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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

Educational video game effects upon mathematics achievement and motivation scores an experimental study examining differences between the sexes /

Kappers, Wendi M. January 2009 (has links)
Thesis (Ph.D.)--University of Central Florida, 2009. / Advisers: Atsusi Hirumi, Lea Witta. Includes bibliographical references (p. 211-217).
2

Proposta de um jogo digital como instrumento de apoio a avaliação formativa contínua sobre o conteúdo de funções /

Maziviero, Hélio Fernando Gomes. January 2019 (has links)
Orientador: Wilson Massashiro Yonezawa / Banca: William Vieira Gonçalves / Banca: Armando Paulo da Silva / Banca: Sueli Liberatti Javaroni / Banca: Nelson Antonio Pirola / Resumo: Apesar do aumento do uso de tecnologias no apoio educacional individualizado, esta vertente pedagógica ainda representa um campo pouco explorado. Isto se dá, entre outros fatores, principalmente pela dificuldade de identificar as características de todos alunos, devido à falta de uma ferramenta diagnóstica capaz de lidar com a quantidade excessiva de alunos em sala de aula. Neste cenário, o professor passa a avaliar a turma considerando um comportamento médio, ministrando, muitas vezes, conteúdos idênticos para alunos de diferentes níveis educacionais. Considerando tais problemáticas, o uso de recursos computacionais mostra-se uma alternativa potencial de auxílio ao professor. Assim, há de se considerar os aspectos computacionais em conjunto às teorias educacionais avaliativas. Neste sentido, apesar das muitas propostas avaliativas existentes, esta pesquisa visa a utilização dos métodos vinculados a avaliação formativa, baseados em feedbacks contínuos e na crescente melhoria de aprendizagem. Para isso, a presente pesquisa foi norteada pela perspectiva dos jogos digitais. Foi realizada uma revisão da literatura sobre game design, voltada para o desenvolvimento de um jogo digital com características de avaliação continua e imersão satisfatória. Desenvolvemos um jogo que teve como objetivo principal o apoio ao diagnóstico das dificuldades e facilidades dos alunos em conteúdo de matemática, em particular ao ensino de funções. Com o uso do jogo desenvolvido, 57 alunos foram submet... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: Despite the increasing use of technologies in individualized educational support, this pedagogical aspect still represents a little explored field. This is due, among other factors, mainly to the difficulty of identifying the characteristics of all students, due to the lack of a diagnostic tool capable of dealing with the excessive amount of students in the classroom. In this scenario, the teacher starts to evaluate the class considering an average behaviour, often providing identical content for students of different educational levels. Considering these problems, the use of computational resources shows a potential alternative of aid to the teacher. Thus, computational aspects must be considered in conjunction with evaluative educational theories. In this sense, despite the many existing evaluative proposals, this research aims at the use of methods linked to formative evaluation, based on continuous feedbacks and increasing learning improvement. For this, the present research was guided by the perspective of the digital games. A review of literature about game design was developed, aimed at the development of a digital game with characteristics of continuous evaluation and satisfactory immersion. We developed a game that had as main objective the support to the diagnosis of the difficulties and facilities of the students in content of mathematics, in particular to the instruction of functions. With the use of the developed game, 57 students were submitted to an activity in... (Complete abstract click electronic access below) / Doutor
3

The Effects of Mathematical Game Play on the Cognitive and Affective Development of Pre-Secondary Students

