Spelling suggestions: "subject:"4digital game"" "subject:"deigital game""
61 |
Integration of Game-Based Learning into a Social Studies Curriculum Model to Improve Student Performance in the Ohio Social Studies StandardsFindling, John C. 19 September 2008 (has links)
No description available.
|
62 |
Design and Development of a Digital Game-Based Learning Module on TransportationCress, Bradley D. 31 July 2009 (has links)
No description available.
|
63 |
Development of a Digital Game-Based Learning Best Practices ChecklistShearer, James D. 27 June 2011 (has links)
No description available.
|
64 |
Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication CourseHamm, Breanna H. 23 June 2011 (has links)
No description available.
|
65 |
Lifesigns: Successful Storytelling in Open-World GamesPerkins, Kyle Eric 03 December 2010 (has links)
No description available.
|
66 |
Puzzles combined with horror in digital gamesPersson, Jens Alexander January 2013 (has links)
Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och sammadigitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslensom presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokuspå är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spelkategoriserats som 'Survival-Horror'-spel.Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pusseloch skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrolleraom hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementeradesi ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv åomg ångar f ör att analysera resultatet mellan de tv å omg ångarna.
|
67 |
Digital Educational Games: Methodologies for Development and Software QualityAslan, Serdar 02 November 2016 (has links)
Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such a complex multidisciplinary development project require unifying methodologies for development and software quality evaluation and should not be performed in an ad hoc manner. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY).
GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. The life cycle describes a framework for organization of the phases, processes, work products, quality assurance activities, and project management activities required to develop, use, maintain, and evolve a digital educational game from birth to retirement. GAMED provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle.
IDEALLY provides a hierarchy of 111 indicators consisting of 21 branch and 90 leaf indicators in the form of an acyclic graph for the measurement and evaluation of digital educational game software quality.
We developed the GAMED and IDEALLY methodologies based on the experiences and knowledge we have gained in creating and publishing four digital educational games that run on the iOS (iPad, iPhone, and iPod touch) mobile devices: CandyFactory, CandySpan, CandyDepot, and CandyBot. The two methodologies provide a quality-centered structured approach for development of digital educational games and are essential for accomplishing demanding goals of game-based learning.
Moreover, classifications provided in the literature are inadequate for the game designers, engineers and practitioners. To that end, we present a taxonomy of games that focuses on the characterization of games. / Ph. D. / The game development consists of a set of complex processes requiring knowledge in many disciplines such as digital graphic design, education, gaming, instructional design, modeling and simulation, psychology, software engineering, visual arts, and the learning subject area. Planning and managing such projects require unifying methodologies for development and software quality evaluation. This dissertation presents such methodologies named: GAMED (diGital educAtional gaMe dEvelopment methoDology) and IDEALLY (dIgital eDucational gamE softwAre quaLity evaLuation methodologY).
GAMED consists of a body of methods, rules, and postulates and is embedded within a digital educational game life cycle. It provides a modular structured approach for overcoming the development complexity and guides the developers throughout the entire life cycle.
IDEALLY provides a hierarchy of 111 indicators consisting of 21 branches and 90 leaf indicators in the form of a graph, in which there is no cycle or closed path, for the measurement and evaluation of digital educational game software quality.
Moreover, classifications provided in the literature are poorly defined for the game designers, engineers, and practitioners. To that end, we present a taxonomy of games that focuses on the characterization of games.
|
68 |
Étude de cas sur la dynamique motivationnelle d’élèves à risque du 3e cycle du primaire et de l’influence du jeu éducatif numérique en mathématiques sur celle-ciCusson, Valérie 11 1900 (has links)
Le phénomène du décrochage scolaire est encore très présent dans notre société,
particulièrement chez les garçons. Notre mémoire s’intéresse à la question et vise à mieux comprendre la dynamique motivationnelle d’un échantillon (N=11) d’élèves masculins
considéré comme étant « à risque » de décrochage au 3e cycle d’une école primaire de
Montréal. De plus, notre expérimentation vise spécifiquement à décrire l’influence de
l’utilisation d’une activité pédagogique dite « motivante » : le jeu éducatif numérique
« Math en Jeu » sur la dynamique motivationnelle à apprendre en mathématiques. Il
s’agit d’une étude de cas avec une approche mixte de collecte de données.
Nos résultats révèlent quatre profils de dynamique motivationnelle chez les élèves
de notre échantillon : 1) les élèves en difficulté en mathématiques, 2) les élèves
démotivés et 3) les élèves démotivés et en difficulté en mathématiques, puis, 4) des cas
plus complexes. Notre analyse montre que « Math en Jeu » suscite un grand intérêt chez
tous les élèves de notre échantillon. L’influence du jeu sur la dynamique motivationnelle
semble toutefois mieux convenir aux élèves avec des dynamiques motivationnelles de
type « démotivé » ou « démotivé et en difficulté en mathématiques » et dans une certaine
mesure, certains élèves catégorisés comme étant des « cas complexes ». Nos résultats
indiquent que le jeu pourrait notamment avoir une certaine influence sur le sentiment de
compétence à réussir de l’élève. Toutefois, pour être en mesure de mieux décrire et
analyser ces influences, il serait préférable de mener des recherches sur une plus longue
durée, dans un contexte naturel de classe et sur un échantillon d’élèves plus grand. / The phenomena of school dropouts remains an area of grave concern in North
American society, and one that is particularly present among boys. Our research aims to better understand the motivational dynamics of elementary school boys considered “atrisk”
(Student Subjects = 11). Our research, both theoretical and practical, analyses the
influence of an educational video game called "Math-a-Maze" on the motivational
dynamics of boys at-risk, when learning mathematics. This is a case study with a mixed
approach to data collection.
