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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.
41

Evaluating the educational effectiveness of simulation games: A value generation model

Ranchhod, A., Gurau, C., Loukis, E., Trivedi, Rohit 09 November 2013 (has links)
No / This article investigates the relationships between various types of educational value generated by the Markstrat simulation game. Considering several theoretical models of experiential learning and the research framework proposed by previous studies, an educational value generation model is developed and validated, using primary data collected from 305 UK-based students. Four types of educational value are identified: experience generation, conceptual understanding, skills development, and affective evaluation. The application of structural equation modelling indicates several significant relationships: experience generation has a strong impact on conceptual understanding, and both of them have medium to high direct impacts on skills development. On the other hand, the participants’ perception regarding the professional skills developed during the simulation game determines their affective evaluation of the Markstrat exercise. The model presented in this study is generalizable to other simulation games, and to other academic disciplines that implement the same experiential learning approach.
42

虛擬互動學生為本學習環境: 設計與應用. / Virtual interactive student-oriented learning environment (VISOLE): design and application / CUHK electronic theses & dissertations collection / Xu ni hu dong xue sheng wei ben xue xi huan jing: she ji yu ying yong.

January 2007 (has links)
Based on the specificity of educational technology research, "Development Research Method" was adopted as the methodological framework in the whole study. Under this framework, a mix of qualitative and quantitative methods was employed for data collection and analysis, including the knowledge pre- and post-test, generic-skill test, perception survey, in-depth interviews as well as artifacts of students' reflective journals, reports and game-playing records. All of these intensively focused on investigating students' and teachers' perceptions, students' learning motivation, behaviors, effectiveness with respect to the VISOLE approach and researching the design strategies for situated educational games. / Designed to make use of the immense power of World Wide Web (WWW) and facilitate a paradigm shift in education, VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a new game-based situated learning paradigm which aims to enable student-centered learning taking place in a game-based interactive virtual environment. Briefly speaking, the VISOLE approach is composed of 3 phases in which students have to (Phase 1) preliminarily acquire some high-level knowledge in specific subject domains through teachers' scaffolding; (Phase 2) actively participate as a game character in a game-based virtual interactive environment to construct knowledge and skills from their near real-life game-play experiences; (Phase 3) reflect and generalize their game-based learning experiences through teachers' debriefing. / In accordance with the philosophy of "Development Research Method", the theoretical context and the research findings, besides developing and further enhancing the VISOLE approach, a framework for designing constructivist situated educational games was also theorized in the present study. / In spite of the research limitation in the present study, I believe that the issues explored, the proposed educational-game design strategies and the research methodological innovation discussed are vital references for the researchers, teachers and educational-policy makers in designing, researching, applying as well as considering and making related educational policies in the area of game-based learning. / In the present research, most of the teachers and students were basically positive towards VISOLE, Farmtasia as well as the respective learning resources. It was empirically found that most of the students were much motivated during the entire learning process, in conducting active learning, collaborative learning and inquiry-based learning. Moreover, it was also found that after the VISOLE process, the students gained their self-constructed subject knowledge, enhanced generic skills for problem solving and improved non-intelligent skills, particularly in terms of attitudes and emotions. / Under the present theoretical context of learning, digital games and game-based learning, this dissertation exploited and reinforced the VISOLE learning paradigm. It also delineated the design and development of the first VISOLE game---"Farmtasia" and presented the empirical research on investigating the educational realization and accomplishment of VISOLE. / 尚俊傑. / Adviser: Fong Lok Lee. / Source: Dissertation Abstracts International, Volume: 69-02, Section: A, page: 0495. / Thesis (doctoral)--Chinese University of Hong Kong, 2007. / Includes bibliographical references (p. 516-536). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstracts in Chinese and English. / School code: 1307. / Shang Junjie.
43

Evaluating the Team Resilience Assessment Method for Simulation (TRAMS)

