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Digital science games' impact on sixth and eighth graders' perceptions of sciencePeng, Li-Wei. January 2009 (has links)
Thesis (Ph.D.)--Ohio University, June, 2009. / Title from PDF t.p. Includes bibliographical references.
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Advancements in frameworks for educational games through sound software engineering principlesBogard, Christy M. January 2006 (has links) (PDF)
Thesis (M.Eng.)--University of Louisville, 2006. / Title and description from thesis home page (viewed Jan. 11, 2007). Department of Computer Engineering and Computer Science. "July 2006." Includes bibliographical references (p. 67-68).
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The effects of a story fact recall quiz and game on off-task behavior during sustained silent reading (SSR) and the number of story facts recalled following SSR for secondary students with disabilitiesAllen, Natalie J., January 2005 (has links)
Thesis (Ph. D.)--Ohio State University, 2005. / Title from first page of PDF file. Document formatted into pages; contains xviii, 233 p.; also includes graphics (some col.). Includes bibliographical references (p. 162-169). Available online via OhioLINK's ETD Center.
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O Design nos jogos geométricos aplicados ao ensino infantilMarcato, Daniela de Cássia Gamonal [UNESP] 18 September 2009 (has links) (PDF)
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marcato_dcg_me_bauru.pdf: 3256796 bytes, checksum: bc1a24483b3483b8bffcc145cf3115a6 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP) / Os jogos educativos são responsáveis por parte da informação absorvida pela criança, pois respeita o tempo de aprendizagem pessoal, dando possibilidade de experimentação e consequentemente, contribuindo para a retenção do conhecimento adquirido de maneira espontânea. No entanto, a relação entre estímulo e a recepção/resultado nem sempre é o esperado. De um lado têm-se os pedagogos portadores do conhecimento e do conteúdo necessário para a formação infantil, mas que encontram dificuldades para torná-los atrataivos. Do outro, tem-se as crianças que acabam não absorvendo o conceito por completo, muitas vezes, por falta de planejamento do produto, elas acabam se desinteressando pelo jogo, não desenvolvendo capacidades cognitivas, planejadas com o uso destes. Partindo da importância que os jogos têm na formação infantil, o presente trabalho pretendeu analisar e selecionar jogo educativos existentes na pré-escolas, calcado na exploração da linguagem e a partir dos conhecimentos e habilidades do design. Buscou-se, em participar, investigar jogos especificamente direcionados ao estímulo de conceitos geométricos e assim, definiu-se parâmetros que devem ser observados durante o planejamento do produto. / Educational games are responsable for part of the information assiumillated by the child, because these games respect the individual learning time, enabling experimentation and, consequently, being acessory to retain the knowledge which is acquired expontaneously. However, the analogy between stimulus and reception/result is not always the expected. On the hand, there are the pedagogues, bearing the knowledge necessary to the children's development. On the other hand, are the children, who cannot completely assimilate the concept, commonly because of lack of planning on the product. After all, the children become indifferent to the game, without developing the cognitive capacities expected by using the product. Whereas the importance of the games on the children development, this work intend to analyze and select educational games present on the preschool, based on exploration of the language from the Design's Knowledge and skills. Specifically, the research intends to investigate games targeted to stimulate geometric concepts, and so, to describe paramenters that must be observed during the product planning.
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Jogos em uma sequência didática para o ensino de análise combinatóriaAmbrozi, Luiz 13 December 2017 (has links)
Neste trabalho desenvolve-se uma proposta de ensino para aprimorar o raciocínio combinatório, através da utilização de jogos no planejamento, na aplicação e avaliação de uma sequência didática inspirada nas orientações de Zabala, para subsidiar a prática docente no ensino de Análise Combinatória. A dissertação relata uma pesquisa que teve o intuito de explorar conceitos combinatórios por meio de atividades diversificadas, envolvendo recursos digitais, jogos e estudos orientados, a fim de fortalecer e diversificar o ensino e a aprendizagem deste conteúdo, procurando tornar as aulas mais atrativas e dinâmicas. Alguns dos jogos utilizados para a criação da sequência didática não são originais, outros já foram aplicados por pesquisadores ou professores, porém, aqui, foram reorganizados, ajustados ou adaptados de modo a adequar e potencializar a sua utilização, no contexto da prática elaborada. As várias atividades, promovidas para a realização dos jogos ou as de etapa posterior, foram planejadas de modo a explorar o raciocínio combinatório. A pesquisa é fundamentada na visão construtivista do fazer e compreender, de Piaget, e resultou como produto deste trabalho uma sequência didática denominada Dinâmica Combinatória, que integra as atividades dinamizadas numa sequência de ensino que envolve ações, direcionadas para a compreensão dos conceitos combinatórios. Juntamente com este processo de compreensão, construiu-se um espaço para os alunos explorarem, com orientação do professor, toda a simbologia que contempla o conteúdo de Análise Combinatória, a fim de que conhecessem as fórmulas que integram as técnicas de contagem. Por fim, faz-se uma avaliação da aprendizagem, com a utilização do Jogo Trilha Combinatória, criado especialmente para a aplicação dos conhecimentos construídos, por meio das ações que constituem as jogadas, verificando se ocorreu aprendizagem. A análise dos dados obtidos com a pesquisa foi qualitativa, e avaliou formulários, diários de anotações, registros fotográficos, entre outros e revelou aprendizagens e envolvimento dos estudantes para além das expectativas do pesquisador. Conclui-se que a Dinâmica Combinatória tornou-se um recurso didático potencial para a aprendizagem e o desenvolvimento do raciocínio combinatório, propiciando um processo de ensino e aprendizagem de Análise Combinatória dinâmico e atrativo. / Submitted by cmquadros@ucs.br (cmquadros@ucs.br) on 2018-02-15T13:28:13Z
