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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.
31

El uso de plataforma de juego para la aplicación de la matemática superior en los años de formación básica dentro del marco de competencias / The use of a game platform for the application of higher math in the years of basic training within the framework of competences

Villarreal Montenegro, Yuliana, Sandoval Peña, Juan Carlos 02 June 2018 (has links)
En este Taller, se expone el proyecto “El uso de Plataforma de Juego para la aplicación de la Matemática superior en los años de formación básica dentro del marco de competencias” que se aplicó de manera pre-experimental en el ciclo de verano 2018-0 y luego con las mejoras realizadas en todas las secciones del curso de Matemática durante el ciclo 2018-1. Los estudiantes desarrollaron habilidades de interpretación, representación, cálculos, análisis y toma de decisiones en problemas contextualizados de la vida real sobre porcentajes, tipo de cambio monetario, IGV (Impuesto General a las Ventas), factura. Por otro lado, pudieron desarrollar habilidades como tecnológicas, trabajo en equipo colaborativamente, sentido de competitividad, automotivación, concentración, alegría, etc. la experiencia en el aula fue bastante alentadora interactuaron con sus compañeros de grupo, realizaron preguntas y al final obtuvieron un feedback. / In this workshop, the project "The use of a Gaming Platform for the application of higher mathematics in the years of basic training within the framework of competencies" is presented, which was applied pre-experimentally in the summer cycle 2018-0 and then with the improvements made in all the sections of the Mathematics course during the 2018-1 cycle. The students developed interpreting, representation, calculations, analysis and decision-making skills in contextualized problems of real life on percentages, monetary exchange rate, IGV (General Sales Tax), invoice. On the other hand, they were able to develop skills such as technology, teamwork collaboratively, sense of competitiveness, self-motivation, concentration, joy, etc. The experience in the classroom was quite encouraging. They interacted with their classmates, asked questions and finally received feedback-
32

MULTINVE$T, O JOGO DE SIMULAÇÃO DE INVESTIMENTOS EM UM BANCO

Ribeiro, Roberto Portes 30 March 2007 (has links)
This work s objective is to introduce a model of simulation game of investments in the financial market. Investors, who have to take decisions involving the application of financial resources in the market, play the game through bank investing products, which embodies saving, CDBs, investment funds and shares. The capacity of taking in decisions, defining strategies, understand how the market works, plan and control the use of financial market resources is the competitive difference among the players. The investor who finds out which are the investment products that make the money yields is the probable winner of this competition. This way, the game allows the beginner investor to have contact with the financial market dynamics in a fascinating way, without the sanctions of reality. Models of simulation games and enterprises found in the literature developed Multinve$t trying to adopt characteristics, which combine with the game objectives. By means of the simulation techniques of the financial market, it was possible to define the structure of the last mathematics model, obtaining a financial resource management tool that focus on the players taking decisions under the point of view of the risks and benefits relations involving the financial market´s functioning. Finally, the game was applied to a mastership class of PPGEP/UFSM for evaluation and analysis of the results. The Multinve$t is dedicated to the beginner investor and it can be used in graduation subjects, post graduation and for training the public / Este trabalho tem por objetivo apresentar um modelo de jogo de simulação de investimentos no mercado financeiro. O jogo é formado por investidores, que devem tomar decisões envolvendo a aplicação de recursos financeiros no mercado, através dos produtos de investimento de um banco que englobam poupança, CDBs, fundos de investimento e ações. A capacidade de tomar decisões, definir estratégias, entender o funcionamento do mercado, planejar e controlar a utilização dos recursos no mercado financeiro é o diferencial competitivo entre os jogadores. O investidor que descobrir quais os produtos de investimento que fazem o dinheiro render mais é o provável vencedor desta competição. Dessa forma, o jogo possibilita ao investidor iniciante, o contato com a dinâmica do mercado financeiro de uma maneira lúdica e fascinante, sem as sanções da realidade. O Multinve$t foi desenvolvido a partir de modelos de jogos de simulação e de empresas encontrados na literatura, procurando-se adotar características que combinassem com os objetivos do jogo. Por meio das técnicas de simulação e de análises do mercado financeiro, foi possível definir a estrutura do modelo matemático final, obtendo-se assim, uma ferramenta de gestão de recursos financeiros que enfoca a tomada de decisão dos jogadores sob o ponto de vista da relação entre risco e retorno que envolve o funcionamento do mercado financeiro. Finalmente, o jogo foi aplicado em uma turma de mestrado do PPGEP/UFSM para avaliação e análise dos resultados. O Multinve$t é destinado ao investidor iniciante e pode ser usado em disciplinas de graduação, pós-graduação e treinamento ao público em geral
33

A study about drivers' behavior at crossroads in mixed traffic scenarios, using a simulator

