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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

An Investigation of two responsive learning automata in a network game with no a priori information.

Sawchuk, Cynthia Lynn, January 1900 (has links)
Thesis (M.C.S.)--Carleton University, 1998. / Also available in electronic format on the Internet.
2

A computational model of learning in Go

Follett, Stephen James January 2001 (has links)
No description available.
3

¡ip: a generalized framework for the study of interactive learning /

Batalov, Denis V., January 1900 (has links)
Thesis (Ph.D.) - Carleton University, 2007. / Includes bibliographical references (p. 257-265). Also available in electronic format on the Internet.
4

User Interface Design within a Mobile Educational Game

Fotouhi-Ghazvini, Faranak, Earnshaw, Rae A., Robison, David J., Moeini, A., Excell, Peter S. January 2011 (has links)
No / A mobile language learning system is implemented using an adventure game. The primary emphasis is upon graphical design and rich interaction with the user. A wide range of functionalities are described, and an efficient navigation system is proposed that uses contextual information, allowing the players to move seamlessly between mobile real and virtual worlds. The game environment is designed to have consistent graphics, dialogue, screens, and sequences of actions. Quick Response (QR) codes provide the necessary shortcuts for the players and Bluetooth connections automatically send and receive scores between teams. A response for every action is produced depending on the screen type, while keeping the file size manageable. Similar user tasks were kept spatially close together with a clearly designated beginning, middle and end. The main sources of error such as entering and extracting contextual data are predicted and simple error handling is provided. Unexpected events in mobile environments are tolerated and allowed. Internal locus of control is provided by ‘automatic pause’, ‘manual pause’ and ‘save’ commands to help players preserve their data and cognitive progress. The game environment is configurable for novice or expert players. This game is also suitable for students with auditory problems and female students are also specifically addressed.
5

Mimicking human player strategies in fighting games using game artificial intelligence techniques

Saini, Simardeep S. January 2014 (has links)
Fighting videogames (also known as fighting games) are ever growing in popularity and accessibility. The isolated console experiences of 20th century gaming has been replaced by online gaming services that allow gamers to play from almost anywhere in the world with one another. This gives rise to competitive gaming on a global scale enabling them to experience fresh play styles and challenges by playing someone new. Fighting games can typically be played either as a single player experience, or against another human player, whether it is via a network or a traditional multiplayer experience. However, there are two issues with these approaches. First, the single player offering in many fighting games is regarded as being simplistic in design, making the moves by the computer predictable. Secondly, while playing against other human players can be more varied and challenging, this may not always be achievable due to the logistics involved in setting up such a bout. Game Artificial Intelligence could provide a solution to both of these issues, allowing a human player s strategy to be learned and then mimicked by the AI fighter. In this thesis, game AI techniques have been researched to provide a means of mimicking human player strategies in strategic fighting games with multiple parameters. Various techniques and their current usages are surveyed, informing the design of two separate solutions to this problem. The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. The second solution utilises a number of existing Artificial Intelligence techniques, including data driven finite state machines, hierarchical clustering and k nearest neighbour classification, in an architecture that makes decisions at the strategic level and feeds them from the top-down to the operational level, resulting in the execution of moves. This design is underpinned by a novel algorithm to aid the mimicking process, which is used to identify patterns and strategies within data collated during bouts between two human players. Both solutions are evaluated quantitatively and qualitatively. A conclusion summarising the findings, as well as future work, is provided. The conclusions highlight the fact that both solutions are proficient in mimicking human strategies, but each has its own strengths depending on the type of strategy played out by the human. More structured, methodical strategies are better mimicked by the data driven finite state machine hybrid architecture, whereas the k nearest neighbour approach is better suited to tactical approaches, or even random button bashing that does not always conform to a pre-defined strategy.
6

Investigating the potential of mobile games as learning environments for independent adult skill development

