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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.
1

Jogo aplicado à educação: experiência escolar com Ensino Fundamental II

Almeida, Felipe Neves de 10 September 2015 (has links)
Made available in DSpace on 2016-04-29T14:23:37Z (GMT). No. of bitstreams: 1 Felipe Neves de Almeida.pdf: 4362157 bytes, checksum: e1e167b18d2cb044bf635f82cd169ad3 (MD5) Previous issue date: 2015-09-10 / This dissertation approaches the problem of implementing an educational project using a game with no clear educational goals or characteristics. It s a qualitative work based on a case study. Four methods of applying games in education have been identified and several projects using one of these methods have been analyzed. The goal of this dissertation is to implement and analyze an educational project that uses said method. This work is based on know authors of the field like Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner and David Ausubel and on the field of games applied to education there are Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. A modern vision about traditional theories. The analyses of educational projects and theories is used to formulate a teaching plan that is applied to high school students. This case study confirms the dissertation hypothesis: Experiences that balance focus on educational content and ludic elements result in greater meaningful learning, therefore increasing the effectiveness of the learning process / A presente dissertação aborda a implementação de um jogo sem características e objetivos claramente educacionais em um processo educacional. É uma pesquisa de caráter qualitativo embasada num estudo de caso. Foram identificados quatro métodos de se utilizar jogos na educação e analisou-se uma série de projetos que utilizam esses métodos. O objetivo dessa dissertação é implementar e analisar um projeto educacional utilizando um desses métodos. A dissertação tem base em teóricos conhecidos da área como Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner e David Ausubel e no campo dos jogos para a educação utiliza Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. Uma visão moderna sobre autores clássicos. Essa análise de projetos e teorias educacionais é utilizada na formulação de um plano de aula que foi aplicado em alunos do sétimo ao nono ano do ensino fundamental. A análise do caso confirma a hipótese dessa dissertação: experiências que equilibram o foco entre conteúdo educacional e elementos lúdicos resultam em uma aprendizagem mais significativa, potencializando o processo de ensino-aprendizagem
2

MOTIVATION AND LANGUAGE LEARNING IN ENTERTAINMENT GAMES : The Impact of Instructions

Karlsson, Tobias January 2013 (has links)
This article strives to investigate the importance of instructions when using an entertainment game for language learning, and evaluate how instructions affect learning outcome and motivation. To narrow down the case study only one game and language was chosen, namely the popular entertainment game ‘Sly Cooper: Thieves in Time’ (Sanzaru Games, 2013) in Dutch. Eighteen test subjects were split into three groups, one group got no prior instructions to playing, one got basic instructions and the last got thorough instructions. They then played part of the game to afterwards answer questions regarding motivation and take a language test containing words and phrases from the game. The study showed a significant increase in language learning correlated to the increase of instructions, meanwhile also presenting a significant result indicating that instructions might have a positive effect on motivation when using ‘Sly Cooper: Thieves in Time’ to teach language.
3

ONE MORE TIME : A comparison of Hades with Cognitive Behavioral Therapy and Behavioral Activation Therapy in the treatment of depression

Westberg, Rasmus, Essel, Anette January 2021 (has links)
This paper explores how the mechanics and the narrative of the game Hades compare to theories and methods of the proven psychotherapies Cognitive Behavioral Therapy (CBT) and Behavioral Activation Therapy (BA), specifically in treatment of depression symptoms. The research was done by conducting a partial close reading of the game, followed by an overview of threads on the social media site Reddit relating to Hades and depression symptoms. The results were further analysed through examining how they compare to the previously aforementioned treatments. The research found several of the game's mechanics could be mapped to methods of both CBT and BA, and noteworthy connections could be drawn between how Hades could impact its players and the ideal outcomes of the said psychotherapies. The results open possibilities for further interesting studies within the area. / Detta dokument utforskar hur mekaniken och berättelsen i spelet Hades kan jämställa sig med teorier och metoder för de beprövade psykoterapierna kognitiv beteendeterapi (KBT) samt beteendeaktiveringsbehandling (BA) specifikt vid behandling av symptom till depression. Undersökningen gjordes genom att genomföra en delvis närläsning av spelet, följt av en översikt över trådar på den sociala mediasidan Reddit om Hades och depressiva symptom. Resultaten analyserades vidare genom att undersöka hur de jämför sig med de tidigare nämnda behandlingarna. Forskningen fann att flera av spelets mekaniker kunde kartläggas till metoder för både KBT och BA och att anmärkningsvärda kopplingar kunde dras mellan hur Hades kan påverka sina spelare och de idealiska resultaten av de nämnda psykoterapierna. Resultaten öppnar möjligheter för ytterligare intressanta studier inom området.Nyckelord: datorspel, underhållningsspel, Hades, depression, mental hälsa,
4

User Interface Design in Game Development : How does the game industry create user interface design?

