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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.
141

結合感知玩具與電子書於兒童學習之互動設計 / Designing a children's learning app with tangible toys

曾韻如, Tseng, Yun Ju Unknown Date (has links)
近幾年平版電腦興起,觸控式平板之操作介面簡單直覺,學習曲線低,很適合小朋友來操作,已逐漸被使用在教育市場中。回顧教育學家所提出之學習理論,我們發現感官和四肢,是嬰幼兒時期主要的發展任務,也是幼兒智慧發展的根源,然而平板電腦缺乏實物的觸覺感知,平面的觸控體驗大幅限制了兒童的感官知能。因此本創作旨在針對3~6歲的小朋友,設計一套結合觸控平板之實體感知玩具(Tangible Toys),並延續福祿貝爾與蒙特梭利對於觸覺學習的教育理論,實作兩種運用於平板與感知玩具的遊戲學習模式,提供新型態的互動學習體驗。小朋友在本創作設計之遊戲學習過程中使用到手的操作與觸覺感知,藉由有趣的感官互動,增加小朋友的學習興趣。 我們提出兩種英文單字的學習模式,並觀察與分析兒童使用感知玩具在平板上的操作行為,作為未來「數位教具」與「平板」結合的參考依據,本創作所發展之技術亦可輔助觸控式平板發展多樣化之「數位教具」。 綜合所述,本創作完成目標如下: 1. 互動學習體驗:以感知玩具結合平板的互動形式帶給兒童新型態的互動學習體驗。 2. 兒童探索學習:透過感知玩具刺激兒童的學習興趣,利用不同的玩偶讓兒童嘗試去探索關聯式的單字。 3. 操作經驗分析:分析兒童對於感知玩具的使用經驗與操作,作為未來「數位教具」與「平板」結合的參考依據。 / Touch-based tablets have grown extremely rapidly in recent years. Since the touch-based interface is simple, intuitive and easy to learn, touch-based tablets have been adopted quickly in the Education market. However, touch-based tablet lacks tangible and tactile feedback, thus it constrains children’s learning ability of sensations. In this paper, we aimed at 3~6 years old children and designed a children’s learning app with tangible toys on the tablet. By extending Frobel and Montessori’s tactile learning theory, we implemented two game-based learning applications with tangible toys to bring a novel interactive learning experience for children. We conducted the preliminary study of 4 kindergarten children. The result showed that children were interested in tangible toys and had more fun in the learning activities. Finally, our capacitive tags can be used to design various forms of digital manipulatives on the tablets.
142

Étude de cas sur la dynamique motivationnelle d’élèves à risque du 3e cycle du primaire et de l’influence du jeu éducatif numérique en mathématiques sur celle-ci

Cusson, Valerie 11 1900 (has links)
Le phénomène du décrochage scolaire est encore très présent dans notre société, particulièrement chez les garçons. Notre mémoire s’intéresse à la question et vise à mieux comprendre la dynamique motivationnelle d’un échantillon (N=11) d’élèves masculins considéré comme étant « à risque » de décrochage au 3e cycle d’une école primaire de Montréal. De plus, notre expérimentation vise spécifiquement à décrire l’influence de l’utilisation d’une activité pédagogique dite « motivante » : le jeu éducatif numérique « Math en Jeu » sur la dynamique motivationnelle à apprendre en mathématiques. Il s’agit d’une étude de cas avec une approche mixte de collecte de données. Nos résultats révèlent quatre profils de dynamique motivationnelle chez les élèves de notre échantillon : 1) les élèves en difficulté en mathématiques, 2) les élèves démotivés et 3) les élèves démotivés et en difficulté en mathématiques, puis, 4) des cas plus complexes. Notre analyse montre que « Math en Jeu » suscite un grand intérêt chez tous les élèves de notre échantillon. L’influence du jeu sur la dynamique motivationnelle semble toutefois mieux convenir aux élèves avec des dynamiques motivationnelles de type « démotivé » ou « démotivé et en difficulté en mathématiques » et dans une certaine mesure, certains élèves catégorisés comme étant des « cas complexes ». Nos résultats indiquent que le jeu pourrait notamment avoir une certaine influence sur le sentiment de compétence à réussir de l’élève. Toutefois, pour être en mesure de mieux décrire et analyser ces influences, il serait préférable de mener des recherches sur une plus longue durée, dans un contexte naturel de classe et sur un échantillon d’élèves plus grand. / The phenomena of school dropouts remains an area of grave concern in North American society, and one that is particularly present among boys. Our research aims to better understand the motivational dynamics of elementary school boys considered “atrisk” (Student Subjects = 11). Our research, both theoretical and practical, analyses the influence of an educational video game called "Math-a-Maze" on the motivational dynamics of boys at-risk, when learning mathematics. This is a case study with a mixed approach to data collection. Our sample of students represents four types of motivational dynamics : 1) Students that struggle in mathematics, 2) Students that are disengaged, 3) Students that are disengaged and that struggle in mathematics, and, 4) More complex cases. Our analysis revealed that “Math-a-Maze” generated great interest and enthusiasm among all students in our sample. The influence of this learning tool on the motivational dynamics of our subjects was more pronounced for students displaying motivational dynamics 2 and 3, "disengaged" or “disengaged and struggling in math” and some students of more complex cases. For example, our results indicate that this educational game could have a positive influence on the student’s sense of competency, and thus, their self-confidence in the subject. In order to more thoroughly explore the possible influences of this teaching method however, more in-depth research is suggested, over a longer period of time, in a natural classroom environment and with a larger sample of students at-risk.
143