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Previous issue date: 2018-02-15 / In this paper, a teaching proposal is developed to improve the combinatorial reasoning through the use of games in the planning, application and assessment of a didactic sequence, inspired by Zabala guidelines, to subsidize the teaching practice in Combinatorial Analysis teaching. The dissertation reports a research that aims to explore combinatorial concepts through diversified activities, involving digital resources, games and guided studies, in order to strengthen and diversify the teaching- learning process of this content, trying to make classes more attractive and dynamic. Some of the games used to create the didactic sequence are not original and some of them have already been applied by other researchers or teachers, but in this paper they have been reorganized, adapted and tailored to make them suitable and enhance their use in the practice context. The several activities, promoted for the accomplishment of the games or those of a later stage, were planned aiming to explore the combinatorial reasoning. The research is based on Piaget 's constructivist view of ” the doing and the understanding “ and resulted in a didactic sequence called Combinatorial Dynamics, which integrates the energized activities in a teaching sequence involving actions directed towards the understanding of the combinatorial concepts. Together with this process of comprehension, a space was built for students to explore, with the teacher's guidance, all the symbology that contemplates the content of Combinatorial Analysis, getting them to know the formulas which integrate the counting techniques. Finally, an evaluation of learning is made, using the Combination Track Game, created specially for the application of the constructed knowledge through games, verifying if the learning process was achieved. The research results are from a qualitative analysis that evaluated forms, journals, photographic records, among others and revealed students' learning and involvement beyond the researcher's expectations. It is concluded that Combinatorial Dynamics has become a potential didactic resource for the learning process and for the development of combinatorial reasoning, providing a dynamic and attractive Combinatorial Analysis Teaching and Learning process.
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Jogos em uma sequência didática para o ensino de análise combinatóriaAmbrozi, Luiz 13 December 2017 (has links)
Neste trabalho desenvolve-se uma proposta de ensino para aprimorar o raciocínio combinatório, através da utilização de jogos no planejamento, na aplicação e avaliação de uma sequência didática inspirada nas orientações de Zabala, para subsidiar a prática docente no ensino de Análise Combinatória. A dissertação relata uma pesquisa que teve o intuito de explorar conceitos combinatórios por meio de atividades diversificadas, envolvendo recursos digitais, jogos e estudos orientados, a fim de fortalecer e diversificar o ensino e a aprendizagem deste conteúdo, procurando tornar as aulas mais atrativas e dinâmicas. Alguns dos jogos utilizados para a criação da sequência didática não são originais, outros já foram aplicados por pesquisadores ou professores, porém, aqui, foram reorganizados, ajustados ou adaptados de modo a adequar e potencializar a sua utilização, no contexto da prática elaborada. As várias atividades, promovidas para a realização dos jogos ou as de etapa posterior, foram planejadas de modo a explorar o raciocínio combinatório. A pesquisa é fundamentada na visão construtivista do fazer e compreender, de Piaget, e resultou como produto deste trabalho uma sequência didática denominada Dinâmica Combinatória, que integra as atividades dinamizadas numa sequência de ensino que envolve ações, direcionadas para a compreensão dos conceitos combinatórios. Juntamente com este processo de compreensão, construiu-se um espaço para os alunos explorarem, com orientação do professor, toda a simbologia que contempla o conteúdo de Análise Combinatória, a fim de que conhecessem as fórmulas que integram as técnicas de contagem. Por fim, faz-se uma avaliação da aprendizagem, com a utilização do Jogo Trilha Combinatória, criado especialmente para a aplicação dos conhecimentos construídos, por meio das ações que constituem as jogadas, verificando se ocorreu aprendizagem. A análise dos dados obtidos com a pesquisa foi qualitativa, e avaliou formulários, diários de anotações, registros fotográficos, entre outros e revelou aprendizagens e envolvimento dos estudantes para além das expectativas do pesquisador. Conclui-se que a Dinâmica Combinatória tornou-se um recurso didático potencial para a aprendizagem e o desenvolvimento do raciocínio combinatório, propiciando um processo de ensino e aprendizagem de Análise Combinatória dinâmico e atrativo. / In this paper, a teaching proposal is developed to improve the combinatorial reasoning through the use of games in the planning, application and assessment of a didactic sequence, inspired by Zabala guidelines, to subsidize the teaching practice in Combinatorial Analysis teaching. The dissertation reports a research that aims to explore combinatorial concepts through diversified activities, involving digital resources, games and guided studies, in order to strengthen and diversify the teaching- learning process of this content, trying to make classes more attractive and dynamic. Some of the games used to create the didactic sequence are not original and some of them have already been applied by other researchers or teachers, but in this paper they have been reorganized, adapted and tailored to make them suitable and enhance their use in the practice context. The several activities, promoted for the accomplishment of the games or those of a later stage, were planned aiming to explore the combinatorial reasoning. The research is based on Piaget 's constructivist view of ” the doing and the understanding “ and resulted in a didactic sequence called Combinatorial Dynamics, which integrates the energized activities in a teaching sequence involving actions directed towards the understanding of the combinatorial concepts. Together with this process of comprehension, a space was built for students to explore, with the teacher's guidance, all the symbology that contemplates the content of Combinatorial Analysis, getting them to know the formulas which integrate the counting techniques. Finally, an evaluation of learning is made, using the Combination Track Game, created specially for the application of the constructed knowledge through games, verifying if the learning process was achieved. The research results are from a qualitative analysis that evaluated forms, journals, photographic records, among others and revealed students' learning and involvement beyond the researcher's expectations. It is concluded that Combinatorial Dynamics has become a potential didactic resource for the learning process and for the development of combinatorial reasoning, providing a dynamic and attractive Combinatorial Analysis Teaching and Learning process.
