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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
171

OS MATERIAIS MANIPULÁVEIS E OS JOGOS PEDAGÓGICOS COMO FACILITADORES DO PROCESSO DE ENSINO E APRENDIZAGEM DAS OPERAÇÕES COM NÚMEROS INTEIROS

Bordin, Laura Moreira 29 August 2011 (has links)
Made available in DSpace on 2018-06-27T19:13:05Z (GMT). No. of bitstreams: 2 Laura Moreira Bordin.pdf: 2775738 bytes, checksum: 12891239889c50b7d801757bc8d26043 (MD5) Laura Moreira Bordin.pdf.jpg: 3569 bytes, checksum: b503812f643369cda67fcc097918310b (MD5) Previous issue date: 2011-08-29 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This paper aims at analysing how educational games and manipulative materials contribute to the comprehension of addition, subtraction, multiplication and division operations as well as to the exponentiation of intager numbers. 57 seventh-grade students from a public elementary school of Santa Maria, RS participated in this research. The research followed a qualitative approach, in which the teacher acted as the researcher; thus, experiencing the relations between the students themselves and between the students and the research tools. Data analysis took into consideration the field journal of the teacher and the reports of the 28 students who constitute one of the groups investigated. The introduction to the operations has happened by means of manipulative materials, composed by green small squares, which represent the positive numbers, and orange small squares, which represent the negative numbers. In order to systematize and evaluate the learning process, one has taken into consideration educational games, which were created on the basis of pre-existing games. The results show that the main objective of this research has been achieved, since the participants demonstrated effort and commitment into games. Besides, the evaluation tests revealed that learning has really improved. The students who participated in this research understood all the Math operations without having to memorize rules; rather, they were able to understand them by means of interaction and manipulation of tools that helped them in the conceptualization of such a content, which has been considered one of the most complex by seventh-grade students in the study of Math at Elementary School. / Este trabalho tem como objetivo analisar como o uso de jogos pedagógicos e materiais manipuláveis contribuem para a compreensão das operações de adição, subtração, multiplicação, divisão e potenciação de números inteiros. Os participantes da pesquisa foram os 57 alunos das turmas de sétimo ano do Ensino Fundamental de uma escola da rede pública municipal da cidade de Santa Maria RS. Desenvolveu-se por meio de uma abordagem qualitativa, na qual a professora foi a pesquisadora e, portanto, vivenciou diretamente as relações dos alunos com seus pares e com os instrumentos da pesquisa. A análise dos resultados foi feita a partir do diário de campo da professora e dos relatórios de 28 alunos que compõem uma das turmas pesquisadas. A introdução das operações ocorreu por meio de materiais manipuláveis, compostos por quadradinhos verdes, representando os números positivos e quadradinhos laranjas representando os números negativos. Para a sistematização e avaliação da aprendizagem utilizaram-se jogos pedagógicos, os quais foram criados pela professora a partir de jogos já existentes. Dos resultados obtidos, pode-se inferir que o objetivo foi alcançado, pois os participantes demonstraram empenho e dedicação frente aos jogos e demonstraram, nos testes avaliativos, que houve de fato uma melhoria na aprendizagem. Os alunos, compreenderam as operações sem a necessidade de decorar regras, mas sim, por meio da interação e manipulação de objetos que os auxiliaram na abstração deste conteúdo que é visto como um dos mais complexos na disciplina de Matemática do sétimo ano do Ensino Fundamental
172

Os Jogos PedagÃgicos na Aprendizagem da Linguagem Escrita: O que Pensam e Fazem Professores da EducaÃÃo Infantil e do Ensino Fundamental? / THE GAMES IN THE TEACHING OF LEARNING WRITTEN LANGUAGE: WHAT TO THINK AND MAKE EARLY CHILDHOOD EDUCATION TEACHERS AND ELEMENTARY SCHOOL?