Maeda Palm, Joakim January 2022 (has links)
The game development processes behind entertainment games are not well understood. While there are studies that report on user interface evaluation in game production, there are very few studies that report on user interface design. The purpose of study is to explore and learn more about the game industry perspective and their processes behind user interface design. A systematic literature review was performed on the Game developers Conference database, GDC Vault. The review uncovered 105 presentations that relate to UI Design. A thematic analysis was performed to explore the eight most relevant presentations to the research question. The analysis resulted in two themes. The first theme describes UI designers’ experience of interdisciplinary collaboration. The second theme describe two seemingly conflicting goals in the UI design process: aesthetics and usability. The study contributes to the field of game development research with some knowledge about how the game industry create UI design.
5

[pt] MULTI-TRILHAS VIRTUAL: NOVAS BASES PARA O JOGO DE ENTRETENIMENTO NA AQUISIÇÃO DA LINGUAGEM POR CRIANÇAS SURDAS / [en] VIRTUAL MULTI-TRACKS: NEW GUIDELINES IN ENTERTAINMENT GAMES FOR HELPING HEARING-IMPAIRED CHILDREM ACQUIRE LANGUAGE

19 October 2021 (has links)
[pt] A aquisição da linguagem é extremamente importante, pois é por meio dela que organizamos nosso pensamento e, assim, tornarmo-nos cidadãos ativos na sociedade. No Brasil, uma das maiores dificuldades encontradas na alfabetização bilinguista de pessoas surdas é o ensino simultâneo da Língua Brasileira de Sinais, a LIBRAS, e do Português escrito. Em 2007, A fim de minimizar essa lacuna foi desenvolvido um jogo com conteúdo pedagógico que auxiliasse à aquisição dessas línguas, no LIDE – Laboratório Interdisciplinar de Design e Educação, na PUC-Rio, em parceria com o INES/RJ – Instituto Nacional de Educação de Surdos. A princípio, este jogo seria apenas concreto, mas optouse por disponibilizá-lo também em uma versão on line, minimizando alguns impecílios, como sua produção, sua distribuição e seu armazenamento. Porém, em 2010, tornou-se relevante que o jogo fosse revisto de acordo com os padrões atuais aplicados aos jogos eletrônicos para que se mantivesse atualizado, cumprindo sua proposta original. Tendo o Multi-Trilhas Virtual como estudo de caso, propõem-se que o mesmo seja reavaliado sob dois pilares essenciais a este tipo de jogo: o entretenimento e o conteúdo pedagógico, onde podemos destacar que os jogos, independentemente de seu propósito, têm em sua raiz a diversão. Além disso, será analisado sob quatro diferentes métodos científicos para que novas diretrizes sejam elaboradas para sua reestruturação. / [en] Language acquisition is an extremely important issue, because is through it that our thinking is organized and so, we become active citizens in the society. In Brazil, one of the greatest difficulties found when learning hearing impaired people to read and write is teaching them simultaneously the Brazilian Sing Language – also known as LIBRAS – and written Portuguese. In 2007, in order to minimize this gap, was developed at LIDE – Multidisciplinary Design Laboratory at PUC-Rio alongside with INES/RJ - the National Institute for Hearing Impaired Education - a game with pedagogical content that would help the acquisition of previous mentioned languages. At first, this game would only be available physically, but later on was decided that it would also have an online version, minimizing some obstacles, such as its own production, distribution and storage. However, in 2010, it became important that the game was revised according to current standards applied to video games in order to keep it updated, fulfilling its original proposal. Having the Virtual Multi-Tracks as a case study, it is proposed that it be re-evaluated under two main pillars of this type of game: the entertainment and educational content, so we can highlight that games, regardless of their purpose, have their root in the fun. Furthermore, it will be analyzed under four different scientific methods so that new guidelines be developed to its restructuring.

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