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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.
11

Creative Mode : En undersökning om vilka effekter Minecraft liksom andra fritidsintressen kan ha på elevers motivation / Creative Mode : A study about what effects Minecraft as well as other hobbies can have on students’ motivation

Holst, Mathilda January 2021 (has links)
Tankar om den nationella ämnesutvärderingen i bild, som menar att pojkar presterar sämre och att elever har en snäv syn på vad bild kan vara, och Wery och Thomsons Motivationsstrategier användes för att formulera syften och frågeställningar. Det första syftet med undersökningen är att sätta strategier för ökad elevmotivation i en bildspecifik och bildpedagogisk kontext. Detta ledde till en teoretisk positionering i Wery och Thomsons Motivationsstrategier, som handlar om att förhålla sig till en problemformulering inom pedagogik, nämligen den om motivationsstrategier och hur sådana kan förmå elever att genomföra bilduppgifter. Det andra syftet är att undersöka om elever kan få ökad motivation i bildämnet genom implementering av elevintressen i undervisningen, med Minecraft som exempel. Intervjusvar från två pojkar i 18-årsåldern analyseras och kategoriseras med Wery och Thomsons Motivationsstrategier för att svara på frågeställningarna: - Vilka effekter kan elevers egna intressen i undervisningen ha på motivationen? - Hur kan Minecraft användas för att öka elevers motivation? Svaret på den första frågeställningen blir att intressen kan vara till stor hjälp. En uppgift behöver kännas relevant både i nutid och för framtiden för att vara motiverande. För att uppgiften ska vara relevant behöver den tydligt kunna kopplas till elevers intressen, nutid och framtid. Svaret på den andra frågeställningen blir att Minecraft kan användas för att göra en uppgift relevant, då spelet kopplas till eleversintressen, men också till digitala tekniker de kan komma att arbeta med i framtiden. Elevers yttre värld består av deras intressen och jag som lärare kan inte göra min undervisning relevant om jag inte har kännedom vad de gör på fritiden.
12

Minecraft i förskolan - Ett utvecklingsarbete om Minecraft som undervisningsverktyg i förskolan

Christianson, Linda January 2018 (has links)
Syftet med detta utvecklingsarbete är att arbeta fram en metod för att använda Minecraft i förskolans undervisning. Utifrån ett sociokulturellt perspektiv utforskar jag de didaktiska möjligheterna i Minecraft tillsammans med barnen. Planeringen av aktiviteterna har utgått från förståelsen att lärande sker i interaktion med andra personer. Utvecklingsarbetet syftar till att stärka det gemensamma lärandet och samarbetet mellan barnen. Att uppmuntra andra pedagoger att ta steget till att använda digitala verktyg i arbetet med barn. I studien används en förenklad Learning Study-modell där arbetet utgått från planerade aktiviteter med barn i åldern 4–6 år i syfte att utveckla intresset för matematik och matematiska begrepp.Hur kan ett digitalt spel som Minecraft användas som verktyg i matematikundervisningen i förskolan? I följande arbete beskrivs några konkreta metoder för användandet av Minecraft i undervisning av främst matematik, samt förslag på fortsatta pedagogiska aktiviteter. Barnen som har deltagit har visat stort intresse för projektet och även spontant använt Minecraft-inspirerade lekar och skapande aktiviteter.
13

The subjective gameplay experience: An examination of the revised game engagement model

Procci, Katelyn 01 January 2015 (has links)
The study of the subjective gameplay experience spans multiple disciplines, from teachers who want to harness the power of gameplay to enhance instruction to game developers hoping to create the next big hit. Despite decades of interest, little agreement has been found regarding the way constructs—such as immersion, involvement, presence, and flow—are used to describe the subjective gameplay experience. Without the consistent usage of well-defined constructs, it becomes impossible to further scientific understanding of this domain. This dissertation examined the theoretical evolution of the key subjective gameplay experience constructs. From this, definitions for immersion, involvement, presence, and flow were extracted. Based on the prior work of Brockmyer et al. (2009), a revised game engagement model was created that incorporated these definitions. To test the proposed relationships within the revised game engagement model, experienced players of the computer game Minecraft were recruited for an experimental study. The participants played the game Minecraft, which was manipulated with respect to both level of difficulty and immersive aspects. This allowed for a range of potential game engagement states to be experienced by the participants. Several individual differences hypothesized to influence the different constructs of game engagement also were measured. The results of the study supported many proposed aspects of the revised game engagement model and revealed ways in which the model could be further refined. The theoretically-derived definitions and revised game engagement model resulting from this work, along with the suggested measures for these relevant constructs, provides a framework for future work in this area. This framework will improve the consistency of construct operationalization, benefiting the continued study of the subjective gameplay experience.
14