Alessandra Pereira Dias 27 August 2009 (has links)
CoordenaÃÃo de AperfeiÃoamento de Pessoal de NÃvel Superior / Esse trabalho se propÃs a investigar a concepÃÃo e uso de jogos pedagÃgicos no ensino da linguagem escrita por professores de educaÃÃo infantil e ensino fundamental na cidade de Fortaleza. Partiu-se do pressuposto que havia uma descontinuidade do uso de recursos lÃdicos entre a educaÃÃo infantil e a primeira sÃrie do ensino fundamental. Tinha-se como pressuposto a compreensÃo de que nÃo era o jogo em si, mas a situaÃÃo interativa e simbÃlica que possibilita o desenvolvimento e a aprendizagem da crianÃa. Os referenciais teÃricos que embasaram esse trabalho estavam pautados na teoria histÃrico cultural de Vygotsky e na teoria sÃcio antropolÃgica de BrougÃre. A pesquisa foi realizada utilizando-se observaÃÃo em sala de aula e entrevistas individuais com os professores, buscando registrar as situaÃÃes de mediaÃÃo do professor junto aos alunos e identificar as concepÃÃes que fundamentam as formas de intervenÃÃo pedagÃgica utilizando recursos lÃdicos nesses dois nÃveis de ensino e as prÃticas pedagÃgicas. Na escola pesquisada existia uma preocupaÃÃo efetiva quanto ao processo continuado de capacitaÃÃo dos professores e isso possibilitava uma coerÃncia na utilizaÃÃo de recursos didÃticos, dentre eles o jogo, e compreensÃo teÃrica de sua implicaÃÃo no processo ensino-aprendizagem. Esse trabalho vem destacar a importÃncia de se considerar o desafio de ensinar com jogos diante de diversos discursos acerca de seu uso apontando que sÃo as situaÃÃes de interaÃÃo que promovem a aprendizagem e nÃo o uso de material lÃdico, reafirmando a visÃo vygotskiana da centralidade da mediaÃÃo pedagÃgica no processo ensino e aprendizagem.
173

Dagis++ : En brygga mellan konkret och abstrakt matematik genom spel

Elofsson, Linus, Selander, Fredrik January 2016 (has links)
Under observationer av den nuvarande läro-spelsmarknaden upplevde vi att den nuvarande speldesignen som nyttjas inte använder spelmediets potential. Detta gjorde att vi började fundera hur spelmediet kan användas bättre för lärande? Vi fann i David A. Kolbs tankar om upplevelsebaserat lärande att det kan kopplas till speldesign och förståelsen av spel. Frågeställningingen “Vad kan vi skapa för spel med hjälp av spel centrerad design och upplevelsebaserat lärande för att skapa en övergång från konkret matematik till abstrakt matematik för barn i förskolan?” växte fram och för att testa våra tankar skapades prototypen Sushi Panic. Genom tester med förskolebarn och förskolepedagoger testade vi olika varianter och hypoteser. Resultatet var positivt men stora skillnader i hur mycket olika barn förstår förändrade synen på prototypen. Kopplingen mellan upplevelsebaserat lärande och speldesign är något som bör utvecklas vidare då det finns mycket som de kan hämta från varandra. / During observatons of the current educational-games market we felt that the current use of game design did not utilize the full potential that games have for education. That made us wonder how can the media of games be used better for education? David A. Kolb’s thoughts about Experiential learning can be connected to game design and the understanding of games. The question “What game can we create with the help of game centred design and experiential learning to create a transition from physical mathematics to abstract mathematics for children in preschool?” came forth and to test our thoughts the prototype Sushi Panic was created. Through tests with preschoolers and educators we tried varying versions and hypothesises. The results were positive but large differences in the understanding between individual children changed our view of the prototype. The connection between experiential learning and video games is something that should continue to be developed since there still is a lot the fields can learn from each other.
174

Enhanced learning performance in the middle school classroom through increased student motivation, by the use of educational software and question-based gaming technology.

Dorr, David L. 12 1900 (has links)
The purpose of this research was to determine if the introduction of a competitive and collaborative computer-based gaming software system into middle school classrooms would result in improved attendance and grades, and motivate students to have a greater interest in their studies. This study was conducted over a 6 week period, with attendance and performance data being collected from 284 students. Two quantitative surveys were used to measure course interest and motivation: (a) the Course Interest Survey (CIS), and (b) the Instructional Materials Motivation Survey (IMMS). Participation in these surveys consisted of 84 students taking the CIS and 40 students taking the IMMS. The results indicated that the experimental group showed statistically better scores than the comparison group in attendance and performance. Students participating in the experimental group had significantly lower mean ranks of absenteeism compared to students in the comparison group. Results also revealed significant differences on grades. Students that were in the experimental group had significantly higher grades compared to students that were in the comparison group. Results of the CIS suggest that a statistically significant difference does not exist on Attention, Relevance, Confidence, and Satisfaction between the experimental and comparison groups. Results of the means and standard deviations for the IMMS Motivation Scores fell somewhere between Moderately true and Mostly true. This research study suggests that student's attendance and performance can be improved when quiz based gaming software that is both collaborative and competitive is used regularly in the classroom. However, for student's that participated in the gaming software, their interest in studying the subject doesn't appear to be significantly different from students that did not participate.
175

