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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.
221

Resolvendo os cubos prisioneiros / Solving the cubes prisoners

Borges, Robinson 27 March 2015 (has links)
Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2015-10-09T15:42:04Z No. of bitstreams: 2 Dissertação - Robinson Borges - 2015.pdf: 5327815 bytes, checksum: 26e74f7fe04f29332da9adb2d2476abc (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2015-10-09T15:44:21Z (GMT) No. of bitstreams: 2 Dissertação - Robinson Borges - 2015.pdf: 5327815 bytes, checksum: 26e74f7fe04f29332da9adb2d2476abc (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) / Made available in DSpace on 2015-10-09T15:44:21Z (GMT). No. of bitstreams: 2 Dissertação - Robinson Borges - 2015.pdf: 5327815 bytes, checksum: 26e74f7fe04f29332da9adb2d2476abc (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2015-03-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This work shows how an educational toy (game) can stimulate the teaching of mathematics. This game becomes a starting point for several discussions, is a pedagogical tool that relates to concrete, direct and simple way, various parts of mathematics. This is a game easy to use, easy to manufacture and which favors the systematization of logical reasoning. By using this teaching tool the student is required to take decisions and also notes that every decision has implications in the upcoming decisions. The desired solution is obtained with the aid of a spreadsheet. We work with a general case and for that we used twenty-four variables. To reach the desired solutions toy was converted into codes, axes were used as directions and guidelines senses them, counting rule, application of the fundamental theorem of arithmetic and foundations of probability. / Este trabalho mostra como um brinquedo pedagógico (jogo) pode estimular o ensino de matemática. Este jogo torna-se um ponto de partida para várias discussões e um instrumento pedagógico que relaciona de maneria concreta, direta e simples, várias partes da matemática. Trata se de um jogo de fácil utilização, de fácil confecção e que favorece a sistematização do raciocínio lógico. Com a utilização deste instrumento pedagógico o aluno é levado a tomar decisões e ainda verifica que cada decisão tomada tem implicações nas próximas decisões. A solução desejada será obtida com o auxílio de uma planilha eletrônica. Trabalhamos com um caso geral e para isso utilizamos vinte e quatro variáveis. Para chegar às soluções desejadas o brinquedo foi convertido em códigos, foram utilizados eixos como direções e neles sentidos de orientações, regra de contagem, aplicação do teorema fundamental da aritmética e fundamentos básicos de probabilidade.
222

Matemática lúdica na educação de jovens e adultos do Centro de Progressão Penitenciária do Distrito Federal / Recreation mathematics in education of youth and adults from Central Penintenciary Progression of Distrito Federal

Cunha Junior, Lourival Carlos 25 May 2015 (has links)
Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2015-10-22T13:38:57Z No. of bitstreams: 2 Dissertação - Lourival Carlos Cunha Junior - 2015.pdf: 8702813 bytes, checksum: 307cfb19927718cfa7a667f109f4768f (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2015-10-22T13:42:02Z (GMT) No. of bitstreams: 2 Dissertação - Lourival Carlos Cunha Junior - 2015.pdf: 8702813 bytes, checksum: 307cfb19927718cfa7a667f109f4768f (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) / Made available in DSpace on 2015-10-22T13:42:02Z (GMT). No. of bitstreams: 2 Dissertação - Lourival Carlos Cunha Junior - 2015.pdf: 8702813 bytes, checksum: 307cfb19927718cfa7a667f109f4768f (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2015-05-25 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This dissertation aims to analyze how the use of mathematical tricks, educational games and alternative algorithms for multiplication and Division of integers contribute to learning of multiplication and Division operations between positive integers. Research participants were students of a class of adult and youth education of the 2o segment of the Central Penitentiary Progression of Distrito Federal (CPP-DF). The analysis of the results was made from questionnaires answered by the students and observations by the teacher during class. The introduction of mathematical operations took place initially by mathematical tricks, then were presented alternative ways to perform them later manipulation of new algorithms, unraveling the tricks and finally organizing with mathematical games. The participants demonstrated commitment, dedication and interest in the tricks, games and alternative algorithms. The objective of this work was achieved. We realized that there was in fact an improvement in pupils ’ learning. / Esta dissertação tem como objetivo analisar como o uso de truques matemáticos, jogos pedagógicos e algoritmos alternativos para a multiplicação e divisão de números inteiros contribuem para o aprendizado das operações multiplicação e divisão entre números inteiros positivos. Os participantes da pesquisa foram alunos de uma turma de Educação de Jovens e Adultos do 2o Segmento do Centro de Progressão Penitenciária do Distrito Federal (CPP-DF). A análise dos resultados foi feita a partir de questionários respondidos pelos alunos e observações realizadas pelo professor durante as aulas. A introdução das operações matemáticas ocorreu inicialmente por truques matemáticos, em seguida foram apresentadas formas alternativas de realizá-las, posteriormente a manipulação dos novos algoritmos, desvendando os truques e finalmente sistematizando com jogos matemáticos. Os participantes demonstraram empenho, dedicação e interesse em relação aos truques, jogos e aos algoritmos alternativos. O objetivo do trabalho foi alcançado. Percebemos que houve de fato uma melhoria na aprendizagem dos alunos.
223