Atividades experimentais virtuais usando o game Portal 2

Zahaila, Willie Douglas Pugin January 2017 (has links)
Orientador: Prof. Dr. Nelson Studart / Dissertação (mestrado) - Universidade Federal do ABC, Mestrado Nacional Profissional em Ensino de Física - MNPEF, 2017. / Este trabalho consiste em uma Sequência de Ensino Aprendizagem (SEA) baseada em atividades experimentais virtuais usando o game Portal 2 com o objetivo de subsidiar os professores de Física que desejem inovar em suas práticas educacionais. Ao observar que o ensino tradicional, em que os alunos são expostos à memorização de fórmulas e resolução de exercícios sem aplicação prática, poderia estar relacionado a um baixo interesse pelo conteúdo apresentado, este trabalho busca apresentar uma alternativa de ensino, a aprendizagem baseada em games, algumas técnicas da gamificação. A aplicação numa escola particular de São Paulo mostrou a eficácia da utilização do game Portal 2, considerado o mais apropriado para o ensino de Física, para demonstrar o caráter experimental da Física e tornar o ensino mais atraente aos alunos que são considerados nativos digitais. / This work consists in a Teaching and Learning Sequence (TLS) based on experimental virtual activities using the game Portal 2. The objective is subsidizing physics teachers who wish to innovate in their educational practices. The traditional teaching, in which the learning process employs memorization of formulas and resolution of exercises by the students without any practical application, could be related to the low interest in the learning of physics. This work presents an alternative approach, the game based learning (GBL) and some techniques of gamification. The application in a private school of São Paulo showed the effectiveness of using the game Portal 2, recognized as the most appropriate game to physics teaching, in demonstrating the experimental nature of Physics and make teaching task more attractive to students who are considered digital natives.
144

O uso de jogos digitais para o desenvolvimento de gestores públicos: um estudo empírico com um serious game / The use of digital games for the development of public managers: an empirical study with a serious game