Grieco, Danilo January 2014 (has links)
No description available.
34

Rolspel as taalmetodologiese strategie in tweedetaalonderrig

Van der Westhuizen, Hester Helena Catharina 20 February 2014 (has links)
M.Ed. (Subject Didactics) / The focus in this study is on roleplay as a technique for second language education, wi the specific reference to oral communication. The field study as well as the theoretical framework is placed against the background of Communicative Language Teaching (CLT) as language education approach or; The theoretical research encompasses role-play as Anthropological phenomenon and especially also as a didactic principle. This framework is complemented by a brief exposition of LT as language education paradigm. The field work is based on qualitative observation. The researcher had participant observation st.atus at a school for a month. A multi-faceted analysis of two oral communication lessons were made. The qualitative observation is triangulated with structured interviews (questionnaire type), open-ended interviews, document analysis as well as structured systematic analysis of two recorded lessons. It was found that there was a significant difference in interpersonal social language usage in the two lessons. The lessons in which role-play was implemented as a technique showed a qualitative increase in language production. It is to be concluded that role-play accommodates oral communication in second language context meaningfully as a mode of pedagogic discourse, supported by a simulated naturalistic milieu.
35

Séquencement d'actions en environnement virtuel collaboratif / Actions sequencing incollaborative virtual environment

Claude, Guillaume 12 July 2016 (has links)
Nous nous intéressons au problème de la spécification du séquencement des actions dans un environnement virtuel collaboratif. Il s’agit de définir puis de contrôler ce qui peut ou doit se passer au cours de la simulation dans un contexte potentiellement multiutilisateur. Ceci passe, entre autres, par la spécification (puis l’exécution) d’un ensemble de scénarios possibles lors d’une session de simulation ainsi que par la distribution des actions réalisables entre les différents acteurs (réels ou virtuels) intervenant dans la simulation.Nous présentons #SEVEN, un modèle fondé sur les réseaux de Petri, permettant de décrire des agencements temporels et causaux des actions dans un environnement. #SEVEN est ensuite utilisé pour répondre aux problèmes de la spécification de l’ensemble des scénarios possibles et de la distribution des actions entre les acteurs. Les propriétés de #SEVEN en font un modèle capable de s’adapter facilement aux besoins de la spécification de scénarios notamment, car il permet de fournir différents niveaux de guidage. Il peut par exemple définir précisément les actions à réaliser et l’ordre qu’elles doivent avoir ou encore indiquer les changements d’état de l’environnement devant avoir lieu sans préciser les actions nécessaires. Ensuite, nous abordons le problème de la distribution des actions en proposant un modèle d’équipe permettant de modéliser les comportements et règles liés à l’organisation d’un groupe d’acteur. Ce modèle permet de faire évoluer les possibilités d’action offertes aux acteurs au cours de la simulation suivant leurs compétences, leur position dans l’équipe, les ressources auxquelles ils ont accès. / We are interested in the problem of the specification of the sequencing of actions in collaborative virtual environments. It is about defining, then controlling what must or can occur during the simulation in a potentially multi-user context. It is done, partly by the specification (and the execution) of a set of possible scenarios during a simulation session, and partly by the distribution of the feasible actions between the different actors (reals or virtuals) in the simulation.We present #SEVEN, a Petri nets based model, allowing to describe causal and temporal sequencing of actions in an environment. #SEVEN is then used to answer to the problem of the specification of the possible scenarios and of the distribution of the actions between the actors. #SEVEN’s properties made it a model able to be adapted to the needs of the specification of scenarios, especially because it can provide different guidance levels. As an example, it can define precisely the actions that need to be performed or indicates the changes that must occur in the state of the environment without defining precisely the actions to perform. Then, we address the problem of the distribution of the actions from perspective of the role theory, proposing a team model allowing to model the behaviours and rules related to a group of actors. This model allows to make evolve the possibilities of actions offered to the actors during the simulation depending on their abilities, their position in the team or the resources they have access to.
36

The games teachers play: Students' opinions of educational games in the secondary classroom

Erickson, Darald Eugene 01 January 2000 (has links)
After systematically using educational games in three secondary English classes over a one-year period, this project documents the effectiveness of games by analyzing students' opinions. Surveys were used to determine the perceptions of 150 students about the actual games used in their classes. Some examples of effective games are also given.
37

Method for Improving the Perception of Reality and Understanding of the Population Problem in the College Classroom: A Simulation Game

Connor, Thomas Dwight 08 1900 (has links)
The purpose of this study is the development of an educational simulation game for use in college classes. The simulation game is based on selected aspects of the population problem. The panel approved or rejected objectives on the basis of their significance as goals for college students. Twelve objectives were approved by a majority of the panel. Upon completion of the exercise, students should be able to compute population increases, to predict population sizes, and to identify birth and death rates that cause a population to increase, decrease, or remain stable. Students should also be able to describe how the following factors affect population size: cultural and religious beliefs, pressure for economic growth, investments of capital, and financial losses. Students should understand the problems of governing a country with a rapidly growing population as compared to problems in governing a country with slower population growth, and they should recognize how rapid population growth can affect the quality of life. Students should recognize decreased birth rates, increased death rates, and increased economic production as possible solutions to the population problem. Finally, students should personalize the population problem and make commitments in seeking and participating in its solutions.
38