Sobre as operações matemáticas e o cálculo mental / About mental arithmetic and mathematical operations

Ananias, Eliane Farias 13 December 2010 (has links)
Made available in DSpace on 2015-09-25T12:18:15Z (GMT). No. of bitstreams: 1 Eliane Farias Ananias parte 1.pdf: 1950426 bytes, checksum: 53549b60d20134559e389bf0a27eddb3 (MD5) Previous issue date: 2010-12-13 / By carrying out a research work on the use of games in mathematical education under Piaget´s constructivist perspective, we realized that was from the XX Century which more relevant contributions appeared under teaching proposes that incorporated the use of pedagogical materials. The research work and studies of Piaget, Grando, Brenelli, Bittar and Freitas, Mendonça and Lellis, Piaget and Chomsky, Costa, Parra, Alves and Ramos based the research work in question. From this reality, the research aimed to investigate, to intervene and to analyze cognitive aspects on the construction and recall of mathematical concepts (addition, subtraction, multiplication and division) and the ability of mental calculus in the teaching and learning of Mathematics by using the Calendar and the Dominó game having the four operations as resources. The research work carried out is presented as a case study done in a public primary school in the city of Campina Grande Paraiba, with twenty five students between ten to eleven years old. The data collection was done in five moments by the classroom being the research environment. The data was analyzed by taking into account three categories which emerged from the five moments. Triangulation was the technique used in our analyses. As findings, the research work has initially shown that the students were not conscious that they were able to do mental calculus. The classroom environment itself showed to be good for knowledge construction, as the students showed interest and good during all the moments of the research. In this context, the Mental Calculus, within the developed activities with the use of the Calendar and the Dominó Game for the four operations, contributed for the students to be conducted gradually for constructed and recalled mathematical concepts within the Mathematical Operations. For seeking cognitive structures equilibration, the group work, which was not the focus of our research work, has shown to be important factor in the development of the students cognitive aspects. The research work also provoke the students teacher reflection on the use of Mental Calculus and of ludic activities in the classroom, mainly in the teaching concepts on Mathematical Operations, making her to realize improvement on the students learning process. / Ao realizar um estudo sobre o uso de jogos e a habilidade de cálculo mental na educação matemática, sob a perspectiva construtivista de Piaget, percebemos que foi a partir do século XX que apareceram as contribuições mais relevantes com propostas de ensino sobre os mesmos. Os estudos e pesquisas de Piaget, Grando, Brenelli, Bittar e Freitas, Mendonça e Lellis, Piaget e Chomsky, Costa, Parra, Alves e Ramos nortearam a pesquisa em questão. Diante desta realidade, essa pesquisa teve como objetivo investigar, intervir e analisar aspectos sobre construção e resgate de conceitos matemáticos (adição, subtração, multiplicação e divisão) e a habilidade de Cálculo Mental no ensino e aprendizagem da Matemática, utilizando o Calendário e o Jogo de Dominó com as Quatro Operações, como recursos. A pesquisa que realizamos se apresenta como um Estudo de Caso, realizado em uma escola primária da rede pública da cidade de Campina Grande - Paraíba, com vinte e cinco alunos, entre dez e onze anos. A coleta de dados se deu em Cinco Momentos, sendo o ambiente de pesquisa a própria sala de aula. Os dados foram analisados levando-se em consideração três categorias que emergiram dos Cinco Momentos. A técnica de triangulação foi utilizada em toda a análise. Como resultados, a pesquisa revelou inicialmente que os alunos não tinham consciência de que eram capazes de calcular mentalmente. O próprio ambiente sala de aula mostrou-se propício para a construção de conhecimento, uma vez que os alunos apresentaram interesse e gosto durante todos os momentos da pesquisa. Neste contexto, o Cálculo Mental, atrelado as Atividades desenvolvidas com o uso do Calendário e com o Jogo de Dominó com as Quatro Operações, contribuiu para que os alunos fossem conduzidos gradativamente a construírem e resgatarem conceitos matemáticos inerentes às Operações Matemáticas. Na busca pela equilibração das estruturas cognitivas, o trabalho em grupo, que não era foco de nossa pesquisa, mostrou ser um fator importante no desenvolvimento de aspectos cognitivos dos alunos. A pesquisa também proporcionou reflexão da professora da turma sobre a utilização do Cálculo Mental e de atividades lúdicas em sala de aula, principalmente no ensino de conceitos inerentes às Operações Matemáticas, fazendo-a perceber melhoria de aprendizagem dos alunos.
224