Fernando Nascimento da Silva 06 November 2017 (has links)
O presente estudo busca explicar de que forma o uso de jogos digitais contribui para o processo de desenvolvimento de gestores públicos, considerando-se que a capacitação gerencial é fundamental para o alcance de resultados e para a prestação de serviços públicos de qualidade. O primeiro passo da pesquisa foi compreender na literatura o que significa o uso de jogos digitais para fins educacionais e de desenvolvimento, o que foi feito por meio de um estudo bibliométrico. Na prática, o uso de jogos digitais relaciona-se a conceitos como jogos sérios (serious games), gamificação (gamification) e aprendizado por meio de jogos (game-based learning). O estudo envolveu, então, o desenvolvimento do serious game Liderança em Jogo: Competências, Papéis e Responsabilidades, que leva em conta o contexto do setor público e foi pensado justamente como ferramenta para o desenvolvimento de gestores públicos. A aplicação do jogo foi feita por meio de um curso especialmente concebido para este trabalho e a avaliação de sua eficácia considerou o modelo de quatro níveis de Kirkpatrick (reação, aprendizado, comportamento e resultados). O impacto do uso desse jogo digital foi avaliado comparativamente por meio de um conjunto de dois experimentos completamente aleatorizados, com grupo de controle e no formato pré-teste/pós-teste (experimento 1) e pós-teste apenas (experimento 2). A pesquisa foi multimétodo, envolvendo triangulação metodológica, sendo complementada por análises qualitativas (entrevistas semiestruturadas e análise de conteúdo). Como principais resultados, foram verificados impactos nos quatro níveis avaliados. Os experimentos mostraram que, em comparação ao grupo de controle, quem joga (grupo experimental) gosta mais do processo de aprendizado (reação) e apresenta maiores níveis de atenção e relevância do modelo ARCS, desenvolvido por John M. Keller, utilizado para avaliar a motivação; demonstra maiores níveis de aquisição de conhecimento (aprendizado); desenvolve uma visão de gestão mais atrelada aos aspectos humanos (atitude como antecedente do comportamento); e vê mais impactos do treinamento sobre o resultado projetado de seu trabalho para o futuro (resultados). As entrevistas ainda indicaram que o jogo, além de ter seguido os preceitos de game design que o caracterizam como tal, provocou reflexões que resultaram em mudança de comportamento em situações do dia a dia. Assim, considerando-se o desenvolvimento gerencial do ponto de vista das competências como o conjunto de Conhecimentos, Habilidades e Atitudes (CHA) da pessoa, vê-se que o jogo digital utilizado é efetivo para o desenvolvimento gerencial, uma vez que os experimentos detectaram aquisição de conhecimentos e mudanças de atitudes. A contribuição do estudo é relevante pois, além de trazer evidências empíricas necessárias à literatura, integra em um framework conceitual as inter-relações de diversos referenciais teóricos como base para uma pesquisa operacionalizável. As principais limitações do estudo estão associadas à artificialidade dos experimentos e ao não controle de variáveis que possam ter impacto no aprendizado. Além da opção de avaliar apenas os níveis mais baixos de aprendizado da taxonomia de Bloom, com a utilização de questões diretas no instrumento de avaliação de conhecimento, o reduzido número de participantes também foi uma limitação, impactando as possibilidades estatísticas de identificar efeitos sobre os níveis de profundidade do conhecimento adquirido ou diferentes assuntos considerados no curso/treinamento. / This study aims to explain how the use of digital games can contribute to the process of development of public managers, considering that managerial capacity is key to the achievement of results and the provision of good quality public services. The first step of the research was to seek in the literature what the use of digital games means in terms of educational and development purposes. That was done through a bibliometric study. In practice, the use of digital games is related to concepts such as serious games, gamification and game-based learning. The following step involved the development of the serious game entitled Liderançaem Jogo: Competências, Papéis e Responsabilidades, which takes into account the context of the Public Sector and was built specifically as a tool for the development of public managers. The application of the game was made through a course specially designed for this study and the assessment of its effectiveness considered Kirkpatrick\'s four-level model (reaction, learning, behavior and results). The impact of the use of this digital game was evaluated through a set of two randomized experiments, with a control group and in the pre-test /post-test format (experiment 1) and post-test only (experiment 2). The research was multi-method, involving methodological triangulation and was complemented by qualitative analyzes (semi-structured interviews and content analysis). The main results show impacts in the four evaluated levels. The experiments showed that, in comparison with the control group, the subjects who play (experimental group) enjoy more the learning process (reaction) and present higher levels of attention and relevance, according to the ARCS model developed by John M. Keller, used to evaluate motivation. In addition, they demonstrate higher levels of knowledge acquisition (learning); develop a management vision more linked to human aspects (attitude as antecedent of the behavior) and see more impact of the training on the outcomes of their job for the future (results). The interviews also indicated that the game, in addition to having followed the precepts of game design led to reflections that resulted in behavior change in day-to-day situations. Therefore, considering the managerial development from the point of view of the competences as the sum of knowledge, skills and attitudes (KSA) of a person, it is seen that the digital game used is effective, once the experiments detected acquisition of knowledge and changes in attitudes. The contribution of this study is relevant because, in addition to bringing empirical evidence to the literature, it integrates the inter-relationships of several theoretical references into a conceptual framework as the basis for an executable research. The main limitations of the study are associated with the artificiality of the experiments and the non-control of variables that may have an impact on learning. Besides evaluating only the lower learning levels according to the Bloom\'s taxonomy, using direct questions in the assessment instrument, the small number of participants was also a factor of limitation, which might have impacted on statistical inference of the effects on the levels of depth of knowledge acquired or on the different topics approached in the course/training.
145