Galarza, Patrick David January 2019 (has links)
Society has consistently sought means of improving extant effective tools and designing new effective tools for educational purposes. With the consistent progression of technology, mathematical games—especially mathematical educational video games—stand out as potentially powerful mediums for helping new mathematics learners make sense of formal mathematical ideas. The aim of this study was to understand the effects that the introduction and use of a specific mathematical video game had for the cognitive, affective, and content-retentive learning outcomes of eighth graders studying elementary algebra for the first time. The three research questions guiding the study were the following: 1) How does integrating mathematical game play into a traditional eighth grade algebra curriculum impact students' cognitive learning outcomes in elementary algebra?; 2) How does integrating mathematical game play into a traditional eighth grade algebra curriculum impact students' affective outcomes about both mathematics in general and algebra specifically?; 3) How does integrating mathematical game play into a traditional eighth grade algebra curriculum impact students' content retention in elementary algebra? In order to realistically implement mathematical educational games in typical mathematics classrooms, a holistic understanding of such games’ effects must be understood through research addressing several aspects of students’ learning experiences. This study utilized a mixed methodology, drawing both quantitative and qualitative data from instruments administered to a class of eighth graders split into control and treatment groups. Quantitative data primarily entailed a series of three short examinations that tested students on their algebraic equation-solving content knowledge. Some additional metrics from game play data were recorded and discussed as quantitative data by the principal researcher. Qualitative data primarily entailed two series of interviews—one in two parts and one in three parts—and one questionnaire. Some additional observations of student interactions were also recorded and discussed as qualitative data by the principal researcher. Data on student cognition and student affect were collected at the beginning, middle, and end of the treatment. Data on student content retention were collected following a one-month recess after the treatment. This research suggests nine attributes that typified the mathematical game play experience found in this study: three attributes regarded student cognition, four attributes regarded student affect, and two attributes regarded student content retention. Additionally, the principal researcher designed and discussed a framework for assessing the cognitive mappings formed by student game players between content featured in mathematical game play and content of formal mathematical ideas. In analyzing these mappings, the principal researcher highlighted types of interspatial cognitive connections that proved to be either fruitless or, in fact, detrimental to student game players, damaging proper development and/or understanding of formal mathematical ideas. The study’s results have implications for informing future considerations of educational game design and the practical implementation of educational games as pedagogical tools within classrooms.
4

An experimental study of the game of Nim

Maslar, David. Wang, X. H. Tsoi, Allanus Hak-Man, January 2009 (has links)
The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Title from PDF of title page (University of Missouri--Columbia, viewed on March 23, 2010). Thesis advisors: Dr. X. H. Wang and Dr. Allanus Tsoi. Includes bibliographical references.
5

Paper One: Learning to play, playing to learn: Using electronic games as educational tools. Paper Two: "What's a journal like you doing in a class like this?": writing in mathematics class. Paper Three: An introduction to ethnomathematics /

Searwar, Nicole, January 1998 (has links)
Thesis (M. Ed.), Memorial University of Newfoundland, 1998. / Includes bibliographical references.
6

A construção do jogo Kogoca na interface entre avaliação em larga escala e aprendizagem matemática /

Gois-Caio, Eva Aparecida de. January 2017 (has links)
Orientador: Marisa da Silva Dias / Banca: Eliane Patricia Grandini Serrano / Banca: Antonio Francisco Marques / Resumo: Desde os anos 90 até os dias atuais, as Avaliações de Larga Escala (ALEs) tornaram-se um mecanismo presente nos sistemas de ensino. Na Educação Básica, os principais instrumentos de avaliação da aprendizagem são o Sistema de Avaliação da Educação Básica (SAEB), que avalia o Ensino Fundamental, e o Exame Nacional de Ensino Médio (ENEM). A partir dos resultados do SAEB é calculado o Índice de Desenvolvimento da Educação Básica (IDEB), que se tornou referencial de qualidade das redes municipal e estadual. Ao longo da série histórica de avaliações, é possível reconhecer que, em relação à aprendizagem matemática, os resultados mostram, sistematicamente, que a escola pública brasileira não tem conseguido produzir significativos índices em relação à aprendizagem das crianças. Tais resultados em Matemática, particularmente sensível quanto aos resultados da aprendizagem, reforça o caráter histórico dessa área de conhecimento escolar, que apresenta altos níveis de reprovação e rejeição por parte dos alunos. O presente estudo discute a respeito desse panorama de consolidação das ALEs e seus resultados em Matemática, e tem por objetivo a construção de um jogo na interface entre ALEs e aprendizagem matemática, a fim de contribuir com o ensino de Matemática para além das avaliações externas. Neste contexto, defende-se o desenvolvimento do pensamento teórico matemático de estudantes dos anos iniciais do ensino fundamental. Para tanto toma por base resultados de uma rede municipal do interio... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: Since 90's until the present day, Large-Scale Assessments (ALEs) became a mechanism present in educational systems. Basic Education in Brazil has as main instruments of learning evaluation the Evaluation System of Basic Education (SAEB), which evaluates the Elementary School, and the National High School Exam (ENEM). From the results of SAEB is calculated the Basic Education Development Index (IDEB), which has become a benchmark of quality in municipal and state education networks. Along the historical series of evaluations, it is possible to recognize that, in relation to mathematics learning, the results show, systematically, that the Brazilian public school hasn't been able to produce significant indexes in relation to children's learning. Such results in Mathematics, particularly sensitive regarding learning outcomes, reinforces the historical character of this school knowledge area, which features high levels of disapproval and rejection by part of students. The present dissertation discusses about this overview of ALES consolidation and their results in the discipline of Mathematics, and has as objective to develop a game at the interface between ALEs and Math learning, in order to contribute to Mathematics teaching apart from the external evaluations. In this context, this work argues the development of theoretical and mathematical thinking of students from the early years of elementary school. For this purpose, this work has been based on municipal schools network results located in the State of São Paulo, especially in one of its schools, considering as universe of study the results of the application of a simulated Brazil Test, in the fifth grade, which are considered by formulation of issues (quiz). The research methodology is qualitative and is based on the principles of construction of learning objects, which allows articulate mathematical... (Complete abstract eletronic access below) / Mestre
7

