliche in Öffentlichen BibliothekenCrönertz, Daniel 04 August 2011 (has links)
In der Diplomarbeit wird der Angebotsmarkt digitaler Spiele des Jahres 2009, im Besonderen für die Altersgruppe der Jugendlichen, strukturiert abgebildet.
Dazu sollen zu Beginn die Begriffsbestimmung für „Jugendliche“ aus juristischer, entwicklungspsychologischer, persönlichkeitspsychologischer und soziologischer Sicht sowie dem Spieleverhalten der Altersgruppe nach der JIM-Studie (Jugend, Information (Multi-) Media) 2009 vorgenommen werden.
Anschließend wird der Angebotsmarkt anhand der Kategorisierung nach Plattformen wie PC, Konsolen und Handhelds und Genres beschrieben. Mithilfe von erfassten Daten der USKDatenbank sind dabei Spiele (bis auf einige Ausnahmen), welche von der USK geprüft wurden, tabellarisch gelistet und werden für statistische Auswertungen genutzt. Anhand dieser Erfassungen wird u.a. belegt, wie hoch der „geeignete“ Anteil an Spielen des Jahres 2009 für Jugendliche Nutzer ist. Ebenso werden die USK-Genres und die Altersfreigabe für die einzelnen Plattformen untersucht und verglichen. Zudem sind Daten zu den beliebtesten und am besten bewerteten Spielen erfasst. Auf den Hauptteil der Arbeit aufbauend, werden unterschiedliche Distributionsformen sowie die mit digitalen Spielen verbundenen Akteure beschrieben, und weitergehende Trends und Prognosen vorgestellt.
Der Basis der vorgestellten Daten zugrundeliegend, sollen im Ergebnis Handlungsempfehlungen für Bibliotheken im Umgang mit digitalen Spielen gegeben, sowie zukünftige Herausforderungen benannt werden.
Zur Unterstützung zielgerichteter Entscheidungen in Bibliotheken sind zusätzlich im Anhang bibliothekarische wie nichtbibliothekarische Informationsmittel, von Einrichtungen und Publikationen über Veranstaltungen bis hin zu Preisen und informativen Seiten im Internet, rund um das Digitale Spiel enthalten.
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THE POTENTIAL OF COOPERATIVE DIGITAL GAMES FOR SLA: AN ANALYSIS OF INTERACTION AND ATTITUDES AMONG JAPANESE LEARNERS OF ENGLISH / SLAにおける協調的デジタル・ゲームの可能性:日本人英語学習者の相互対話と意識・態度に関する分析HOFMEYR, MICHAEL FREDERICK 23 March 2023 (has links)
京都大学 / 新制・課程博士 / 博士(人間・環境学) / 甲第24702号 / 人博第1075号 / 新制||人||251(附属図書館) / 2022||人博||1075(吉田南総合図書館) / 京都大学大学院人間・環境学研究科共生人間学専攻 / (主査)准教授 PETERSON Mark, 准教授 中森 誉之, 教授 勝又 直也, 教授 FIELD Malcolm Henry / 学位規則第4条第1項該当 / Doctor of Human and Environmental Studies / Kyoto University / DGAM
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Exploring the Practices of Digital Game-based Language Learning through Action Research / アクション・リサーチによるデジタルゲームを用いた言語学習の実践の探究Li, Ke 23 March 2023 (has links)
京都大学 / 新制・課程博士 / 博士(人間・環境学) / 甲第24703号 / 人博第1076号 / 新制||人||252(附属図書館) / 2022||人博||1076(吉田南総合図書館) / 京都大学大学院人間・環境学研究科共生人間学専攻 / (主査)准教授 PETERSON Mark, 准教授 中森 誉之, 教授 勝又 直也, 教授 FIELD Malcolm Henry / 学位規則第4条第1項該当 / Doctor of Human and Environmental Studies / Kyoto University / DFAM
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Digital Game-based Learning: A Systematic Review of Barriers and Teachers’ BeliefsPandov, Kristian January 2022 (has links)
The aim of this systematic literature review is to examine the empirical evidence within the field of Digital Game-based Learning (DGBL) concerning teachers’ beliefs and experiences about digital games in relation to the different barriers that prevent them from using them in the classroom. The search yielded a total of 152 results, from which a total of 27 articles were included in the present study. A thematic analysis was used to interpret the data which led to the formation of a variety of codes, sub-themes, and themes. The results go into detail into all of these, detailing different intrinsic and extrinsic barriers, teachers’ positive and negative beliefs in conjunction with the influence of demographic factors as well as education. The discussion is based on the relationships that arose between the themes and sub-themes which is further supplemented by the theories on beliefs and barriers in relation to technology integration which are presented in the background section. The results show that there is a bi-directional relationship between teachers’ beliefs and the barriers they face in the use of digital games in education as compounding barriers lead to or exacerbate negative beliefs while positive beliefs can lead to certain barriers being overcome. Both pre-service education and professional development have proven successful in improving teacher beliefs and confidence, however, the influence of extrinsic barriers results in many teachers believing that the use of digital games is too difficult or impossible in practice. Finally, the influence of demographic factors such as age, gender, and experience are discussed, with the latter being especially influential in terms of teachers’ beliefs.