O papel de atividades lúdicas na produção de textos dissertativos / The paper of playful activities in the production of written dissertatives texts

Silva, Irenilda Francisca de Oliveira e 19 April 2006 (has links)
Made available in DSpace on 2017-06-01T18:24:25Z (GMT). No. of bitstreams: 1 irenilda.pdf: 655117 bytes, checksum: 12fd913c07c4b99cb6d2416693ab925b (MD5) Previous issue date: 2006-04-19 / Based on an analysis of pupils written production, this work shows that the insertion of play activities in ordinary classroom practices contributes for increasing written language development as well as learning, and to make the teacher/student relationship more pleasant. In this work, the teacher/student relationship carried out through playing activities turns out to be not only a necessary one for a successful educational process, but a stimulus for developing linguistic skills as well. The work shows that pupils attitude with written text changes during the educational process with the development of knowledge and text production, by means of positive responses to playing sessions. The research brings a new form to teaching by calling attention to non-formal aspects and by stimulating the development of critic and analytical sense of higher students with the use of games, playing, music, theater and other activities that enhance the students freedom and expressiveness in the written of texts / Esta pesquisa mostra, através da análise da produção escrita de alunos, que a inserção de atividades lúdicas no cotidiano escolar propicia um maior desenvolvimento da linguagem escrita e amplia as possibilidades de aprendizagem, tornando a relação professor x aluno mais prazerosa. Este trabalho parte da perspectiva de que a relação afetiva instaurada através dos jogos passa a ser elemento indispensável para que o processo educacional ocorra de forma plena e funcione como estímulo para a apropriação das habilidades lingüísticas. Observou-se, durante o processo, a mudança de atitudes do estudante na sua relação com o texto escrito, mostrando novos conhecimentos e habilidades para produzir dissertações, como reações positivas às sessões de recreação. A pesquisa traz um novo enfoque do fazer pedagógico, valorizando os aspectos não formais e estimulando o desenvolvimento do espírito crítico e analítico do estudante secundarista, a partir da inclusão de jogos, brincadeiras, músicas, teatro e outras atividades que possibilitem uma maior liberdade e expressividade na escrita de textos
176

Amazopoly a game of survival in a tropical rain forest

Morris, Michael William 01 January 1996 (has links)
No description available.
177

Development and activity of in vitro neuronal networks : learning organic chemistry through games / Développement et activité de réseaux de neurones in vitro : enseigner la chimie organique par le jeu

Vignes, Maéva 22 November 2013 (has links)
Ma thèse comporte deux grandes parties, la première en biophysique et la seconde en science de l’éducation. La première partie présente des travaux à la frontière entre neurobiologie et microfluidique. Le but de ces travaux est de pouvoir reconstruire et étudier des réseaux complexes de neurones in vitro avec une topologie de connections synaptiques bien contrôlées. Une série de micro-structures mécanique et/ou chimique ont été étudiées pour leur capacité à (i) positionner les corps cellulaires des neurones, (ii) orienter la pousse des neurites, et (iii) différencier les axones des dendrites. Un premier réseau comportant trois populations de neurones connectées en série a été reconstruit à l’intérieur d’un circuit microfluidique. Ce réseau qui mime la voie perforante de l’hippocampe pourra être exploité pour des études en physiologie ou en neuro-dégénerescence. Une méthode entièrement optique de stimulation et d’observation de l’activité neuronal a été mise au point. Elle ouvre de nouvelles portes pour étudier des processus cognitifs complexes dans des systèmes simplifiés in vitro. La seconde partie de mon travail a permis le développement et l’étude de jeux pédagogiques pour l’apprentissage de la chimie en licence. Ces jeux, qui peuvent selon les cas remplacer un cours ou une séance d’exercices, donnent des résultats prometteurs pour l’aide à la compréhension et à la mémorisation de concepts tels que la géométrie des molécules ou la réactivité entre molécules organiques. / My PhD is divided in two parts one on biophysic of neuronal networks and one on science of education. The first part present results at the frontier between neurobiology and microfluidic. The overarching goal of this work was to develop tools and methods to build and study complex neuronal networks controlling the topology of synaptic connexions. Micro-patterning techniques with mechanical and/or chemical constraints were explored regarding their capacity to (i) position cell bodies, (ii) orient neurite outgrowth and (iii) polarize neurons. For the first time, a network comprising three different neuronal populations connected in specified directions was reconstructed in a microfluidic device. This network that mimics the perforant pathway of the hippocampus can be used to study physiological rythms or neurodegenerative processes including Alzheimer’s disease. A novel and fully optical method is presented to stimulate and record neuronal activity in vitro. It opens new routes to study complex cognitive processes in simplified in vitro systems. The second part of my work present the development and assessment of educational games in chemistry at the undergraduate level. These games that can either be used to replace courses or exercises, seem promising to improve the understanding and memorization of chemistry concepts og geometries of molecules and organic reactivity.
178