A teacher's manual of manipulatives for the fourth grade

Martin, Richard F. 01 January 1988 (has links)
No description available.
8

Effects of a 3-D video game on middle school student achievement and attitude in mathematics

Gillispie, Lucas B. January 2008 (has links) (PDF)
Thesis (M.S.)--University of North Carolina Wilmington, 2008. / Title from PDF title page (viewed May 27, 2009) Includes bibliographical references (p. 31-34)
9

Jogo digital educativo para o ensino de matemática

Lealdino Filho, Pedro 13 February 2014 (has links)
Acompanha: Manual operacional do jogo digital educacional: “As aventuras de Simon Bile” / A educação matemática tem como um dos desafios criar espaços motivadores para o ensino. Jogos digitais tem o potencial de influir positivamente sobre o sentimento dos alunos quanto ao ambiente da disciplina e assim contribuir com os estudos. Este trabalho investiga elementos para o desenvolvimento de jogos digitais educativos, buscando uma relação clara com teorias de ensino-aprendizagem e aplicando técnicas de engenharia de software. O objetivo da pesquisa é aferir a motivação conseguida por um jogo educativo de matemática, “As aventuras de Simon Bile”, implementado dentro da dissertação. Depois de um teste inicial durante o desenvolvimento do jogo, uma pesquisa experimental foi conduzida com uma amostra de 50 alunos dividida em dois grupos, de controle e experimental. Utilizaram-se como instrumentos um questionário demográfico e um questionário de motivação baseado no modelo ARCS de Keller (2010). A análise dos dados indicou resultados favoráveis, no sentido do jogo construído sobre problemas matemáticos ser motivador para os alunos e permitir que eles dediquem tempo a ele. / One of the challenges of mathematics education is creating motivational spaces to teach. Digital games are powerfull tools that have positive impact in students' feelings toward the subject and then contribute to their studies. The present work investigates the fundamental elements to develop educational digital games, in order to find a clear relationship between learning theories and software engineering. The aim of this research was assess the motivation achieved by an educational digital game, called “The Simon Bile’s Adventure”, developed during the dissertation. After an initial test during the game development, an experimental research was conducted with a sample of 50 students divided in two groups, control and experimental. A survey was used as an instrument based in ARCS model of keller (2010) and a demographic survey. The datas' analysis indicated positive outcomes, because the game, that has been constructed within mathematical problems, motivated students to enjoy it and spend time on it.
10

O lúdico associado à resolução de problemas e jogos no ensino e aprendizagem de funções: uma abordagem diferenciada / Games in teaching and learning functions: a different approach