Sobre as operações matemáticas e o cálculo mental / About mental arithmetic and mathematical operations

Ananias, Eliane Farias 13 December 2010 (has links)
Made available in DSpace on 2015-09-25T12:22:02Z (GMT). No. of bitstreams: 1 PDF - Eliane Farias Ananias.pdf: 7392104 bytes, checksum: 261683bd406911e8bd044a35cf3dd3ab (MD5) Previous issue date: 2010-12-13 / By carrying out a research work on the use of games in mathematical education under Piaget´s constructivist perspective, we realized that was from the XX Century which more relevant contributions appeared under teaching proposes that incorporated the use of pedagogical materials. The research work and studies of Piaget, Grando, Brenelli, Bittar and Freitas, Mendonça and Lellis, Piaget and Chomsky, Costa, Parra, Alves and Ramos based the research work in question. From this reality, the research aimed to investigate, to intervene and to analyze cognitive aspects on the construction and recall of mathematical concepts (addition, subtraction, multiplication and division) and the ability of mental calculus in the teaching and learning of Mathematics by using the Calendar and the Dominó game having the four operations as resources. The research work carried out is presented as a case study done in a public primary school in the city of Campina Grande Paraiba, with twenty five students between ten to eleven years old. The data collection was done in five moments by the classroom being the research environment. The data was analyzed by taking into account three categories which emerged from the five moments. Triangulation was the technique used in our analyses. As findings, the research work has initially shown that the students were not conscious that they were able to do mental calculus. The classroom environment itself showed to be good for knowledge construction, as the students showed interest and good during all the moments of the research. In this context, the Mental Calculus, within the developed activities with the use of the Calendar and the Dominó Game for the four operations, contributed for the students to be conducted gradually for constructed and recalled mathematical concepts within the Mathematical Operations. For seeking cognitive structures equilibration, the group work, which was not the focus of our research work, has shown to be important factor in the development of the students cognitive aspects. The research work also provoke the students teacher reflection on the use of Mental Calculus and of ludic activities in the classroom, mainly in the teaching concepts on Mathematical Operations, making her to realize improvement on the students learning process. / Ao realizar um estudo sobre o uso de jogos e a habilidade de cálculo mental na educação matemática, sob a perspectiva construtivista de Piaget, percebemos que foi a partir do século XX que apareceram as contribuições mais relevantes com propostas de ensino sobre os mesmos. Os estudos e pesquisas de Piaget, Grando, Brenelli, Bittar e Freitas, Mendonça e Lellis, Piaget e Chomsky, Costa, Parra, Alves e Ramos nortearam a pesquisa em questão. Diante desta realidade, essa pesquisa teve como objetivo investigar, intervir e analisar aspectos sobre construção e resgate de conceitos matemáticos (adição, subtração, multiplicação e divisão) e a habilidade de Cálculo Mental no ensino e aprendizagem da Matemática, utilizando o Calendário e o Jogo de Dominó com as Quatro Operações, como recursos. A pesquisa que realizamos se apresenta como um Estudo de Caso, realizado em uma escola primária da rede pública da cidade de Campina Grande - Paraíba, com vinte e cinco alunos, entre dez e onze anos. A coleta de dados se deu em Cinco Momentos, sendo o ambiente de pesquisa a própria sala de aula. Os dados foram analisados levando-se em consideração três categorias que emergiram dos Cinco Momentos. A técnica de triangulação foi utilizada em toda a análise. Como resultados, a pesquisa revelou inicialmente que os alunos não tinham consciência de que eram capazes de calcular mentalmente. O próprio ambiente sala de aula mostrou-se propício para a construção de conhecimento, uma vez que os alunos apresentaram interesse e gosto durante todos os momentos da pesquisa. Neste contexto, o Cálculo Mental, atrelado as Atividades desenvolvidas com o uso do Calendário e com o Jogo de Dominó com as Quatro Operações, contribuiu para que os alunos fossem conduzidos gradativamente a construírem e resgatarem conceitos matemáticos inerentes às Operações Matemáticas. Na busca pela equilibração das estruturas cognitivas, o trabalho em grupo, que não era foco de nossa pesquisa, mostrou ser um fator importante no desenvolvimento de aspectos cognitivos dos alunos. A pesquisa também proporcionou reflexão da professora da turma sobre a utilização do Cálculo Mental e de atividades lúdicas em sala de aula, principalmente no ensino de conceitos inerentes às Operações Matemáticas, fazendo-a perceber melhoria de aprendizagem dos alunos.
225

