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Acquiring low-frequency English vocabulary by contextual guessing amongst Swedish learners of English playing The Infectious Madness of Doctor DekkerJohansson, Joakim January 2019 (has links)
Video and computer game users are frequently stated as possessing a higher proficiency in English. In this study, 3 Swedish upper secondary school students from different programs played The Infectious Madness of Doctor Dekker, a lovecraftian murder mystery game. The aim was to examine the possible effects on their English vocabulary acquisition through their ability of assuming words' meaning from the context presented by the game. The words used in the study were low-frequency words which were gathered from the game and then cross-referenced with the Corpus of Contemporary American English(COCA). The 80 least frequent words were selected. Participants were tasked with translating, explaining or using the words in sentences after completing a game chapter. The study found that the game had in general had a positive effect on the participants’ vocabulary store. However, the test scores varied greatly between participants; 1 participant acquired 1 word while another participant acquired 18. This, combined with the small sample size, meant it was difficult to say definitively how effective the game had been at expanding the participants' vocabulary store.
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Design principles to create an enabling game-based learning environment for the development of 21st century skillsRobberts, Anna Sophia January 2019 (has links)
Learning environments that intrigue the Generation Z learner while transferring communication, collaboration, creativity and critical thinking skills are what is needed to prepare this generation for the challenges that they are going to face in the 21st century. This research focuses on design principles that would help educators and students in designing (and co-designing) game-based learning environments conducive to not only transferring content knowledge, but also of the most applauded skills that new graduates are compelled to possess. Employers agree that the students do not have what it takes to be successful in the 21st century workplace. Especially in South African context, the focus of higher education institutions can therefore not only be on content delivery, but has to also be on the development of the 4Cs, communication, collaborations, creativity and critical thinking.
The research was conducted at the University of Pretoria where an existing reality game, The Amazing Race, was adapted and re-conceptualised for educational purposes. The overarching search for design principles that could be beneficial in the implementation of a game-based learning environment was guided by an investigation of the elements of the game implemented, the characteristics of games and finally the opportunities afforded to develop the 4Cs. The freshman engineering students’ experiences are discussed using the students’ own voices, and the design principles that surfaced are discussed. It seems as if there are distinct principles that could ease the efforts of practitioners in the implementation of similar learning environments. Further research is needed to refine the principles to other learning environments. / Thesis (PhD)--University of Pretoria, 2019. / Science, Mathematics and Technology Education / PhD / Unrestricted
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Teaching Concurrency in a Modern Manner, Flipped Classroom or Game-Based LearningMurphie, Bobby, Hansen, Mattias January 2018 (has links)
Mycket forskning har gjorts för att hitta förbättrade sätt att lära ut concurrency. Allt från visualiseringsverktyg till spel-baserad inlärning och flippat klassrum. Dock så saknas forskning som jämför metoder och modeller som lär ut concurrency. Den här artikeln tar upp och tittar på resultat från studenter som studerar concurrent programmering genom att jämföra två olika moderna sätt att lära ut. Den tittar också på vilken metod/modell studenterna f ̈oredrar och håller dem mer engagerade. Författarna av denna artikel jämför ett spel-inlärnings tillvägagångssätt med ett flippat klassrum tillvägagångssätt. Spel-inlärnings tillvägagångssättet som används i denna artikel är utvecklad av Dr. Robert Marmorstein och använder sig av spelet OpenTTD [1]. Studenterna lär sig om race condition, deadlock och starvation genom att använda semaforer(järnvägssignaler) för att förhindra kollisioner. Det flippade klassrum tillvägagångssättet i denna artikel används i en flertrådad programmeringskurs på Malmö Universitet. Efter att båda tillvägagångssätten har genomförts tar studenterna ett test och svarar på ett frågeformulär för att se hur mycket studenterna har lärt sig, hur engagerade de är och vad de föredrar. För att få mer exakta resultat får bara studenterna delta vid ett av tillfällena där tillvägagångssätten genomförs. Resultaten från den här studien gynnar OpenTTD labbens tillvägagångssätt då studenterna verkar vara mer engagerade och föredra den lite mer. Studenterna som deltog i OpenTTD labben gjorde bättre ifrån sig på testet när det kommer till att förstå hur man förhindrar/löser varje synkroniseringsproblem, medans de studenterna som deltog i det flippade klassrummet gjorde lite bättre ifrån sig när det kom till att förklara/beskriva problemet. / Much research has been done to find ways to improve teaching concurrency, from visualization tools to game-based learning and flipped classroom. However, research on comparing these methods or models when teaching concurrency are lacking. This paper looks at the different results from students who are studying concurrent programming by comparing two different modern ways of teaching. It also looks at which method/model students prefer and keeps them more engaged. The authors of this paper compare a game-based learning approach to a flipped classroom approach. The game-based learning approach used in this paper is developed by Dr. Robert Marmorstein and uses the game OpenTTD [1]. The students learn about race condition, deadlock and starvation by using semaphores (railway signals) to prevent collisions. The flipped classroom approach in this paper is used in a concurrent programming course at Malmö University. After both of the approaches have been completed, the students take a test and answer a survey to see how much the students learn, how engaged they are and what they prefer. To gain an accurate result, each student that took part in the study only participated in one of the approaches. The results of the survey favor the OpenTTD lab approach as the students were more engaged during the exercise and preferred the exercise more. The students that participated in the OpenTTD lab also did better on the test when it came to explaining how to prevent/solve each synchronization problem, while in the flipped classroom students did better when it came to describing the problem.
