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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

CAN FRIVOLOUS ELEMENTS INCREASE PLAYER RETENTION IN A SERIOUS GAME?

Löwenberg, Jakob January 2018 (has links)
The focus of this thesis is to examine if it is possible to increase player retention in a serious game simply by adding a number of game elements that do not aid in the games serious purpose. In order to study this two versions of a serious game called Frogsnap, one with these elements and one without, are examined. The results from this examination is that the game elements managed to increase the time participants interacted with the game, and how many levels they completed. But they did not increase the amount of data that the game collected, which means that they alone did not manage to make the game more efficient in completing its purpose.
12

The Role of Expectations in the Perceived Usefulness and Acceptance of Virtual Reality as a Preventative Technique for Post-Traumatic Stress Disorder

Kreutzer, Christine 01 December 2013 (has links)
Expectancy theory is based on the subjective probability (expectancy) and projected value (valence). Based on this notion, an individual chooses his or her behaviors based on the interaction between the valences perceived to be associated with the outcomes, and the appraisal of the probability of that behavior resulting in those outcomes. Expectancies have been found to be predictive of many outcomes, such as treatment outcomes, behavioral change, and training reactions. The goal of the present study is to empirically investigate this issue within the mental health field. While virtual reality appears to be a promising preventative technique for posttraumatic stress disorder, the literature has not yet accounted for expectations and their influence on reactions. More specifically, it is unknown how expectancies influence reactions. Therefore, this study examines videogame self-efficacy as a mechanism through which expectations influence reactions. In the present study 60 participants completed an expectancy scale, VGSE scale, played a serious game designed to prepare soldiers for the psychological challenges associated with deployment, and completed a reactions survey. A mediation analysis was conducted to examine if videogame self-efficacy is a mechanism through which expectations predict reactions. Analyses revealed that videogame self-efficacy partially mediated the relationship between expectancies and reactions.
13

Designing games for learning: An investigation of instructional designers, game designers, and teachers design decisions and epistemological beliefs

Kepple, Michelle 01 January 2015 (has links)
Fields within education and training have been exploring the use of educational computer-based games, often referred to as serious games (SG), in multiple disciplines of academic research including the affective, cognitive, and psychomotor domains. Traditionally, game designers tend to represent a different viewpoint about learning than instructional designers, or even teachers. More so, one of the fundamental roles designers play in making decisions is based on multiple factors, which include personal assumptions about constraints and perceived constraints in instructional practice. In order for games to be successful in classroom environments, classroom teachers need to be involved in the design process to help identify and assist in mitigating the classroom-based challenges that will be faced during implementation. The study sought to extend research on serious game attributes by examining the instructional design decisions and beliefs of individuals involved in the design, development, or implementation of serious games in education or training environments, through a web-based survey. Within the serious game community there are multiple approaches to designing learning environments; some view serious games as virtual environments explicitly for education or training, while others include digital games, simulations, and virtual worlds. While there is debate over the type of games that are most effective for learning, researchers have provided guiding qualifications and lists of characteristics that effective games should possess to improve current practice and implementation. Two central aims guided the study: (a) to identify relationships between the mental models put forth by each discipline when selecting serious game attributes, and (b) to provide insight into each subpopulation's beliefs about learning. Suggested implications for the study extend to educational practice, policy, and future research on designing, developing, and implementing serious games in learning environments. Findings suggest that the sample portrayed similar epistemological beliefs between all subgroups. Participants had the most sophisticated beliefs toward quick learning. Limited relationships were evident between participant's epistemological beliefs and selection of serious game attributes (SGA). However, findings indicated that each discipline has unique models and frameworks for designing serious games and perspectives on serious game implementation.
14