Amanda, Jaber January 2019 (has links)
The Team Resilience Assessment Method for Simulation (TRAMS) is an instrument that consist of several measurements, such as team-member exchange, workload, the TRAMS observation protocol etc. This thesis researches the observation protocol. The TRAMS protocol is an assessment method for resilience in simulation games. The aim of this protocol is to support the identification of resilience strategies used and developed by the participants in a simulation game. It is a challenge to assess resilience in teams and that is why the TRAMS protocol has been developed. The scenario of the simulation games is a disruption for 10 days in the card payment system. During the simulation games, the participants work in teams and have to try to cope with the disruption in the card payment system. During the course of this study, 14 simulation games have been conducted with seven different teams. Each of the simulation games has been executed during one whole day, and the participating teams have in total played two games each. During every simulation game there were three observers equipped with the TRAMS protocol. To interpret the data collected with the TRAMS protocol, two methods have been used: transcription and thematic analysis. As a result, guidelines and design changes was formed. In addition, results showed that the distribution and frequency of observations of resilience strategies made were similar, that the observations noted by the observers were similar, and lastly eight themes from the data collection could be extracted: Coordinate and collaborate, Payment options, Cash circulation, Safety, Fuel and transportation, Inform, communicate and the media, Hoarding and rationing, Vulnerable groups. In conclusion, the TRAMS protocol is still under development and 15 more simulation games are planned to be conducted within the ongoing CCRAAAFFTING project. However, the protocol has been applied in this study´s 14 simulation games so far, and the similarities in how the observers filled in the protocol and how similar the observations were, indicate that it hopefully can develop into a recognized research tool in the future.
44

Using diffusion of innovations to explore digital gaming in undergraduate library instruction

Robertson, Michael James. Jones, James G., January 2009 (has links)
Thesis (Ph. D.)--University of North Texas, Aug., 2009. / Title from title page display. Includes bibliographical references.
45

First responder weapons of mass destruction training using massively multiplayer on-line gaming

Richardson, Thomas J. January 2004 (has links)
Thesis (M.A.)--Naval Postgraduate School, 2004. / Title from title page of source document (viewed on April 23, 2008). Includes bibliographical references (p. 105-113).
46

Desenvolvimento de um software de apoio ao ensino de métodos de planejamento e controle da produção em ambientes MTS baseado na teoria das restrições

Maciel, Maurício Roberto [UNESP] 16 August 2012 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:26:17Z (GMT). No. of bitstreams: 0 Previous issue date: 2012-08-16Bitstream added on 2014-06-13T19:54:30Z : No. of bitstreams: 1 maciel_mr_me_bauru.pdf: 1930775 bytes, checksum: dbddb8110bec5711cf48bb47cc114131 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Um dos aspectos que mais contribui para o cenário competitivo é a gestão da produção das empresas. As organizações enfrentam grandes mudanças e diversas são as abordagens que estão sendo aplicadas visando vantagens competitivas. Entre estas abordagens destaca-se a Teoria das Restrições, do original em inglês Theory of Constraints (TOC), cujas técnicas de gestão da produção, nela baseadas reconhecem o importante papel das restrições do sistema e tem como foco melhorar o fluxo produtivo. Tais técnicas partem de premissas nem sempre facilmente compreendidas por alunos ou pessoas ligadas às organizações, o que parece favorecer a utilização de formas não convencionais de ensino, como aplicação de jogos ou simuladores. Contudo, tais jogos ou simuladores atualmente disponíveis os quais foram pesquisados neste trabalho não contemplam os conceitos mais atuais de planejamento e controle da produção baseados na TOC, em especial aqueles relacionados aos métodos Tambor-Pulmão-Corda Simplificado (TPC-S) e GP (Gerenciamento de Pulmao) aplicados em sistemas de produção para estoque, denominados de Produção para Disponibilidade (Make to Availability - MTA). Assim, esse trabalho visa levantar as funcionalidades necessárias para que tal software obtenha êxito no ensino da abordagem MTA, assim como em desenvolvê-lo e elaborar um plano de aula para demonstrar sua utilização / One of the aspects contributes most to the competitive scenario is the management of production of the companies. Organizations are facing major changes and there are several approaches being implemented in order to advantage. These approaches there is the Theory of Constraints (TOC), whose production management techniques based on it recognize the important role of system constraints and focuses enhance the production flow. These techiniques depart from the premises do not always easily understood by students or people associated with organizations, which appears to favor the use of unconventional forms of education such as the application or game simulators. However, such games or simulators available which were investigated in this work don't include the latest concepts of production planning and control based on TOC, especially those related to methods Drum-Buffer-Rope Simplified and Buffer Management applied in production systems for stock, called make to availability - MTA. Thus, this paper aims to raise the necessary features for such software is successful in teaching approach MTA, as well as develop it and develop a lesson plan to demonstrate its use
47

