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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

Pexeso - hra jako didaktická pomůcka pro výtvarnou výchovu na ZŠ a ZUŠ / Memory game - the game like didactic tool in the process of education of visual art on the level of the primary schools and the primary art schools

BLÁHOVÁ, Lenka January 2015 (has links)
This master thesis consists of two basic parts. The theoretical part which focuses on the definition and historical evolution of games from the point of view of their function in the process of pedagogy, and the practical part which is Memory game, created by the author. Games as a phenomenon, and their functions and importance within the context of the educational process at the level of elementary education, with a particular focus on art education are analysed in this master thesis. The developed Memory game by the author has a strong didactic accent, the goal of which is to mediate the area of visual art to students. The last part of this master thesis is a detailed description of the process of using the developed didactic tool during teaching and its graphical documentation.
2

O protagonismo do educando na construção de jogos e sua replicabilidade em sala de aula como instrumento de fixação e recuperação contínua

Escobedo, Mateus Beluca 23 June 2016 (has links)
Submitted by Izabel Franco (izabel-franco@ufscar.br) on 2016-10-04T12:41:03Z No. of bitstreams: 1 DissMBE.pdf: 3798713 bytes, checksum: 1c260936ed2cb6554fbdb542ccce4e0b (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-10-20T18:32:33Z (GMT) No. of bitstreams: 1 DissMBE.pdf: 3798713 bytes, checksum: 1c260936ed2cb6554fbdb542ccce4e0b (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-10-20T18:32:38Z (GMT) No. of bitstreams: 1 DissMBE.pdf: 3798713 bytes, checksum: 1c260936ed2cb6554fbdb542ccce4e0b (MD5) / Made available in DSpace on 2016-10-20T18:32:44Z (GMT). No. of bitstreams: 1 DissMBE.pdf: 3798713 bytes, checksum: 1c260936ed2cb6554fbdb542ccce4e0b (MD5) Previous issue date: 2016-06-23 / Não recebi financiamento / This work related about games construction and application in classroom, aiming the development of competence and ability prescribed in Sao Paulo State Curriculum, further helping the continuous fixation and assistance. The topics are Sequences, Progressions and Volumes. Each content was initially worked with chalk and board, and, then, valued. Posteriorly the games were built by the students and applied in classroom. After the perception of necessary changes in one of the games, the adjustments were made and the game was reapplied. The results were satisfactory, further having significant possibility of improvement. The steps of the work are separately reported, from the content choices to be worked, passing throughout didactic engineering (diagnostic assessment, planning, implementation and evaluation) beside the results, in way to favor the proper understanding about the work to provide the review of the importance of games as a relevant factor in mathematics teaching, fixation and knowledge building. / Este trabalho trata da construção e aplicação de jogos em sala de aula objetivando o desenvolvimento de competências e habilidades previstas no Currículo do Estado de São Paulo, além da sua fixação e o auxílio na recuperação contínua. Os temas abordados são Sequências, Progressões e Volumes. Cada conteúdo foi trabalhado inicialmente com giz e lousa e, então, avaliado. Posteriormente os jogos foram construídos pelos alunos e aplicados em sala de aula. Após a percepção das mudanças necessárias em um dos jogos, os ajustes foram feitos e o jogo novamente aplicado. Os resultados foram satisfatórios tendo ainda ampla possibilidade de melhora. As etapas do trabalho estão relatadas separadamente, desde a escolha dos conteúdos a serem trabalhados, passando por toda a engenharia didática (avaliação diagnóstica, planejamento, aplicação e avaliação) além dos resultados, de modo a favorecer a compreensão adequada sobre o trabalho para propiciar a análise da importância dos jogos como fator relevante no ensino da Matemática, sua fixação e a construção do conhecimento.
3

"Pekelně se soustřeď!": Analýza na hře založeného přístupu ke kvalitativnímu výzkumu v sociálních vědách / "Train your brain!": An Analysis of Game-based Approaches to Qualitative Research in Social Sciences

Cuker, Ivan January 2018 (has links)
There are a few examples of the application of game-based qualitative research methods. Therefore, we lack an analysis of the nature of data that such methods would produce. So, the goal of my diploma thesis is to find out in what ways the data obtained using game-based research methods represent the ways in which people actually perceive and experience social reality. For this purpose, I analyze seven group discussions carried out with the use of a research memory game in which players match cards with financial terms written on them with possible definitions of these terms. I have designed an analytical framework using Alfred Schutz's theory of relevance, Erving Goffman's theory of the presentation of self and Pierre Bourdieu's conception of knowledge. With the aid of these theories I managed to reach several findings which might be fruitful for a future usage of this research instrument. The participants of a game-based research might hide behind their player's roles and thus be able to interpret even sensitive topics such as the financial literacy. The game environment of the memory game research allowed the players to introduce new topics and interpretations into the group discussion despite the fact that such topics might be irrelevant to the research goal. Such cases are rather marginal...

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