Serious games, gamification and serious mental illness: A scoping review

Fitzgerald, Martin, Ratcliffe, G. 28 February 2020 (has links)
No / The use of serious games and gamification to promote learning has a long history. More recently, serious games and gamification have been used in clinical settings to promote treatment and recovery. Yet there is little evidence to support their use with populations that experience serious mental illness. A scoping review was used to answer the following research question, What is the current state of knowledge about how games and gamification are used to promote treatment of serious mental illness? Scoping reviews clarify, define, and develop conceptual boundaries within a topic area. Twenty studies were identified and reviewed by using thematic content analysis. A range of game types, formats, and technology were assessed. Six themes emerged from analysis. Serious games and the use of gamification to promote treatment have potential to engage persons with serious mental illness in game content and promote treatment outcomes. Game design that supported clear instruction, a coherent narrative, a smooth interface between mechanics and play, and service user involvement early in the process of game design were important for the successful promotion of engagement and learning. Games reviewed offered the opportunity for problem solving, collaboration, and goal-oriented activity that supported the delivery of therapeutic outcomes. The use of serious games and gamification to promote treatment of serious mental illness had high levels of feasibility and acceptability among both users and providers. The potential treatment value of games, however, is dependent on key features related to the games’ design, operation, and rationale.
15

"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.

Lindgren, Björn January 2014 (has links)
In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes.
16

Reconhecimento de gestos por sinais eletromiográficos para um jogo voltado à reabilitação de mãos e punho

Batista, Thiago Vinícius Vieira 22 February 2017 (has links)
Submitted by Viviane Lima da Cunha (viviane@biblioteca.ufpb.br) on 2017-07-07T13:25:51Z No. of bitstreams: 1 arquivototal.pdf: 3014133 bytes, checksum: a5351135b9fcc4acc3f1cd0f8344dd7a (MD5) / Made available in DSpace on 2017-07-07T13:25:51Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 3014133 bytes, checksum: a5351135b9fcc4acc3f1cd0f8344dd7a (MD5) Previous issue date: 2017-02-22 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / One of the strategies being used in recent years to increase the commitment and motivation of patients undergoing rehabilitation is the use of computer systems, such as virtual environments and serious games. In addition to contributing to the motivation, these systems can simulate real life activities and provide means to measure and assess user performance. The use of natural interaction devices originally conceived for the game market has allowed the development of low cost and minimally invasive rehabilitation systems. With the advent of natural interaction devices based on electromyography, the user's eletromyographic data could also be used to build these systems. Therefore, the goal of this work is to build a low-cost serious game to aid in the rehabilitation process of patients with hand motor problems, allowing that the system contribute to patient motivation during the treatment. The systems uses an electromyography device to recognize the gestures being performed by the user through the incorporation of an decision model based on neural networks, which is responsible for interpreting the signals. / Uma das estratégias que vem sendo utilizadas nos últimos anos para aumentar o comprometimento e a motivação de usuários em processo de reabilitação motora é o uso de sistemas computacionais como ambiente virtuais e serious games. Além de contribuírem para a motivação, estes sistemas podem simular atividades da vida real e prover meios para medir e a avaliar a performance do usuário. O uso de dispositivos de interação natural originalmente desenvolvidos para o mercado de jogos permitiu o desenvolvimento de sistemas de reabilitação de baixo custo e pouco invasivos. Com o advento de dispositivos de interação natural baseados em eletromiografia, os sinais eletromiográficos do usuário também puderam ser utilizados para construção destes sistemas. Assim, o objetivo deste trabalho é a construção de um serious game de baixo custo para auxiliar no processo de reabilitação de pacientes com problemas motores nas mãos, permitindo que o sistema contribua para a motivação do paciente no decorrer do tratamento. O sistema utiliza um dispositivo de eletromiografia para realizar captura dos sinais eletromiográficos do usuário e realiza o reconhecimento dos gestos através da incorporação de um modelo de decisão baseado em redes neurais, responsável por realizar a interpretação dos sinais.
17