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Educating users about information security by means of game playMonk, Thomas Philippus January 2011 (has links)
Information is necessary for any business to function. However, if one does not manage one’s information assets properly then one’s business is likely to be at risk. By implementing Information Security controls, procedures, and/or safeguards one can secure information assets against risks. The risks of an organisation can be mitigated if employees implement safety measures. However, employees are often unable to work securely due to a lack of knowledge. This dissertation evaluates the premise that a computer game could be used to educate employees about Information Security. A game was developed with the aim of educating employees in this regard. If people were motivated to play the game, without external motivation from an organisation, then people would also, indirectly, be motivated to learn about Information Security. Therefore, a secondary aim of this game was to be self-motivating. An experiment was conducted in order to test whether or not these aims were met. The experiment was conducted on a play test group and a control group. The play test group played the game before completing a questionnaire that tested the information security knowledge of participants, while the control group simply completed the questionnaire. The two groups’ answers were compared in order to obtain results. This dissertation discusses the research design of the experiment and also provides an analysis of the results. The game design will be discussed which provides guidelines for future game designers to follow. The experiment indicated that the game is motivational, but perhaps not educational enough. However, the results suggest that a computer game can still be used to teach users about Information Security. Factors that involved consequence and repetition contributed towards the educational value of the game, whilst competitiveness and rewards contributed to the motivational aspect of the game.
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A handbook of mathematic games for secondary teachersStanley, Gary L. 01 January 1984 (has links)
No description available.
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Learning Assessment Data Collection from Educational Game ApplicationsSongar, Poonam 27 November 2012 (has links)
No description available.
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Measuring Engagement Effects of Educational Games and Virtual Manipulatives on MathematicsSamur, Yavuz 29 May 2012 (has links)
Educational games have been demonstrated to increase engagement and engagement has been demonstrated to increase achievement. Therefore, the researcher attempted to investigate how to better measure engagement and refine the measurement of engagement in this study. To frame the engagement, three domains of engagement – behavioral, cognitive, and emotional– are analyzed in detail to be able to examine the qualities of each type. Moreover, three game attributes –clear goals, immediate feedback, and balance between challenges and skills- are presented and discussed as fundamental features of virtual manipulatives and educational games used in this study to make an impact on students’ engagement. To measure effects of educational games and virtual manipulatives on three domains of engagement, the researcher designed an engagement survey that examines each domain separately with their sub-domains. The Cronbach’s alphas for engagement pre-test and post-test were found .89 and .91 respectively. In this pre-test and post-test quasi-experimental design, four fifth-grade classrooms (N=86) from four schools in southwest Virginia were assigned as three experimental groups and one control group. In the first experimental group, participants played an educational game called Candy Factory and in the second experimental group, the students played another educational game called Pearl Diver on iPod Touch for eight days consecutively, for 20 minutes each. In the third experimental group, participants performed activities with virtual manipulatives, whereas in the control group, participants did paper-and-pencil iii drills for the same duration. All of the groups studied on the same topic, fractions.
According to the results of ANCOVA, experimental group students’ engagement scores were found significantly higher than control group students’, F(1,80)=11.568, p=.001. When three domains of engagement were analyzed, significant differences were found among all three domains between experimental and control groups. When the researcher conducted separate analysis for educational games group and virtual manipulatives group, students who played educational games were also found significantly different than control group students in terms of all three domains of engagement and general engagement, F(1, 58)= 8.883, p=.004. In addition to this, students who did activities with virtual manipulatives showed significantly higher engagement than students who did paper-and-pencil drills in control group, F(1, 46)= 7.967, p=.007. Statistical difference was found in emotional and cognitive engagement while the results showed no significant difference in behavioral engagement between virtual manipulatives and control group students. Therefore, the three game attributes were considered as the main determining factors to engage students more to the content. / Ph. D.
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