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Computer-Supported Collaborative Learning using Augmented and Virtual Reality in Museum EducationPunako, Ronald, Jr. 01 January 2018 (has links)
Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual reality (VR) devices and software are spurring their mass distribution to the public. This fundamental shift in the use of AR and VR predominantly from military and academic research laboratories to the public presents new opportunities and challenges for the design of instructional technology. While studies of AR and VR have been conducted to inform the design of individual instructional products, few studies have focused on computer-supported collaborative learning (CSCL) products in which AR and VR learners work together toward shared learning goals.
The museum education industry possesses unique and inherent characteristics that position it as a strong candidate for the development and deployment of CSCL-ARVR products. Tourism locations, such as museums, provide an exemplary environment for advanced learning technology experimentation in which information technology infrastructure and programs of instruction are often already in place and in which many tourists already possess smartphones and or tablets that may be used to mediate location-based educational experiences.
The goal was to conduct formative research to develop a tentative instructional design theory that can be used to guide the creation of CSCL-ARVR instructional products. Instructional design theory and software engineering practices were applied to guide the design of a CSCL-ARVR instructional product prototype to support museum education. The prototype, named Co-Tour, was designed and developed to enable remotely-located VR participants to collaborate with AR participants located within a tourism location to jointly navigate the location, examine exhibits and answer questions about exhibits related to a problem-based learning instance. Formative data were collected and analyzed, and the results were used to develop a tentative instructional design theory.
Mixed Reality Museum Co-Visit Theory is proposed to inform the design and development of CSCL-ARVR co-visitation experiences for museums. A theoretical framework was developed and was informed by CSCL, game-based learning, social constructivist theory, flow theory, and the construct of camaraderie. Five values supporting the goal were elaborated to guide theory methods production including fostering of collaboration, leveraging of informal learning activities, incorporation of motivational elements, favoring of loose organization, and provision an effective user interface. Future research should focus upon replication towards validation and generalizability of results and upon the broader museum going population.
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CHILDREN’S ONLINE PRIVACY FROM THE PARENTS’ PERSPECTIVE:CHALLENGES AND A POSSIBLE SOLUTIONManotipya, Paweena 30 April 2019 (has links)
No description available.
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Civic Education in the Preservice Classroom: A Study of GamingSumners, Sarah Elizabeth 15 December 2012 (has links)
The purpose of the study was to better understand social studies teacher education through preservice professional development that incorporates an online gaming and simulation component. Examination of the impact of online gaming and simulations on the self-efficacy and content knowledge of preservice teachers in the methods course was undertaken. This study employed a mixed methods approach with primacy given to quantitative statistical analyses of data collected pre and post using a content knowledge assessment (AP Government and Politics practice test) and two self-efficacy assessments (SSTEBI-PSSTE and TSES). Results from a repeated measures ANOVA revealed statistically significant differences in preservice social studies teachers content knowledge of civics from pre to posttest administration by gaming status (less than 2 hours and 2 hours or more), testing occasion (pre and posttest), and group by occasion. The gains in content knowledge by participants spending 2 hours or more gaming were greater than the gains for those who spent less than 2 hours gaming. Qualitative analysis revealed themes of content knowledge change, gaming, and active learning in support of quantitative findings. Results from the repeated measures ANOVA on the TSES measure revealed no significant differences by gaming status, testing occasion, or group by occasion from pre to posttest. There was a minimal raw score change from pre to posttest with the participants who played 2 hours or more in iCivics showing slightly less growth in self-efficacy scores on the TSES in comparison to those playing less than 2 hours in iCivics. Results from the repeated measures ANOVA on the SSTEBI-PSSTE measure revealed a statistically significant main effect for testing occasion. Results showed no significant difference by gaming status or for the interaction of group by occasion. Qualitative data collected throughout the research study via interviews and document analysis aided in the explanation of the quantitative results. The present study extends previous research into the use of games to enhance educational experiences. It is clear from this research that the amount of time spent gaming has an effect on participants‘ content knowledge of civics and that online simulations are an effective teaching method.