En litteraturstudie om spelifiering och dess påverkan på känslor av nöje och kul

Hujanen, Thom Om Thunder January 2019 (has links)
Gamification (spelifiering på svenska) är ett ämne i akademiska studier som ökar i popularitet och denna studie tar vid efter Treiblmaiers, Putzs och Lowrys (2018) upptäckter om förslag på forskningsagenda inom ämnet. En litteraturstudie utfördes i syfte att besvara forskningsfrågan ”Vilka resultat och slutsatser om spelifierings påverkan på spelares känsla av nöje och kul har presenterats i forskningspublikationer?”, som utfördes genom en sökning i världens största databas av forskningspublikationer. Sökträffarna filtrerades och analyserades för att identifiera dess upptäcker som sedan sammanfattades. Resultaten visar exempelvis att spelifiering gynnar känslor av nöje och kul, att spelifiering som erbjuder nöje och kul har påverkan på andra saker och individer som inte alltid är positiva. Det upptäcktes även studier som fokuserar på hur de individuella komponenterna som bildar spelifiering påverkar känslor av nöje och kul. Vidare forskning bör exempelvis fokusera på dessa komponenter då inte alla studier är överens om resultaten. / Gamification is a subject in academical research that is increasing in popularity. This study follows Treiblmaier’s, Putz’s and Lowry’s (2018) proposed research agenda on gamification. A literature study was made in an attempt to answer the research question “What results and conclusions about gamification’s influence on enjoyment and fun have been presented in research publications?”. A search for literature was conducted in the world's largest database of research publications. The search results were filtered and analyzed to identify its findings, which was then summarized. The results show, for example, that gamification benefits emotions of enjoyment and fun, that gamification that offer those feelings have an impact on other things and individuals that may not always be positive. Many studies focuses on the individual components that form gamification and how they affect feelings of enjoyment and fun. Further research should for example focus on these components, since not all studies agree on their influence.
18

Einfluss der Qualität eines Serious Games zum Lernen auf den Wissensgewinn

Eckardt, Linda, Röske, Dennis, Robra-Bissantz, Susanne 26 March 2019 (has links)
Der Einsatz von Spielelementen in der Lehre kann den Lernprozess unterstützen und dazu führen, dass Studierende einen höheren Lernerfolg erzielen. Die Messung von Lernerfolg ist jedoch schwierig. Während eine geringe Qualität des Informationssystems eine geringe Systemnutzung zur Folge hat, führt eine intensive Auseinandersetzung mit Lerninhalten zu einem höheren Erfolg beim Lernen. Folglich kann angenommen werden, dass eine gute Qualität des Systems einen höheren Lernerfolg hervorruft. In diesem Beitrag wird daher der Zusammenhang zwischen der Qualität des Lernangebots und dem objektiven und subjektiven Wissensgewinn beispielhaft anhand eines Serious Games untersucht. Die Ergebnisse der Studie zeigen, dass die Qualität den subjektiven Wissensgewinn signifikant positiv beeinflusst, auch in Hinblick auf das objektive Wissen zeigen einige Qualitätsdimensionen signifikante Einflüsse.
19

Null Reference Exception : Serious Games som lärverktyg för spelprogrammering.

Nilsson, Rikard, Kinnunen, Kevin January 2021 (has links)
I denna artikel kommer vi att gå igenom hur man kan gå till väga med att skapa ett spel somhar syftet att lära ut spelprogrammering. Syftet är att undersöka hur lärandet avspelprogrammering hade kunnat förändras och göras mer tillgängligt genom att använda sigav så kallade Serious Games som undervisningsmaterial. Sättet som vi valt att gå till vägamed denna undersökning är att själva skapa ett Serious Game där spelaren får ändra i delar avspelets kod för att lösa pussel och ta sig vidare i spelet. Vi har haft en dialog tillsammans medprogrammeringsläraren Martin Svensson på Norrevångskolan under projektets gång för att setill att spelet håller sig pedagogiskt. Samtidigt har vi använt oss av “pillars” och MDA för attse till att projektet håller sig inom ramarna för vad som kan kallas god design. Vi har ävenhaft ett antal speltester och kvalitativa intervjuer för att undersöka hur många spelare medolika bakgrunder och erfarenheter lärt sig utav spelet.Resultatet av intervjuerna var positiva. Alla som vi testade spelet på tyckte inte bara att detvar ett roligt spel men även att spelet hade passat in som ett lärverktyg för unga vuxna somvill lära sig kod. Alla de intervjuade uttryckte även att om de själva skulle börja lära sig kodskulle de vilja använda sig av ett interaktivt media som detta.Det vi hoppas att andra medietekniker kan nyttja från denna undersökning, är att visa hur ettserious game som är skapat för att lära ut spelprogrammering hade kunnat fungera ochanvändas. Vi hoppas även att framtida medietekniker kan undvika de misstag som vi stött på ivår undersökning och utveckling av serious games. Kursmaterial så som det ser ut i nutiden ärvanligtvis endast böcker, mer forskning inom andra medier som lärverktyg kan utveckla merengagerande och roligare lärande. I nutiden finns inte många spel som kursmaterial påhögskola eller gymnasium, ett annat tänk kring serious games och dess användning skullekunna ändra synen på spel som lärverktyg. / In this article, we will go through how to approach creating a game that has the aim ofteaching game programming. The idea is to investigate how the teaching of gameprogramming could be changed and made more accessible by using so-called Serious Gamesas study material. The way we have chosen to go about this research is to create our ownSerious Game where the player can change parts of the game's code to solve puzzles andproceed in the game. We have had a dialogue together with the programming teacher MartinSvensson at Norrevångskolan during the project to ensure that the game stays pedagogical. Atthe same time, we have used "pillars'' and MDA to ensure that the project stays within theframe of what can be called good design. We have also had a number of gametests andqualitative interviews to examine how many players with different backgrounds andexperiences learned from the game. The results of the interviews were positive. Everyone wetested the game on not only thought it was a fun game but also thought that the game wouldfit in as a learning tool for young adults who want to learn code. All the interviewees alsoexpressed that if they were to start learning code themselves, they would like to use aninteractive media like this. What we hope other media technicians can take away from this research is to show how a serious game created to teach game programming, could work andbe used. We also hope that future media technicians can avoid the mistakes we encountered inour research and development of our Serious game. Course material as it looks today isusually only books, more research in other media as learning tools could develop moreengaging and fun learning. Nowadays, there are not many games as a course material incollege or high school. A different way of thinking about serious games and its use couldchange the view of games as a learning tool.
20