Aplicação da metodologia de aprendizagem ativa em treinamento com enfoque no lean thinking: proposta de um método para o segmento industrial farmacêutico

Kuo, Chang Chih 31 March 2015 (has links)
Submitted by Nadir Basilio (nadirsb@uninove.br) on 2016-06-01T14:03:24Z No. of bitstreams: 1 Chang Chih Kuo.pdf: 2616110 bytes, checksum: be64d229df1b1083f497d703a37dbdf5 (MD5) / Made available in DSpace on 2016-06-01T14:03:24Z (GMT). No. of bitstreams: 1 Chang Chih Kuo.pdf: 2616110 bytes, checksum: be64d229df1b1083f497d703a37dbdf5 (MD5) Previous issue date: 2015-03-31 / As the market becomes more competitive, more companies strive to improve efficiency and productivity. As a result, waste elimination using techniques and tools based on the approach of Lean Manufacturing focused on Lean Thinking becomes an alternative for companies. In order to achieve this condition, a main step is the development and training of colaborator. In recent years, Active Learning methodology have shown a potential application in training, through methods and techniques that encourage greater interaction of participants in analysis and problems solving listed, and checked application cases in the automotive industry. The objective of this study is to research, evaluate and characterize aspects related to the dynamics of colaborators training of an organization in concepts of Lean Thinking by addressing the Active Learning methodology, preparing a proposal for a method of implementing development training in the segment of pharmaceutical industry. Based on the observations of training with a focus on simulation games, on the applications questionnaires to participants, on the interviews with experts from companies, as well as the use of other techniques of documentary analysis, this work has resulted in a method of training and capacity for the pharmaceutical segment. / À medida que o mercado se torna mais competitivo, um maior número de empresas se esforça em melhorar a eficiência e produtividade. Como resultado, a eliminação dos desperdícios utilizando técnicas e ferramentas baseadas na abordagem da Manufatura Enxuta (Lean Manufacturing) com enfoque na Mentalidade Enxuta (Lean Thinking) torna-se uma alternativa para as empresas. A fim de alcançar esta condição, um dos principais passos é o desenvolvimento e capacitação dos colaboradores. Nos últimos anos, as metodologias de Aprendizagem Ativa (Active Learning) têm mostrado potencial de aplicação em treinamentos, através de métodos e técnicas que estimulam uma maior interação dos participantes voltada à análise e solução dos problemas elencados, sendo verificados casos de aplicação na indústria automotiva. O objetivo deste trabalho é pesquisar, avaliar e caracterizar aspectos relacionados à dinâmica de capacitação de colaboradores de uma organização em conceitos da Mentalidade Enxuta, através da abordagem da metodologia de Aprendizagem Ativa, elaborando uma proposta de método para implementação em treinamentos de capacitação no segmento da indústria farmacêutica. Com base nas observações de treinamentos com enfoque em jogos de simulação, nas aplicações de questionários aos participantes, em entrevistas com especialistas das empresas, bem como a utilização de outras técnicas de análises documentais, este trabalho resultou em um método de treinamento e capacitação para o segmento farmacêutico.
48