Emotions on Learning with Technology

Jisoo Hwang (10867428) 03 August 2021 (has links)
<div> <div> <div> <p>Previous work has identified the many difficulties that students experience in learning abstract concepts in STEM. Past studies have also identified the critical role that emotions play on students' motivation to learn. As new learning technologies are developed, they enable visualizing complex scientific concepts which can be non-visible thus assisting students' understanding of abstract ideas as well as improving their motivation as they learn. This study investigated two learning technologies and compared them to examine 1) their effectiveness on learning concepts of electricity in physics and 2) the interplay between learning with technology and emotions. Participants were randomly assigned to either Inquiry-Based Learning (IBL) with a computer simulation or Game-Based Learning (GBL) with a computer game which addressed concepts of electricity in physics. During the experiment, students in the IBL condition explored materials by using the computer simulation and posed hypotheses and questions on their own with a guiding worksheet for IBL. Students in the GBL condition played an educational computer game following the guiding worksheet while they were meeting challenges created by the game with a guiding worksheet for GBL. Students' learning gains were assessed by comparing their pretest and posttest scores. Emotions were self-reported after the posttest by responding to a survey that measured 6 emotional scales that students may perceive during the experiment. The study found that both IBL and GBL enhanced students' understanding of given concepts. However, there was no statistically significant difference between the two conditions in terms of learning gains. Students in the IBL achieved higher mean learning gains, whereas students in the GBL showed that they were more engaged. At the same time, students in the GBL perceived more confusion and frustration compared to students in the IBL. <br></p> </div> </div> </div>
146

Grundlagen, Funktionen, Empirie und  Anwendungen von Social Presence in spielbasierten Lernumgebungen

Pietschmann, Daniel, Piehler, Robert 24 May 2008 (has links)
Genuine Forschungsdesigns zum Thema Social Presence in spielbasierten Lernumgebungen lagen bisher noch nicht im Fokus der Wissenschaft oder entsprechenden Forschungs‐ und Entwicklungsabteilungen der Hersteller von Game-Based-Learning-Software. Die vorhandenen Untersuchungen zu diesem Themenkomplex bezogen sich bislang entweder auf Social Presence in Computerspielen oder auf Social Presence in virtuellen Lernumgebungen, die nicht als Spiel umgesetzt worden sind. Spiel und Lernen wurden also bereits getrennt voneinander auf Social Presence untersucht, aber beide Konzepte empirisch noch nicht hinreichend zusammengebracht. Zukünftige Projekte müssen versuchen, diese Aspekte zu integrieren, um die Bedeutung von Social Presence im Kontext des spielbasierten Lernens valide einordnen zu können. Nachfolgend werden als Einführung zunächst Konzepte und Ergebnisse aus den Bereichen Social Presence im Videospiel und Social Presence beim Lernen vorgestellt, um im Anschluss daran erste Implikationen für die Gestaltung von GBL-Umgebungen abzuleiten.
147

Empirický výzkum reprezentace historických informací v médiu počítačových her, jejich vnímání uživatelem a jejich intrapersonální vzdělávací výsledky / Empirical research on the representation of historical information in the medium of computer games, their user reception, and intrapersonal learning outcomes

Kolek, Lukáš January 2020 (has links)
This dissertation investigates whether video games are able to affect players' attitudes and information behaviour towards depicted historical topics in games over the short- and long-term. We collected data from a sample of 148 young adults. As far as we know, there is currently no study of such a scale focused on historical games. We used, as an intervention tool, a modification of the serious game Czechoslovakia 38-89: Borderlands that deals with the expulsion of the Sudeten Germans from the former Czechoslovakia after WWII. The game is based on historical research providing players with multiple perspectives on the depicted topics. Our control group played a similar game, but where the narrative was unrelated to any depicted historical event from Czechoslovakia 38-89: Borderlands. In the empirical part of the study, we measured explicit and implicit attitude change and information behaviour change towards the expulsion of the Sudeten Germans. Results showed more negative pretest-posttest explicit attitude changes towards the expulsion on a general level (d = -0.34; p = .022) and a specific level (d = -0.53; p = .001) in the experimental group compared to the control group. Over the long-term, group differences in attitude change remained significant for the specific level (d = -0.44; p = .014),...
148