Souza, Adriane Eleutério 09 December 2013 (has links)
Acompanha: O lúdico associado à resolução de problemas e jogos no ensino e aprendizagem de funções: uma abordagem diferenciada / Este trabalho teve como objetivo investigar os resultados obtidos no ensino e aprendizagem de funções na 1ª série do ensino médio ao se utilizar o lúdico associado a outras estratégias de ensino. A pesquisa foi realizada com alunos de uma escola da Rede Estadual de Educação da cidade de Guarapuava, Paraná. Para a elaboração das estratégias que atendessem às necessidades de aprendizagem dos estudantes, optou-se pela aplicação do jogo “Torre de Hanói” e a resolução de problemas abordados de forma lúdica por meio de personagens e paródias para desenvolver o conteúdo de funções nas aulas de matemática. O referencial teórico que balizou a pesquisa está organizado em três capítulos. Os dois primeiros capítulos abordam o Ensino Médio de acordo com os Parâmetros Curriculares Nacionais e a Matemática no contexto da Base Nacional Comum, bem como fazem referências aos autores Machado (1993), Kuenzer (2010), Sacristán (2000) e Pais (2009). No terceiro capítulo, as referências contemplam o Lúdico na Escola, com a abordagem dos autores Grando (2008), Macedo (2005), Haydt (2006) e Macedo, Petty e Passos (2005). Faz-se referência do lúdico por meio de jogos, com base nos autores Kishimoto (2005), Smole e Diniz (2007) e Machado (2012). A Resolução de Problemas numa abordagem lúdica traz como referência os autores Pólya (2006), Pais (2009), Walle (2009) e Onuchic (1999). Finaliza-se o capítulo do lúdico abordando-se as paródias segundo os autores Hutcheon (1991), Fávero (1983) e Marchuschi (2008). O direcionamento, coleta e análise dos dados se deram por meio da pesquisa interpretativa, de natureza qualitativa com finalidade aplicada. Durante o desenvolvimento das atividades, percebeu-se maior envolvimento e interesse dos alunos com os conteúdos se comparados às estratégias de trabalhos anteriores, bem como acentuada evolução na aprendizagem, demonstrado por meio de avaliação diagnóstica, processual e formativa, usada de forma diversificada para atender à demanda dos estudantes. Com base no trabalho desenvolvido, originou-se um manual didático interativo em DVD, cujo objetivo é oferecer aos professores do ensino médio um roteiro de trabalho para desenvolver os conteúdos de função de maneira contextualizada, utilizando o jogo e a resolução de problemas em um cenário lúdico. / The present paper had as its aim to analyze the results obtained in teaching and learning functions in the first year of high school when using amusement applied to different pedagogical strategies. The research was carried out with high school first grade students in a state school in Guarapuava, Paraná. To organize some strategies that could fill the students learning necessities, the game “Hanoi´s Tower” was chosen, as well as some problems solving, which were undertaken through characters and parodies in order to develop the functions contents during the mathematics classes. The theoretical references that delimited the research are organized in three chapters. The first and the second ones deal with High School in conformation to the National Curriculum Patterns and the Mathematics within the Common National Basis, also referring to authors like Machado (1993), Kuenzer (2010), Sacristán (2000) and Pais (2009). In the third chapter, the references observe Amusement at School, bringing studies from Grando (2008). Macedo (2005), Haydt (2006) and Macedo, Peety and Passos (2005). The amusement allusion is made through games, with basis on Kishimoto (2005), Smole amd Diniz (2007) and Machado (2012). Problem Solving, in an amusing approach brings as references authors as Pólya (2006), Pais (2009), Walle (2009) and Onuchic (1999). The chapter about amusement finishes broaching the parodies according to Hutcheon (1991), Fávero (1983) and Marchuschi (2008). The orientation, gathering and analysis of the data happened by the interpretative research, of qualitative nature with applied purpose. During the activities development, it was possible to observe a higher students involvement and interest for the contents if compared to earlier work strategies, as well as a strong evolution in learning, what is demonstrated by a diagnostic, processual and formative evaluation, which was used in different ways to attend students‟ demands. Based on the developed work, an interactive didactic manual in DVD was produced. Its objective is to offer high school teachers an itinerary to develop functions contents in a contextualized manner, using games and problems solving in a playful scenery.

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