Our sample of students represents four types of motivational dynamics : 1)
Students that struggle in mathematics, 2) Students that are disengaged, 3) Students that
are disengaged and that struggle in mathematics, and, 4) More complex cases. Our
analysis revealed that “Math-a-Maze” generated great interest and enthusiasm among all
students in our sample. The influence of this learning tool on the motivational dynamics
of our subjects was more pronounced for students displaying motivational dynamics 2
and 3, "disengaged" or “disengaged and struggling in math” and some students of more
complex cases. For example, our results indicate that this educational game could have a
positive influence on the student’s sense of competency, and thus, their self-confidence in
the subject. In order to more thoroughly explore the possible influences of this teaching
method however, more in-depth research is suggested, over a longer period of time, in a
natural classroom environment and with a larger sample of students at-risk.
|
69 |
Étude de cas sur la dynamique motivationnelle d’élèves à risque du 3e cycle du primaire et de l’influence du jeu éducatif numérique en mathématiques sur celle-ciCusson, Valerie 11 1900 (has links)
Le phénomène du décrochage scolaire est encore très présent dans notre société,
particulièrement chez les garçons. Notre mémoire s’intéresse à la question et vise à mieux comprendre la dynamique motivationnelle d’un échantillon (N=11) d’élèves masculins
considéré comme étant « à risque » de décrochage au 3e cycle d’une école primaire de
Montréal. De plus, notre expérimentation vise spécifiquement à décrire l’influence de
l’utilisation d’une activité pédagogique dite « motivante » : le jeu éducatif numérique
« Math en Jeu » sur la dynamique motivationnelle à apprendre en mathématiques. Il
s’agit d’une étude de cas avec une approche mixte de collecte de données.
Nos résultats révèlent quatre profils de dynamique motivationnelle chez les élèves
de notre échantillon : 1) les élèves en difficulté en mathématiques, 2) les élèves
démotivés et 3) les élèves démotivés et en difficulté en mathématiques, puis, 4) des cas
plus complexes. Notre analyse montre que « Math en Jeu » suscite un grand intérêt chez
tous les élèves de notre échantillon. L’influence du jeu sur la dynamique motivationnelle
semble toutefois mieux convenir aux élèves avec des dynamiques motivationnelles de
type « démotivé » ou « démotivé et en difficulté en mathématiques » et dans une certaine
mesure, certains élèves catégorisés comme étant des « cas complexes ». Nos résultats
indiquent que le jeu pourrait notamment avoir une certaine influence sur le sentiment de
compétence à réussir de l’élève. Toutefois, pour être en mesure de mieux décrire et
analyser ces influences, il serait préférable de mener des recherches sur une plus longue
durée, dans un contexte naturel de classe et sur un échantillon d’élèves plus grand. / The phenomena of school dropouts remains an area of grave concern in North
American society, and one that is particularly present among boys. Our research aims to better understand the motivational dynamics of elementary school boys considered “atrisk”
(Student Subjects = 11). Our research, both theoretical and practical, analyses the
influence of an educational video game called "Math-a-Maze" on the motivational
dynamics of boys at-risk, when learning mathematics. This is a case study with a mixed
approach to data collection.
Our sample of students represents four types of motivational dynamics : 1)
Students that struggle in mathematics, 2) Students that are disengaged, 3) Students that
are disengaged and that struggle in mathematics, and, 4) More complex cases. Our
analysis revealed that “Math-a-Maze” generated great interest and enthusiasm among all
students in our sample. The influence of this learning tool on the motivational dynamics
of our subjects was more pronounced for students displaying motivational dynamics 2
and 3, "disengaged" or “disengaged and struggling in math” and some students of more
complex cases. For example, our results indicate that this educational game could have a
positive influence on the student’s sense of competency, and thus, their self-confidence in
the subject. In order to more thoroughly explore the possible influences of this teaching
method however, more in-depth research is suggested, over a longer period of time, in a
natural classroom environment and with a larger sample of students at-risk.
|
70 |
Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library InstructionRobertson, Michael James 08 1900 (has links)
Digital games and simulations are receiving considerable notice within the Library and Information Science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions. In this mixed methods study, over 300 undergraduates were surveyed about their technology preferences, including digital gaming, for delivery of two forms of academic library instruction. The two forms of library instruction were (a) providing users with spatial information on physical library layout, and (b) educating users on information literacy topics and skills. Observational data was collected during the survey sessions, occurring at face-to-face library instruction sessions. Self-selected survey participants were also interviewed to further probe their survey responses. Rogers' Diffusion of Innovations was the theoretical foundation to this research. The primary innovation of study was the digital game delivery method. Detailed analysis of the survey-based data set included three nonparametric scaling methods: 1) rank-sum scaling; 2) circular triad analysis; and 3) multidimensional preference mapping. Content analysis of the observations and semi-structured interviews also occurred. Major outcomes were 1) the digital game delivery method achieved mediocre preference across both questions; 2) the audiovisual delivery method received the highest overall preference ranking; and 3) overall preference for the audio-only delivery method was remarkably low. The most important theme across the observational data was the participants' waning attention during the face-to-face library instruction sessions. The most important outcome from the semi-structured interviews was interviewees' stated appreciation for useful technologies. Over 95% of participants were so-called digital natives, that is, born post-1980. Rogers' assertion that age plays a minor role in predicting technology adoption appears warranted, since the more innovative digital game delivery method achieved mediocre overall preference.
|
Page generated in 0.06 seconds