Deniozou, Thaleia January 2016 (has links)
The research described in this thesis is grounded in the fields of independent adult learning, user experience for mobile applications and game design. It considers the case for mobile game-based learning in the context of informal microlearning and investigates the potential of mobile games to assist the independent skills development of adults. Initial research found that adults expressed positive attitudes towards the idea of learning with a mobile game, while even those who did not use mobile games recreationally appeared positive to using them if they perceived them as an effective way to develop their skills. Guidelines were then developed to inform the design of effective mobile learning games based on theories of adult learning, game-based engagement, mobile usability and mobile game design. These guided the development of a mobile game prototype aimed at assisting adults, speakers of English as a second language, to build their academic vocabulary. To evaluate the effectiveness of the prototype, a mixed methods approach combining quantitative and qualitative data collection instruments was utilised. Player engagement and system usability were measured rather than direct measures of learning outcomes. Overall the results were encouraging since evaluation participants were found to be engaged by the activity and able to easily pick up the game and play. Additionally, qualitative data on participants’ experiences and perceptions were collected, which supported initial research findings on the positive attitudes of adults towards using mobile games for learning. Though caution is recommended when generalising the evaluation results, the potential of mobile games for the independent learning of adults was supported. Overall this research offers a rationale for the use of mobile game-based learning, an insight into the nature of adult learners’ needs and their mobile devices usage patterns, a critical discussion on the type of learning that would be appropriate for the context, a set of guidelines for the design of mobile learning games, and finally a discussion of evaluation methods along with a collection of empirical data on the post-experiential attitudes of adults with regards to mobile games for learning.
7

The Effects of Board Games Using Jigsaw Cooperative Learning on Elementary School Students' Marine Environmental Awareness

Chung, Fu-Ling 05 1900 (has links)
This study aims to strengthen elementary school students' marine environmental awareness through various learning approaches and board game activities. More specifically, jigsaw cooperative learning, game-based learning, and problem-solving learning approaches were used in this study to investigate the marine environmental awareness of elementary school students. A mixed-methods approach was employed to understand the research questions comprehensively. A total of 43 Taiwanese elementary school fifth-grade students in two classes participated in the study. Twenty-three students in Class 1 played the board game as the treatment in the experiment, and 20 students in Class 2 did not receive treatment but read articles. Quantitative data were collected by surveys and analyzed with statistical methods to measure changes in student marine environmental awareness. Qualitative data were collected by letters and interviews and analyzed thematically to understand students' perceptions and attitudes toward marine environmental problems. The results showed that the learning activities did not statistically significantly enhance marine environmental awareness among Taiwanese elementary students. Therefore, this study concluded that using jigsaw cooperative learning board games can improve elementary school students' marine environmental awareness without significant differences. Last but not least, the implications of research and practice and suggestions for future research were also mentioned in this study.
8

3D redaktorių taikymas mokomųjų žaidimų kūrimui / Application of 3D editors for creation of learning games

Vindbergaitė, Laura 29 June 2009 (has links)
Šiame darbe buvo siekiama ištirti ir panaudoti 3D redaktorių galimybes kuriant mokomuosius žaidimus, t. y. atlikti populiariausių žaidimų 3D redaktorių lyginamąją analizę ir ištirti pasirinktų redaktorių galimybes kurti matematikos mokomuosius žaidimus, sukurti mokomąjį žaidimą, jį įdiegti mokykloje bei atlikti praktinio taikymo mokykloje tyrimą. Siekiant įvykdyti iškeltus uždavinius, buvo susipažinta su 3D redaktoriais, jie suskirstyti į tris tipus, atsižvelgiant į tai, ar jie gali būti panaudoti mokomųjų žaidimų kūrime. Pasirinktu video žaidimo Half-Life redaktoriumi Valve Hammer Editor buvo sukurtas mokomasis žaidimas „Rodiklinių lygčių labirintas“. Šis žaidimas buvo panaudotas vienuoliktokų rodiklinių lygčių ir jų sprendimo būdų įtvirtinimo pamokoje. Siekiant ištirti žaidimo efektyvumą buvo lyginami dviejų lygiagrečių klasių, kurių viena pamokoje dirbo su mokomuoju žaidimu, kita dirbo tradiciškai, testo rezultatai. Taip pat norint išsiaiškinti mokinių nuomonę apie mokomuosius žaidimus bei mokomąsias programas, buvo atliktas anketinis tyrimas. Atsakydami į anketos klausimus, mokiniai išreiškė savo nuomonę apie mokomąsias programas ir mokomuosius žaidimus, apie su mokomuoju žaidimu vykusią pamoką bei patį mokomąjį žaidimą. / This master thesis presents the investigation how to use the possibilities of 3D editors to create educative games. Main goals of this work: to make a comparative analysis of 3D editors of the most popular games, to study the opportunities of the chosen 3D editors to create math’s educative games, to create educative game, to introduce it in school and to make the analysis of the practical application in school. In order to achieve the raised goals it was acquainted with 3D editors. According to their possibilities to be used in the creation of the educative games they are divided into 3 types. After the analysis we chose Valve Hammer editor (game Half-Life) and created an educative game „Rodiklinių lygčių labirintas“. This game was used in the consolidative lesson of the 11th form during which an exponential equations and their way of solution was studied. Seeking to investigate the effectiveness of the game, the test results of two parallel classes were compared – one of them was working with an educative game the other - traditionally. Also, a questionnaire survey was made in order to find out the pupils’ opinion. While answering the questionnaire the pupils expressed their opinion about the educative games and the educative programs also about the lesson during which an educative game was used, and about the educative game itself.
9