Impact of game-based learning on reasoning skills

Debchaudhury, Spreeha January 2023 (has links)
The ability to design controlled, unconfounded experiments in order to test hypotheses via the Control of Variables Strategy (CVS) is fundamental to all scientific reasoning and inquiry, considered a cornerstone of critical thinking as a whole which enables individuals to make valid causal inferences (Kuhn, 2005a). CVS is considered so crucial to science and science education, in fact, that various scientific and governmental agencies a have begun including it in student curricula, such as the Framework for K-12 Science Education (National Research Council, 2012), Benchmarks for science literacy (American Association for the Advancement of Science, 1993), and the Next Generation Science Standards (NGSS; NGSS Lead States, 2013). However, despite its unique power and flexibility as a cognitive tool and its centrality to the entire architecture of scientific inquiry, most children do not spontaneously develop use of CVS without some form of instruction or scaffolding. According to the National Academy of Sciences (1995), students of various ages still have difficulty manipulating variables and conceptualizing controlled experiments. Thus, a significant amount of research effort has gone into the examination of the circumstances under which the learning and transfer of CVS is best supported. One such avenue has been within the realm of embodied cognition. Embodied cognition is a concept in Cognitive Science which suggests people create mental perceptual simulations of concepts in order to understand them (Barsalou, 2004; Morrison and Tversky, 1997; Martin, 2007). In the realm of CVS research, the computerization of instructional and assessment materials has met with some success. Klahr, Triona, and Williams (2007), for example, found virtual training tasks in CVS to be equally effective as training tasks with real physical equipment, a result replicated by Smetana & Bell (2012), as well as Triona & Klahr, 2003). Nonetheless, even in these studies, the virtual tasks undertaken by students appear to largely be an extension of a classroom lecture, merely replicating the experience of a physical task without taking advantage of the more unique qualities of the medium. Black (2014) found strong evidence for the potential of video games as perceptually rich grounding environments for embodied learning. Further, significant literature exists establishing the beneficial impacts of game-based learning on motivation and engagement (e.g. Rigby & Przybylski, 2009; Cordova & Lepper, 1996; Malone, 1981). This study combines these two streams of research by investigating the impact of an interactive simulation game on scientific reasoning skills, specifically effective use of CVS. It seeks to know the impact of game-based learning on scientific reasoning skills and engagement with science, as well as whether structured or unstructured access to an interactive narrative simulation game has a differential impact on immediate learning and retention after a delay following formal instruction. Students were randomized into three groups—two with unstructured and structured access to the game and a control group and given tests of scientific reasoning at baseline, immediately following the training phase, and a week thereafter. They then took two surveys on their science engagement and game experience, the latter of which also included submitting a record of their thoughts and reactions while playing the game. The study found significant effects of group on all measures, with the game groups outperforming the control, and the unstructured group showing the strongest performance in the post-study test while the structured play group performed the most poorly in the retention test. The unstructured group also showed the highest level of intrinsic motivation, as well as higher self-determination and self-efficacy than the structured playing group in the science engagement survey. The dissertation begins with an establishment of a theoretical framework and literature review before going on to discuss the study and game design in detail. Results and implications are discussed in depth.
39

Virtual Enterprise Resource Planning for Production Planning and Control Education

DESHPANDE, AMIT A. 28 August 2008 (has links)
No description available.
40

Development of an interactive simulation game for ISE-5204 Manufacturing Systems Engineering

Ketelhohn, Niels 24 March 2009 (has links)
The purpose of this research was to take the first steps in the creation of a simulation game, tailored for the needs of ISE-5204 Manufacturing Systems Engineering, that will provide students with the opportunity of applying their knowledge in realistic situations. The needs of ISE-5204 were established based on the course material and on interviews with appropriate faculty members. A game review showed that there is not a game available which combines all of the characteristics desirable to fit these needs. Therefore the a new simulation game is needed for use in the course. This research developed a simulation game framework, unique in driving a strategic business type game by low level production decisions. The framework consists of three components: conceptual, organizational and structural framework. The conceptual framework is based on a competitive game with a multiproduct environment, with operational decisions being the driving force. The organizational framework specifies that periodic decision are made by competing student companies and input into the game for production simulation and generation of status reports. The structural framework specifies that a discrete, next event simulation model of shop floor operation is used to model the production system and create output reports. A prototype model demonstrated the feasibility of running a high level strategic game by low level production modeling. Three competing companies were simulated for three production periods. Each company made decisions that were representative of a different strategy. Simulation outputs were indicative of the behavior characterized by the company decisions and inputs. / Master of Science

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