Design research on engaging and educative museum experiences with the use of games within museum applications : A case study of a treasure hunt game within the Nationalmuseum’s application

Váry, Boglárka January 2021 (has links)
This paper discusses factors that affect engagement during a museum experience with a focus on applying gamification into a museum application. At the center of this paper, the educative and engaging purposes of a museum visit are situated and analyzed in the form of design research. Following the design thinking methodology, first a background study with relevant literature, theoretical framework, and related studies on existing museum experiences using games and mobile technology is presented. Moreover, in order to narrow down the perspective of the study a case study with an existing museum application is selected. As a result of this research, a prototype of a game within the Visitor Guide application of the Nationalmuseum of Sweden was created and tested in a showroom environment, in a museum exhibition. The aim of this study was to find out if a game within a museum application could engage the visitors while educating them. The findings create space for discussions about several topics, including different factors affecting engagement and how gamification can help to educate the museum visitors in a non-gamified environment.
179

Digital teknik och game based learning samt gamification i de yngre åldrarna : En intervjustudie

Ivarsson, Anette January 2020 (has links)
The aim of the study was to explore preschool teachers and preschool pre-service teachers approaches to gamification, game based learning and digital technology in early childhood education. The theoretical framework in the study is based on Mishra and Koehler's (2006) Technological Pedagogical and Content Knowledge (TPACK) theory. The method for the study was individual interviews and focus group interview. The results show that the area is relatively unknown to the participants in the study, as their focus when using digital technology is on documentation of preschool activities as well as searching for facts about various subject areas. Personal attitudes and values are of great importance for how digital technology is used in early childhood education. The results also show a lack of knowledge in teaching with digital technology, game based learning and gamification. Further research in the area is needed to support active preschool teachers to develop their didactic approach and to find ways to work with digital technology, game based learning and gamification.
180

Communicating a Child's Learning Progress in a Digital Interface

Poucette, Petter January 2020 (has links)
The educational digital games are both used at school and at home by children. However, if used at home, how should parent's be able to tell a child learning progress in the game when they have limited knowledge in children's education? The purpose of this thesis is enhance the knowledge on how to design a digital interface that communicates the learning progress of a child to its parents. This by establishing a suggested framework on this subject. To be able to create the framework the Design thinking method were used. First suggestions, based on literature and interviews with teachers, for the design and framework were created. Then a Hight fidelity prototype of the digital interface based in the suggestions were designed. And lastly the prototype where tested in a Usability test. The usability test showed what in the suggestions that worked. The parts that worked were summarized in the suggested framework that the study where successful in creating. The framework contained both suggestion in how to visually represent a learning progress and how to communicate it. / Pedagogiska digitala spel används både i skolan och hemma av barn. Men om de används hemma, hur ska föräldrar kunna förstå vad ett barns lärandeutveckling i spelet när de har begränsad kunskap om barns utbildning? Syftet med denna uppsats är att öka kunskapen om hur man utformar ett digitalt gränssnitt som kommunicerar ett barns kunskapsutveckling till sina föräldrar. Detta genom att fastställa en föreslagen ram för detta ämne. För att kunna skapa ramverket användes Design thinking metoden. Först skapades förslag till design och ramverk, baserade på litteratur och intervjuer med lärare. Sedan designades en High fidelity prototyp av det digitala gränssnittet baserat på förslagen. Och slutligen testades prototypen i ett användbarhetstest. Användbarhetstestet visade vad i förslagen som fungerade. Delarna som fungerade sammanfattades i det föreslagna ramverket som studien lyckades skapa. Ramverket innehöll både förslag på hur man visuellt ska representera en inlärningsframsteg och hur man kommunicerar den.

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