Concevoir un scénario de jeu vidéo sérieux pour l'enseignement-apprentissage des langues ou comment dominer un oxymore / To create a video game scenario for language learning or how to overcome an oxymoron

Schmoll, Laurence 20 June 2016 (has links)
Cette recherche étudie l‘utilisation du jeu vidéo pour l’apprentissage des langues étrangères en classe. L’étude porte sur l’intégration de ce support issu de pratiques informelles au contexte formel de la classe de langue. A la fois ludique et à visée d’apprentissage, le ‘jeu vidéo d’apprentissage’ incarne un oxymore, point de tension entre deux pôles, celui du scolaire et celui du jeu. Ce travail se concentre plus spécifiquement sur la notion de ludique. Comment, par le jeu vidéo d’apprentissage, activer une attitude ludique hypothétiquement porteuse d’une implication accrue de l’apprenant, celle-ci menant possiblement à une augmentation et une complexification des productions / interactions en langue étrangère ? Cette recherche s’inscrit dans le cadre du projet Eveil-3D et elle analyse l’accueil fait par un échantillon d’apprenants à deux jeux vidéo d’apprentissage partageant le même scénario mais conçus selon deux modèles différents. Elle a pour objectif d’aboutir tant à un modèle de conception qu’à un modèle de scénario, pensés spécifiquement pour l’apprentissage des langues médiatisées par le jeu vidéo. / This research examines the use of video games in foreign language classrooms. It investigates the integration of this digital medium, originating as an informal leisure activity, in a formal language learning classroom setting. The ‘learning video game’, which refers to both the act of learning and the act of play, can be seen as an oxymoron encompassing seriousness as well as fun. This work focuses on the fun aspect. This work is motivated by the following research question: how can the use of a learning video game foster a playful attitude, hypothetically conducive to a greater involvement of the learner, while also potentially leading to increaseand complexification in student foreign language production and interaction? As a part of the Eveil 3D-project, this study analyses reception from a sample of learners to two learning games which have the same scenario but were completed according to two different game design models. The findings provide both a game design model and a scenario template in order to support foreign language learning through the use of the video game.
10

Jeux pédagogiques collaboratifs situés : conception et mise en oeuvre dirigées par les modèles