Are games more than fun? : Motivational aspects on digital games

Jonsson, Sandra January 2009 (has links)
Games are increasingly becoming a powerful and effective tool for training. The use of games as a training tool increase intrinsic motivation which enhances learning. This study concerns why people play and why they continue play. The study consists of two parts; a focus group and a web questionnaire. The results suggest that people prefer playing together with others, and that they play mainly because of entertainment, fellowship and pastime. Results also show that the participants come to an agreement of five different characteristics a game must have in order for the participants to play; a pleasant game feeling  i.e.- effects like sounds, characters and environments, variation in tasks, successively increased difficulty, a exciting story and that the game must be understandable. These findings are important because these are factors that game designers must take into consider when designing training games. After all, entertainment and intrinsic motivation in games is some of the general reasons why people play and why they learn, and therefore, a game only designed for training is doomed to fail.
226

The ease of use and perceived usefulness of a selected computer game in expanding vocabulary in English among students at a university of technology

Lingwati, Matshafeni Lucas January 2016 (has links)
Submitted in fulfilment of the requirements of the Master of Information and Communications Technology Degree, Faculty of Accounting and Informatics, Durban University of Technology, Durban, South Africa, 2016 / The need to utilize English in daily International communications within broad settings, such as business and academia, is accelerated by Information and Communications Technologies (ICT) and internationalisation. Internationalisation introduces the increased need (through ICT) to communicate through a common language (global language) and English has evolved into such a ‘global language’. There is evidence in the literature indicating that teachers assume that students have the educated ‘guessing skill’ in the ability to read and write efficiently in English. Literature further proves that limited ESL proficiency is still a major drawback for the efficient and effective use of English as a medium of instruction both in academe and in other industries. Therefore, the current study postulates that interventions such as perceived educational themed computer game playing could facilitate English vocabulary improvement; an approach believed to be more appealing to the students of this ICT-dominated world than traditional rote learning. As a result, students of the Internet age more receptive towards vocabulary conveyed through ICT tools, as opposed to traditional printed texts. The focus of this study was on the utilization of an ICT tool in the form of a computer game in supplementing teaching and learning of English vocabularies. This quasi-experimental mixed methods’ research used seven research instruments that incorporated both qualitative and quantitative data collection methods. This research attempted to investigate the effectiveness of a selected computer game on English vocabulary improvement using engineering students (participants) that served as either the control or experimental groups. Data analysis tests, such as Wilcoxon Signed Ranks, Chi-Square and Paired Samples T-Test assisted in analysing the data collected for this study. The significant findings of this study indicate that the study’s selected computer game was easy to use and useful, because there were improvements in English vocabulary amongst participants resulting from the game. Further lessons learned from this study confirm that ICT relevant tools (such as this study’s computer game), do complement teaching and learning. These findings also align with the study’s theoretical framework by indicating that perceived ease of use and usefulness of the study’s selected computer game have an influence towards English vocabulary improvement. / M