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An Integrative Review of the Conceptualization and Assessment of the Learner Flow Experience in the Digital Game-Based Learning Environment between 2011 and 2021Stidham, Sharon Flynn 31 March 2022 (has links)
The impact of the learner flow experience (LFE) on learning outcomes has been studied for over four decades in a variety of formal and informal instructional settings, including the digital game-based learning (DGBL) environment. Since 2011, the examination of the LFE and its impact on learning outcomes has expanded to computer science-related disciplines, as well as other research communities. During this expansion, an increase in the number and definitions of terms related to the LFE has occurred. Likewise, the number of assessment tools used to capture evidence of the flow experience in learners playing DGBLs has increased. This integrative review examined 66 peer-reviewed articles published between 2011 and 2021, which reported the results of empirical studies seeking to identify and measure the learner experience of flow during DGBL gameplay. More specifically, this study sought to understand how the LFE and its dimensions were conceptualized and assessed in those articles. To do this, the relevant data was extracted from the articles, and, via iterative processes of analyses, the information related to the conceptualization and assessment of the LFE during DGBL game play was identified, analyzed, and organized.
The study's findings demonstrated that the number of terms used to describe the LFE dimensions increased during the time period studied, and that there is seemingly little consensus with regard to the conceptualization of the terms or their use in the assessment instruments applied. However, this study also revealed that these terms and the methods by which they were assessed may be examined within the theoretical structure defined by Csikszentmihalyi in 1990, in which he codified nine dimensions to explain the flow experience. These dimensions are: (1) balance of skills and challenge; (2) clear goals; (3) swift, unambiguous feedback; (4) merging of action and awareness; (5) concentration on the task at hand; (6) sense of control; (7) distorted sense of time; (8) loss of ego; and (9) autotelic experience. Organizing the research question findings within this structure enabled the identification of themes of and synonyms for the nine flow dimensions with the addition of the construct flow experience.
To encourage future researchers' ability to interpret, compare, and contrast studies of the experience of the LFE during gameplay in the DGBL learning environment, a set of researcher guides was developed following an iterative process of comparisons and analysis across the research questions' findings. These guides present a description of each of the flow dimensions, associated key words and/or key phrases, synonyms for the dimension, and statements or questions used to solicit information from learners regarding their experience of each of the flow dimensions, organized by theorist. The goal for these researcher guides is that they will be used as references for future studies of the impact of flow on learning outcomes for DGBL players through providing a common vocabulary and set of assessment items. They also may help encourage and enhance collaboration between instructional designers and DGBL game designers in creating effective DGBLs that increase learning or user engagement and enjoyment through the fostering of conditions that enable the LFE phenomenon. / Doctor of Philosophy / Many adults recall losing track of time during play as children. Achieving the feeling of being in "the zone" during play or competition was anticipated and relished. As adults, the desire to recapture that state of being blissfully unaware of time, focused only in the moment and free from any concerns frequently drives sales of sporting equipment, leisure activities, and electronically-based games. This experience, called the flow state, can happen when engaging in a wide variety of activities, including learning. Research has shown that if a student reaches the flow state while learning, they learn more and derive greater satisfaction throughout the learning process. This has also been found to be the case for students engaging with digital game-based learning (DGBL) applications.