How players interact with sustainability in ECO

Roncken, Mick January 2023 (has links)
Some types of resource management and simulation games often inadvertently deal with theconcept of resource exploitation which is a natural outcome of emulating real-world systems ina digital environment. Sustainable decision-making is imperative for humanity’s sustainedsurvival and teaching the general populace about sustainability and climate through interactivemedia has proven to be an effective tool in increasing such decision-making. ECO (2018) is agame that deals with a simulated climate that reacts to the player’s actions, this makes it apotential candidate for teaching its players about climate change and sustainable decision-making. This paper looks at ECO (2018) through a close reading with the help of a set ofanalytical lenses to ascertain the player’s relationship with sustainability in the game. The extentto which the game’s simulated climate is interwoven with all other aspects of its progressionshows its potential for being a tool used in sustainability education in spite of the fact that itultimately emphasises innovation over sustainability as the main driver of the player’s decisionmaking.
49

Desenvolvimento de um software de apoio ao ensino de métodos de planejamento e controle da produção em ambientes MTS baseado na teoria das restrições /

Maciel, Maurício Roberto. January 2012 (has links)
Orientador: Fernando Bernardi de Souza / Banca: Kleber Francisco Esposto / Banca: Renato de Campos / Resumo: Um dos aspectos que mais contribui para o cenário competitivo é a gestão da produção das empresas. As organizações enfrentam grandes mudanças e diversas são as abordagens que estão sendo aplicadas visando vantagens competitivas. Entre estas abordagens destaca-se a Teoria das Restrições, do original em inglês Theory of Constraints (TOC), cujas técnicas de gestão da produção, nela baseadas reconhecem o importante papel das restrições do sistema e tem como foco melhorar o fluxo produtivo. Tais técnicas partem de premissas nem sempre facilmente compreendidas por alunos ou pessoas ligadas às organizações, o que parece favorecer a utilização de formas não convencionais de ensino, como aplicação de jogos ou simuladores. Contudo, tais jogos ou simuladores atualmente disponíveis os quais foram pesquisados neste trabalho não contemplam os conceitos mais atuais de planejamento e controle da produção baseados na TOC, em especial aqueles relacionados aos métodos Tambor-Pulmão-Corda Simplificado (TPC-S) e GP (Gerenciamento de Pulmao) aplicados em sistemas de produção para estoque, denominados de Produção para Disponibilidade (Make to Availability - MTA). Assim, esse trabalho visa levantar as funcionalidades necessárias para que tal software obtenha êxito no ensino da abordagem MTA, assim como em desenvolvê-lo e elaborar um plano de aula para demonstrar sua utilização / Abstract: One of the aspects contributes most to the competitive scenario is the management of production of the companies. Organizations are facing major changes and there are several approaches being implemented in order to advantage. These approaches there is the Theory of Constraints (TOC), whose production management techniques based on it recognize the important role of system constraints and focuses enhance the production flow. These techiniques depart from the premises do not always easily understood by students or people associated with organizations, which appears to favor the use of unconventional forms of education such as the application or game simulators. However, such games or simulators available which were investigated in this work don't include the latest concepts of production planning and control based on TOC, especially those related to methods Drum-Buffer-Rope Simplified and Buffer Management applied in production systems for stock, called make to availability - MTA. Thus, this paper aims to raise the necessary features for such software is successful in teaching approach MTA, as well as develop it and develop a lesson plan to demonstrate its use / Mestre
50

Internetbasierte Lehr-/Lernmethoden für die wirtschaftswissenschaftliche Hochschulausbildung / Internet based teaching and learning methods for the economic higher education

Mohsen, Fadi 05 December 2002 (has links)
No description available.

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