Malicious Game Client Detection Using Feature Extraction and Machine Learning

Austad, Spencer J. 20 November 2023 (has links) (PDF)
Minecraft, the world's best-selling video game, boasts a vast and vibrant community of users who actively develop third-party software for the game. However, it has also garnered notoriety as one of the most malware-infested gaming environments. This poses a unique challenge because Minecraft software has many community-specific nuances that make traditional malware analysis less effective. These differences include unique file types, differing code formats, and lack of standardization in user-generated content analysis. This research looks at Minecraft clients in the two most common formats: Portable Executable and Java Archive file formats. Feature correlation matrices showed that malware features are too complicated to analyze without advanced algorithms. The latest machine learning methods for malware analysis were employed to classify samples based on both behavioral features generated from running samples in a sandbox environment and static features through file-based analysis. A total sample set of 92 files was used and found that Portable Executable and Java Archive files have significantly different feature sets that are important for malware identification. This study was able to successfully classify 77.8% of all Portable Executable samples 84.2% of all Java Archive samples while maintaining high recall scores. This research, by shedding light on the intricacies of malware detection in Minecraft clients, provides a framework for a more nuanced and adaptable approach to game-related malware research.
15

Mathematical Modeling of Minecraft – Using Mathematics to Model the Gameplay of Video Games

Cox, Raymond Taylor 01 September 2015 (has links)
No description available.
16

Procedurální generování vesnic ve hře Minecraft pomocí algoritmu Wave Function Collapse / Procedurální generování vesnic ve hře Minecraft pomocí algoritmu Wave Function Collapse

Mifek, Jakub January 2022 (has links)
1 Maxim Gumin's Wave Function Collapse (WFC) algorithm is an example-driven image generation algorithm emerging from the craft of procedural content generation. The intended use of the algorithm is to generate new images in the style of given examples by ensuring local similarity. Our work aims to generalize the original work to make the algorithm applicable in other domains. Furthermore, we aim to apply it in a more difficult task of village generation in the 3D sandbox video game Minecraft. We will create a generic WFC library and a Minecraft mod, which will allow for structure generation using WFC. We hope that our WFC library will be beneficial to anyone exploring WFC and its applications in the Kotlin language and that our Minecraft showcase reveals some of the benefits and limits of the algorithm in complex problems.
17

Using Backward Chained Behavior Trees to Control Cooperative Minecraft Agents / Användning av bakåtkedjade beteendeträd för att kontrollera samarbetande agenter i Minecraft

Salér, Justin January 2023 (has links)
This report presents a strategy to control multiple collaborative intelligent agents acting in a complex, versatile environment. The proposed method utilizes back-chained behavior trees and 1-to-1 task distribution. The agents claim a task, which prevents other agents in the system to start working on the same task. Backward chaining is an algorithm for generating reactive agents from a set of goals. The method was evaluated in Minecraft with Microsoft’s Project Malmo API. Two different scenarios were considered. In the first one, a group of agents collaborated to build a structure. In the second one, a group of agents collaborated while gathering material. We propose and evaluate three algorithms with different levels of agent-cooperation and complexity (Algorithm 1, Algorithm 2, and Algorithm 3). The evaluation shows that backward chained Behaviour Trees (BTs) works well for multiagent coordination in complex versatile environments and that adding 1-to-1 task distribution increases the efficiency of the agents when completing the experiment tasks. / Rapporten presenterar en metod för styrning av en grupp kollaborativa intelligenta agenter agerande i en komplex dynamisk miljö. Den förslagna metoden använder sig av bakåtkedjade beteendeträd och 1-mot-1 uppgiftsdistribution, där en agent reserverar en uppgift vilket hindrar andra agenter att börja arbeta på samma uppgift. Bakåtkedjning är en metod som möjliggör generering av flexibla agenter utifrån en lista av mål och krav. Metoden utvärderades i två olika scenarion i tv-spelet Minecraft. Agenterna samarbetar i det första scenariot med att bygga en struktur och i det andra scenariot med att samla material. Vi föreslår och utvärderar tre algoritmer med olika nivåer av agentsamarbete och komplexitet (Algoritm 1, Algoritm 2, och Algorithm 3). Utvärderingerarna indikerar att bakåtkedjade beteendeträd fungerar bra för multiagentkoordination i komplexa dynamiska miljöer och att 1-mot-1 uppgiftsdistribution ökar agenternas förmåga att genomföra experimentuppgifterna ytterligare.
18

Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft

Roberts-Woychesin, Jami 08 1900 (has links)
The primary purpose in this case study was to explore the use of three-dimensional virtual spaces via the use of the game Minecraft as a teaching tool. The case study examined the effectiveness, self-efficacy, and social interaction of students when using such a tool in the teaching and learning process. The research analyzed knowledge acquisition through various deliverables such as benchmark pre and post exams, student discourse, and tangible objects created from the lessons by the students. Students were enrolled and participated in a summer camp offered from Arts and Technology Institute in North Texas. The camp utilized Minecraft to teach architecture types. Students learned about pyramids (Egyptian and Aztec), Roman/Greek architecture, Gothic architecture, and Post-Modern Architecture. Each day students were exposed to a different them of architecture and were tasked with building a world that was in the theme of an assigned type of architecture. Fifty-nine school age students ranging in ages from eight to twelve years old participated fully in the study. The students were not grouped by age, but instead self-selected partners with which to work during the course of their creations. Results show that students who participated in the Minecraft driven course were highly engaged and reported a positive experience during the course of learning. Participants worked cohesively to achieve common goals and problem solve during the course of project completion. Participants freely participated in discourse that was on the topic of the lesson, as well as, offered suggestions for improvement and solicited ideas from other participants. Pre and posttest results yielded an improvement in knowledge acquisition regarding general knowledge of architecture types. Many students frequently used the word “Fun” to describe their learning experience as cited in their daily blog entries. The research strived to show that using Minecraft as a teaching tool can create an environment in which students are highly engaged and are afforded an opportunity to learn material in a way that students can see as an applicable reason for learning. Results of this research evidence Minecraft as a tool in learning yields an atmosphere in which students take ownership of their learning and work in concert with other members of the classroom to yield positive learning outcomes.
19

Fritidsengelskan i ett Affinitetsutrymme -En text- och genreanalys av minecraftforums.net

Andersson, Robin January 2019 (has links)
In an age of rapid digital development, Skolverket (2018) asks for increased teacher competence in information and communication technology (ICT), both competence in classroom digitalization and pupil’s out-of-school activities involving ICT. One of many areas in which ICT has an effect on the relationship between school and the pupils’ out-of-school activities is in the English subject. Their exposure to English media has led to increased incidental and naturalistic learning opportunities for pupils. The purpose of this study is to investigate the effect of extramural English on the Swedish school, more specifically, the affinity space of a gaming forum and their text genres.
20

Understanding and Addressing Collaboration Challenges for the Effective Use of Multi-User CAD

French, David James 01 March 2016 (has links)
Multi-user computer-aided design (CAD) is an emerging technology that promises to facilitate collaboration, enhance product quality, and reduce product development lead times by allowing multiple engineers to work on the same design at the same time. The BYU site of the NSF Center for e-Design has developed advanced multi-user CAD prototypes that have demonstrated the feasibility and value of this technology. Despite the possibilities that this software opens up for enhanced collaboration, there are now a new variety of challenges and opportunities to understand and address. For multi-user CAD to be used effectively in a modern engineering environment, it is necessary to understand and address both human and technical collaboration challenges. The purpose of this dissertation is to understand and address these challenges. Two studies were performed to better understand the human side of engineering collaboration: (1) engineers from multiple companies were interviewed to assess the collaboration challenges they experience, and (2) players of the multi-player game Minecraft were surveyed and studied to understand how a multi-user environment affects design collaboration. Methods were also developed to address two important technical challenges in multi-user CAD: (1) a method for detecting undo conflicts, and (2) additional methods for administering data access. This research addresses some of the important human and technical collaboration challenges in multi-user CAD. It enhances our understanding of collaboration challenges in engineering industry and how multi-user CAD will help address some of those challenges. It also enhances our understanding of how a multi-user design environment will affect design collaboration. The method developed for detecting conflicts that occur during local undo in multi-user CAD can be used to block conflicts from occurring and provide the user with some information about the cause of the conflict so they can collaborate to resolve it. The methods developed for administering data access in multi-user CAD will help protect against unauthorized access to sensitive data.

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