But how do we know if a DGBL player has entered the flow state? Researchers in the fields of instructional design and game design have asked and sought to answer this very question. This study examined the works of these researchers to understand specifically how the flow state was defined and measured in their studies.
As a result of this study, researcher guides were created to explain how the learner flow experience and its component dimensions are identified and described, as well as to provide questions that could be posed to students to help evaluate if the flow state was achieved during DGBL gameplay. The goal for these guides is that they will be used as references for future studies of the impact of flow on learning outcomes for DGBL players through providing a common vocabulary and set of assessment items. They also may help encourage and enhance collaboration between instructional designers and DGBL game designers to create effective, enjoyable games for learning.
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五歲幼兒在數位小遊戲中的問題解決歷程與策略研究 / Exploring five-year-old children's problem-solving process and strategies while playing digital game陳家綺, Chen, Chia Chi Unknown Date (has links)
科技的進步改變了當代童年的樣貌,孩子語言中的「遊戲」二字不再是過往的傳統遊戲,而是充滿聲光效果的多媒體遊戲。這樣的現象讓許多研究相繼投入探討數位遊戲對兒童造成的影響,然而在這眾聲喧嘩的議題中,關注的對象並不包含學齡前幼兒。因此,本研究站在積極理解的角度,探究學齡前幼兒在數位遊戲中的思維活動,企盼增加對當代童年的瞭解。
本研究目的是探討五歲幼兒在數位小遊戲中的問題解決歷程和策略,因此從臺北市邀請18位五歲的大班幼兒,以兩人一組的方式共同進行遊戲<小羊回家>約20分鐘,並隨後訪談5分鐘關於在遊戲中遇到的問題與策略。研究採集的資料內容包含觀察紀錄、訪談語料、錄音和錄影,並將整理後的資料以質性方式分析和詮釋。
研究發現幼兒的問題表徵受到遊戲畫面複雜程度的影響,但幼兒初始建立的遊戲假設和過關成功沒有絕對關係。而本研究考量到幼兒在遊戲中的動作與想法,重新提出六種問題解決策略:(1)反覆操作來內化按鍵功能、(2)排列組合已知條件、(3)逐步縮短與目標的差距、(4)用相同動作試探發生的可能、(5)錯誤排除、(6)重新表徵遊戲目標」。同時也發現隨著幼兒個性和風格不同,會產生出不同樣貌的問題解決歷程:「在簡單道路上循序漸進」、「賭博般孤注一擲」、「在規則中發散遊走」,最後意外地看見,過關並不是遊戲唯一的目標,在遊戲中獲得不同程度的滿足感也是相當重要的。 / The development and growth of digital games have been changing people’s childhood in the world. Nowadays, most children tend to play digital games instead of traditional ones. Though there are a great number of studies into how digital games affect children’s behavior, few ones on preschool children have been found. Through positive approach, this study, as a result, is aimed at discussing and analyzing the thinking of five-year-old children while they are playing digital games, and is also for future reference about children in digital times.
The purposes of this study are designed to explore five-year-old children’s problem-solving process and strategies during playing digital game. In this study, eighteen young children in Taipei City are selected to play a digital game, “Home sheep home.” They played in pairs about twenty minutes, and then were given an interview about ‘How did you pass the game?’ and ‘what strategies did you use?’ around five minutes. In order to confirm the trustworthiness of the study, the raw data were collected from various sources including observation, conversation, audio and video. Afterwards, those records were reorganized into qualitative information for further data analysis and interpretation
The conclusions of the study are:
1. Young children’s problem representation has nothing to do with accomplishing the game’s mission. Instead, it is affected by the complication of the content on screen.
2. Six problem-solving strategies are re-raised in the study like “Press keyboard repeatedly,” ”Organize all the possibilities” , ”Approach the goal gradually,” ”Repeat the same action to produce a possible result,” ”Avoid the same mistakes,” , ”represent game goal again” .
3. Three problem-solving processes have been concluded into three parts: ”Step-by-step attempt,” ”High-risk attempt” , ”Unfocused attempt “。
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