Delomier, Florent 10 December 2013 (has links)
Un jeu pédagogique constitue une déclinaison relative à l’apprentissage du concept de jeu sérieux (serious game). Ce type d'outil permet la ludification (gamification) de l'activité afin d'utiliser des éléments de jeu dans un contexte non ludique et conduit à catalyser l’attention, faire accroître l’engagement et augmenter la motivation des joueurs-apprenants dans les situations d’apprentissage. Les jeux pédagogiques reposent sur la mise en situation et l’immersion des apprenants, utilisant les ressorts ludiques dans des simulations axées vers la résolution de problèmes. Parmi des recherches antérieures, certains retours d’expériences font écho d’une trop grande artificialité de l’activité notamment par manque de contextualisation de l’apprentissage dans l’environnement d’utilisation des connaissances apprises. Nous avons proposé la mise en place un environnement mixte (physique et numérique) et l’utilisation de techniques collaboratives pour raffiner l’approche pédagogique. Ces orientations nous ont menés à la mise en place de ce que nous appelons des «Jeux Pédagogiques Collaboratifs Situés » (JPCS). Les deux questions de recherche qui nous ont été posées dans le cadre du projet SEGAREM et qui sont devenues les nôtres sont : 1/ comment accompagner les jeux sérieux par l’approche Réalité Augmentée (RA) et l'approche Interface Tangible (IT)? 2/ comment rendre la conception et la mise en œuvre des JPCS (Jeux Pédagogiques Collaboratifs Situés) plus explicite et plus systématique ? Les réponses que nous présentons dans cette thèse sont les suivantes : 1/ la conception et la mise en œuvre des pupitres interactifs supportant des objets réels augmentés, associés à un protocole de communication existant, proposant un support générique des techniques d’interaction détectée et de prise en compte du contexte physique d’utilisation ; 2/ une approche de production de JPCS se situant après l’étape de scénarisation ludo-pédagogique qui constitue notre cahier des charges. Nous avons basé notre approche sur des modèles pour permettre un support d’expression qui précise les caractéristiques des JPCS. Ces modèles sont soutenus par des éditeurs contextuels et produisent comme résultat des fichiers de descriptions en XML. La projection des descriptions obtenues sur une architecture générique d’exécution du JPCS permet une spécialisation pour obtenir une version exécutable. Dans les six modèles, certains sont adaptés des travaux antérieurs de l’équipe, d'autres issues de la littérature et les derniers sont directement proposés ici. Ces six modèles décrivent l’activité (un modèle d’orchestration de l’activité et un modèle de tâches), la structure de différents environnements, l’état initial de l’environnement et les conditions nécessaires d’un état final et les interactions possibles entre les joueurs et l’environnement. Nos travaux tant sur les pupitres que sur les modèles et le support d’exécution ont été concrétisés dans la mise en place de Lea(r)nIt. Ce JPCS avait pour but de consolider des acquis méthodologiques en Lean Manufacturing par l’utilisation et l’optimisation d’une chaîne de production simulée sur pupitres (supportant interactions tactiles, interactions tangibles et pouvant être assemblés) et sur téléphones mobiles (permettant la mobilité des joueurs-apprenants). / A Learning game is a declension of the serious game concept dedicated to the learning activity. A Learning game is based on a scenario and immersion of the learners with use of game mechanics on problem based simulation. The gamification concept is the use of game elements in a non-playful activity with as impact attention, motivation and engagement. However, some research feedback explains that too much artificiality on learning activity caused by a lack of contextualization of the activity on the professional environment. We propose to use Mixed Reality and Collaborative Supported Computer Work as technological solution to support situated and collaborative situation in aim to enhance pedagogical strategy and allow a better learning. We call it “Situated Collaborative Learning Game” (SCLG) as a concept of pedagogical tools to enhance learning of content with use of collaborative learning (when learners interactions is useful to learn), situated learning (when the environment context is meaningful) and human-physical objet interaction (with use of mixed reality, with kinesthetic and tangible interaction in augmented reality) and game based learning (when learner's motivation is improved by the learning activity). In these contexts, our two research questions are: 1 / How to create a serious games support by use of Augmented Reality (AR) approach and Tangible Interface (IT) approach? 2 / How to make design and development of SCLG (situated collaborative learning game) more explicit and systematic? We propose two solutions: 1/ the design and the production of four interactive desks with support of tangible interaction on and above the table. These devices are linked to a communication protocol which allows a generic support of technical interaction. 2/ A generic way to design the CSLG system, with integration of advanced human computer interaction support (as augmented reality and tangible interaction) and ubiquitous computing in Learning Games. For that, we propose, with a user centered oriented and model oriented design, a way to make a CSLG factory. For that, we propose use of six models to determinate the behavior of the CSLG. These six models describe learners’ activity (with use of three different models to follow the activity theory’s), the mixed game environment, deployment of entities on the environment, and human computer interactions. All of these models are linked by an orchestration model and can be project on a multi-agent multi-layers architecture by use of XML description file. We propose tools to help each step of our design and production process. Our work on interactive desks, on the six models and on the runtime support has been realized in the production of Lea(r)nIT. This SCLG consolidate methodological knowledge of Lean Manufacturing by use and optimization of a simulated chain production on four desks (which support touch and tangible interactions and can be assembled) and on mobile phones (to allow movement of learners).

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