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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.
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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
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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).
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Addressing genetics misconceptions with an educational game.Baxter, David. January 2008 (has links)
This dissertation describes the design, development and formative evaluation of an educational adventure game entitled Food for Thought to address student misconceptions in genetics within the context of a development research paradigm, and reflects on the lessons learnt during the process. The current investigation was a response to an assessment of learning misconceptions in genetics. Several factors were identified as contributing to these problems with a focus on the abstract nature of the subject and the decontextualised manner in which students encounter these concepts. The tenacity of the problem suggested the need for of a novel intervention. A constructivist concept of learning emphasises active learners internally constructing their own meaning in rich complex environments. While not a theory of teaching, it offers a number of principles to guide the design of learning environments. Elements from computer based adventure games embody aspects of these principles and offer possibilities of developing a tool to address student misconceptions. Here, learners may explore biological concepts as they engage in contextual problems embedded in the narrative structure of a detailed and immersive virtual world. The implementation of the design was guided by a number of conceptual models, namely the Game Object Model (GOM) and Game Achievement Model (GAM) which clarify the relationship between pedagogical principles and game design elements. The identification of specific learning misconceptions provided the basis for developing a set of learning objectives for the game which were used as a foundation for the design of the environment, which was then created using a combination of commercial and proprietary 3D graphic and image editing software. Both the GAM and GOM are effective tools for categorizing a variety of different components in a very complex development. A formative evaluation of the game was undertaken probing both expert and user (student) responses through post-gameplay questionnaires and interviews. The game was favourably received, with feedback and suggestions on improvements. Most notable was the need for greater guidance in the game environment. In addition Activity theory was employed as framework of analysis. Activity systems for both players and the designer were developed and contradictions within and between them analysed. These were used to modify the original designer activity system and in so doing refine the practice of game design in the context of the development research paradigm. / Thesis (M.Sc.)-University of KwaZulu-Natal, Westville, 2008.
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Combining games and speech recognition in a multilingual educational environment / M. BoothBooth, Martin January 2014 (has links)
Playing has been part of people's lives since the beginning of time. However, play
does not take place in silence (isolated from speech and sound). The games people play
allow them to interact and to learn through experiences. Speech often forms an integral
part of playing games. Video games also allow players to interact with a virtual world
and learn through those experiences. Speech input has previously been explored as a
way of interacting with a game, as talking is a natural way of communicating. By talking
to a game, the experiences created during gameplay become more valuable, which
in turn facilitates effective learning. In order to enable a game to “hear", some issues
need to be considered. A game, that will serve as a platform for speech input, has to be
developed. If the game will contain learning elements, expert knowledge regarding the
learning content needs to be obtained. The game needs to communicate with a speech
recognition system, which will recognise players' speech inputs. To understand the role
of speech recognition in a game, players need to be tested while playing the game. The
players' experiences and opinions can then be fed back into the development of speech
recognition in educational games. This process was followed with six Financial Management students on the NWU Vaal Triangle campus. The students played FinMan, a game which teaches the fundamental concepts of the “Time value of money" principle. They
played the game with the keyboard and mouse, as well as via speech commands. The
students shared their experiences through a focus group discussion and by completing a
questionnaire. Quantitative data was collected to back the students' experiences. The
results show that, although the recognition accuracies and response times are important
issues, speech recognition can play an essential part in educational games. By freeing
learners to focus on the game content, speech recognition can make games more accessible and engaging, and consequently lead to more effective learning experiences. / MSc (Computer Science), North-West University, Vaal Triangle Campus, 2014
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A Practitioner Researcher perspective on facilitating an open, infinite, chaordic simulation. Learning to Engage with Theory while Putting Myself Into PracticeJanuary 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'.
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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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A manual of elementary physical education skill theme activities for physical education specialists to use in collaboration with classroom teachers /Mustain, Wendy C. January 1990 (has links)
Preoject (M.S.)--Virginia Polytechnic Institute and State University, 1990. / Includes bibliographical references (leaves 199-200). Also available via the Internet.
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Grondbeginsels vir die ontwerp van opvoedkundige rekenaarspeletjies vir die klaskamerDe Villiers, Jan Adriaan. January 2007 (has links)
Thesis (M.Ed.)-University of Pretoria, 2007. / Includes bibliographical references. Available on the Internet via the World Wide Web.
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Supporting learning about gamesZagal, José Pablo. January 2008 (has links)
Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008. / Committee Chair: Bruckman, Amy; Committee Member: Guzdial, Mark; Committee Member: Juul, Jesper; Committee Member: Kolodner, Janet; Committee Member: Mateas, Michael.
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