Modelling the factors that influence computer science students' attitude towards serious games in class / Maria Jacomina Zeeman

Zeeman, Maria Jacomina January 2014 (has links)
Although the software development industry is one of the fastest growing sections in the labour market currently, computer science is one of the subject fields with the least growth in number of enrolments at tertiary institutions. Low enrolment figures and high dropout rates are common in computer science courses. Apart from the fact that programming is a difficult skill to master, irrelevant course material and out-dated teaching and learning strategies could be to blame for this phenomenon. When comparing modern technology with which young people engage outside the class room to the stereo typed old fashioned technology they are confronted with inside classrooms, it is discouraging. Games have been identified as a powerful and effective tool to create an attractive learning environment. Students find the competitive, fast-paced and interactive environment which serious games provide appealing. Progress has recently been made in incorporating digital educational (serious) games into the learning environment. Research on understanding the value that serious games can add to learning in computer science courses is limited. The purpose of this study is to address this issue by investigating the characteristic of serious games and establish the value these can add to learning in the computer science class. The identified characteristics were utilised as external variables in the technology acceptance model (TAM) in order to determine the students’ attitude towards the use of serious games in the computer science class. The TAM is a well-known predictor of the users’ attitude towards perceived usefulness and perceived ease of use as the internal factors motivating the acceptance of technology. These internal factors can be influenced by external factors which may differ in accordance to the technology being evaluated. The target population of this study comprised full-time computer science students enrolled at South African registered public higher education institutions (HEIs). For this study, a convenience sample of 547 computer science students was drawn from one traditional university and one university of technology. These two universities were selected by means of a non-probability judgement method. A self-administered questionnaire was hand-delivered to lecturers at each of the two HEIs. The questionnaire requested the participants to indicate on a six-point Likert scale the level of their agreement or disagreement on 41 items, designed to measure their attitude towards the use of serious games in the computer science class. Findings from this study suggest that computer science students exhibit a positive attitude towards using serious games in class. Usefulness was identified as the most significant internal variable predictor of attitude, with relevance to classwork, as the most significant external predictor of usefulness. Relevance of serious games to class work emerged as the strongest predictor of ease of use, followed by experienced and perceived enjoyment. Insights gained from this study will assist educators in designing and planning the implementation of serious games as part of the learning experience in class. Furthermore, educators can gain insights from the factors that students indicated to be the most significant in terms of serious game in class. The proposed model can be used by educators to evaluate the attitude of computer science students towards the implementation of a serious game in class. / MSc (Computer Science)--North-West University, Vaal Triangle Campus, 2015

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