227

The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience.

Dondlinger, Mary Jo 05 1900 (has links)
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gather and analyze data collected from the instructors and students participating in the pilot implementation of the GVP. Results of the study show predominantly favorable reactions to various aspects of the course and its design. Students reported to have learned the most through interactions with peers and through applying and integrating knowledge in developing the alternate reality game that was the central problem scenario for the course. What students demonstrated to have learned included knowledge construction, social responsibility, open-mindedness, big picture thinking, and an understanding of their relationship to the larger society and world in which they live. Challenges that resulted from the design included the amount of necessary to build consensus and then develop an overarching game concept, the tension between guided and directed instruction, and the need to foster greater interdependence among students while encouraging them to become more self-directed.
228

Creating a Domain-Specific Modeling Language for Educational Card Games

Borror, Kaylynn Nicole 21 July 2021 (has links)
No description available.
229

Rethinking the role of Mahundwane as an educational game for Vhavenda speaking youth

Daswa, Thizwilondi Joanbeth 18 May 2018 (has links)
MAAS / Department of African Studies / The aim of the study was to rethink the role of mahundwane as an educational game for Vhavenda speaking youth. Since time-immemorial, mahundwane has been an integral part in empowering the Vhavenda youth for marriage, sexuality education, moral behaviour and other African values. It has been noted that with the advent of modernisation and lack of documentation, mahundwane has been abandoned by the majority of Vhavenda youth resulting in many social-ills like teenage pregnancy and others. The overall objectives were to explore the nature and the process of mahundwane as an educational game for Vhavenda youth, to identify the teaching acquired during mahundwane game and to examine the educational value of mahundwane in Vhavenda youth. The study was founded on the socio-cultural theory and modernisation theory to attain its findings. This study utilised the qualitative research design. Data collection methods included face-to-face semi-structured interviews, observations and focus group discussions. The study participants were selected using purposive and snow-balling sampling. To effectively document the nature, processes and the role of mahundwane in educating the youth, community elders and other knowledge holders were engaged. This study was of importance in reviving some indigenous games that are almost extinct. The study recommends an introduction and intensive expansion of social media technologies, inclusion of the indigenous games into the education curriculum and introducing copyright and intellectual property rights to effectively address the extinction of indigenous games and practices. / NRF
230

Použití pomůcek a her při rozvoji čtení notového zápisu v počátečním klavírním vyučování / Using aids and games in the development of music reading in beginner piano lessons

Kotková, Veronika January 2019 (has links)
The subject of this work is aids and their possible use in teaching music reading to beginner pianists. The theoretical part presents the methodology behind aids and games, the importance of music reading for the musical activities of the pupils and for the development of their musical skills. It also explains the importance of using games in piano lessons. In the second part of this work you can find the description of the aids, recommendations for activities (often games), suggestions that are based on author's experience etc. The third part describes the effect of using aids and games on a few pupils of different levels of piano skills.

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