Sind bescheidene Masterminds wirklich konfliktscheu?: Der Einfluss von Persönlichkeit und Spielertypen auf Spielelemente in spielbasierten Lernanwendungen

Finster, Rebecca, Grogorick, Linda, Robra-Bissantz, Susanne 18 December 2019 (has links)
Game-based Learning (GBL), Gamification und Serious Games werden im heutigen Bildungs- und Wissensmanagement immer prominenter und es ist wichtig, so viele Menschen wie möglich zu motivieren, sich lange Zeit mit einer Anwendung auseinanderzusetzen (Finster, Eckardt, & Robra-Bissantz, 2018). In den letzten Jahren sind verschiedene Forschungsansätze in den Bereichen Persönlichkeit, Spielertypen und Spieldesign entstanden und es gibt theoretische (Ferro, Walz, & Greuter, 2013) sowie empirische Studien (Monterrat, Desmarais, Lavoue, & George, 2015). Ihr Ziel ist es, einen Weg zu finden, um motivierendere und befriedigendere Spiel(-ähnliche) Erfahrungen zu gestalten. Die Forschung zum personalisierten Spieldesign von Gamification, aber auch im GBL, steht noch an den Anfängen. Bisherige Veröffentlichungen sind meistens theoretisch, zum Beispiel mit dem Schwerpunkt auf der Identifizierung verschiedener Persönlichkeitsmerkmale oder Präferenzen für die Personalisierung (Tondello, Orji, & Nacke, 2017). In diesem Beitrag wird daher empirisch der Zusammenhang der drei Komponenten Persönlichkeit, Spielertypen und Spielelemente untersucht. [...aus der Einleitung]
149

Students' Attitudes toward Educational Gamification in Online Learning Environments

Abu Dawood, Sumayah Mohammadlutfi 05 1900 (has links)
This study explored undergraduate and graduate students' attitudes toward the pleasurability of educational gamification in online learning environments. The study is a sequential explanatory mixed-methods research that investigated students' attitudes quantitatively, then qualitatively. In the quantitative phase, an online survey, the Pleasurable Learning Experiences scale (PLLEXs), was administrated at one of the largest public southwestern universities in the U.S. (N = 119). The qualitative phase involved conducting eight semi-structured interviews with selected participants. The PLLEXs uses a 4-point Likert scale that encompasses 4 subscales: (a) Preferences for Instructions, (b) Preferences for Instructors' Teaching Styles, (c) Preferences for Activities, and (d) Preferences for Learning Effectiveness. A series of analyses of variances (ANOVAs) were used to identify predictors of students' overall attitudes toward educational gamification. The main findings were: (a) students had strong preferences toward educational gamification with Preferences of Instructions rated the highest subscale and Preferences for Activities rated the lowest subscale, (b) major was a statistically significant predictor of students' attitudes toward educational gamification, (c) international students had statistically significant lower preferences toward educational gamification compared with U.S. domestic students, (c) online learning experiences measured by the number of previous online courses and the number of hours spent weekly on computers for academic-related work were statistically significant predictors of students' attitudes toward educational gamification, (d) instructor's feedback was the most important aspect and online collaboration was the most challenging aspect in online learning environments, and (e) the use of multimedia in LMSs can support or hinder teaching and learning activities.
150

Informační chování a učení v kontextu nových medií: Digitální hry a simulace jako komplexní systémy pro reprezentaci informací / Information behavior and learning in the context of new media: Digital games and simulations as complex systems for information representation

Buchtová, Michaela January 2014 (has links)
This dissertation considers digital games and simulations as complex systems of information representation and explores their specific aspects influencing the process of knowledge acquisition. It focuses on process of mental model creation, information behavior and situational emotional and cognitive engagement. The methodological approach is grounded in variety of disciplines including information science, educational science, new media studies and computer science. The main method used is educational experiment. The use of digital game-based and non-digital game-based educational intervention is compared to similar program based on traditional schooling methods and classic lectures. The experiment outcomes are divided into four large segments exploring influence of digital games on process of mental models creation, motivation for future information behavior, situational emotional experience and social interaction.

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