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THE EDUCATIONAL EFFECTIVENESS OF A COOPERATIVE AND COMPETITIVE VIDEO GAME FOR TEACHING INTRODUCTORY PROGRAMMING / A VIDEO GAME FOR TEACHING INTRODUCTORY PROGRAMMINGChan, Samantha January 2014 (has links)
The subject of computer programming is highly practical and it is crucial that beginners
participate in hands-on experimentation as part of the learning process. Unfortunately,
many first year engineering students that are new to this discipline are often intimidated
by the material and unmotivated to review or practice the concepts on their own. The
purpose of this study is to measure the success of using a cooperative and competitive
video game as a pedagogical tool in software engineering education. The video game
that was developed for this research is called Space Race and it harnesses the power of
group discussion to encourage students to share their individual understandings of basic
programming concepts. This dissemination of knowledge within groups was able to teach
many students new concepts that they did not understand previously.At least 67% of the
students stated that the game motivates them to review course material. The game was wellreceived
with at least 82% of the students that played Space Race agreeing that they would
recommend that others also learn basic programming concepts with this game. Although
the game does not directly teach students new concepts, it allows the instructors to identify
what concepts students struggle with. Space Race encourages students to ask the instructor
questions when they do not understand. In some cases, game participants outperform nonparticipants
on course exams. On the final course exam, all of the statistically significant
(p<0:05) comparisons (42% of the relevant questions) showed a performance improvement
of game participants, with a maximum grade improvement of 41%. The findings also
suggest that some students can retain the knowledge obtained from Space Race for at least
7 weeks. The results of this study provide strong evidence that a video game can be a
successful pedagogical tool for software engineering education. / Thesis / Master of Applied Science (MASc)
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Digitalt är historien alltid närvarande : En litteraturstudie om digitala spel som läromedel i historieundervisningen / History is always present in the digital world : A literature study on digital games as teaching aids in history teachingLund, Marcus January 2023 (has links)
Research shows an increased interest in the use of both educational- and commercial games in the classroom. This increased interest in digital games and the potential of game-based learning may not come as a surprise due to the constant digitization in schools. The purpose of this literature study is to analyze scientific literature that covers the use of digital games for teaching purposes and from this identify opportunities and challenges with using digital games in history teaching, as well as to see how teachers integrate digital games in the classroom. For this purpose, data has been gathered and analyzed through systematic search on two different databases: Primo and ERIC (Education Resource Information Center). The study found that the use of digital games in history teaching may enable the development of student’s social skills, an increased understanding of concepts and theories, increased focus and commitment, an increased critical approach to history teaching and an increased interest in the subject. Several potential challenges with the use of digital games in history teaching were also found. The most distinctive challenges were structural limitations, teacher competence, society’s view of digital games, as well as a concern that students have difficulty applying what they learned outside the framework of the game. Furthermore, the study shows the importance of the digital game being integrated into the regular teaching, and not being used as the main knowledge facilitator in the classroom. It is also shown that it is not just one role that teachers need to take on when it comes to using digital games in their classrooms, but a wide range of roles to successfully integrate digital games into their teaching practice. Lastly, the study provides some guidance for teachers who are interested in working with digital games in their teaching practice but who do not know which games to use. It also discusses an alternative way forward for the field, by using streaming platforms as a means to experience game-based learning for students.
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Digitala lärspel i matematikundervisningen i årskurs 4-6 : En kvalitativ intervjustudie om fem matematiklärares användning och upplevelse av digitala lärspelAndersson, Tina, Kettunen, Ella January 2023 (has links)
No description available.
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Digitala lärspel i matematikundervisning / Digital learning games in mathematics lessonsSöderström, Vanessa January 2022 (has links)
Syftet med studien är att lyfta fram vad aktuell forskning säger om användningen av digitala lärspel i matematikundervisning. Genom en systematisk litteraturstudie har området undersökts. Resultatet visar att det finns goda argument för digitala lärspels användning i matematikundervisning. Det ökar inte bara elevernas motivation och inställning till matematikämnet utan elevernas lärande förbättras också. Resultatet visar även att lärare känner sig osäkra med att använda digitala lärspel även om de har tillgång till datorer och surfplattor. Lärare önskar pedagogiskt utvecklade lärspel och mer kunskap för hur de kanintegrera digitala lärspel i sin undervisning. En slutsats är att det behöver göras merlongitudinella studier inom området för att studera om digitala lärspel i längden ger eleverna samma möjligheter till lärande som traditionell undervisning / The purpose of the study is to highlight what current research says about the use of digital learning games in mathematics lessons. Through a systematic literature study, the area has been investigated. The results show that there are good arguments for digital learning games to be used. It does not only increase pupils' motivation and attitudes towards the subject of mathematics, but also improves their knowledge in mathematics. However, the results show that teachers feel uncertain using digital learning games in their lessons even if they have access to computers and tablets. Teachers want pedagogically developed learning games and more knowledge on how to integrate digital learning games into their lessons. One conclusion is that there needs to be more long-term research in the field that can show that digital learning games in the long run are just as rewarding as traditional teaching.
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