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An evaluatin of the effectiveness of a simulation game history teaching for secondary school pupilsHoskins, John Montague 06 August 2015 (has links)
RESEARCH REPORT SUBMITTED TO THE FACULTY OF
EDUCATION, UNIVERSITY OF THE W1TWATERSRAND,
JOHANNESBURG, IN PARTIAL FULFILMENT OF THE
REQUIREMENTS FOR THE DEGREE OF MASTER OF EDUCATION
JOHANNESBURG 1986 / This study investigated the effectiveness of a simulation game in
the teaching of history to secondary school pupils at matriculation
level.
History as taught in the schools has for a long time been a source
of criticism and many educationists are perturbed by this fact.
It is with this in mind that this investigation has been undertaken.
In order to facilitate the investigation fifty matriculation pupils
were divided into two unmatched groups. One group, the experimental
group, was exposed to instruction by the simulation technique and the
other, the control group was exposed to instruction by conventional
methods. Both groups wrote the same achievement t»st and the results
showed that the control group's achievement was better than that oi
the experimental group. There are various reasons for this result
as the investigation will indicate. It is apparent from the result
that using non-equivalent groups for the investigation could not
substantiate the hypothesis.
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Mathematical games in secondary educationEwing, David Eugene January 2010 (has links)
Digitized by Kansas Correctional Industries
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Game development environment to teach computer science conceptsPrayaga, Lakshmi. January 2007 (has links)
Thesis (Ed.D.)--University of West Florida, 2007. / Title from title page of source document. Document formatted into pages; contains 133 pages. Includes bibliographical references.
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An urban special education administration simulation exercise addressing the identification, classification and segregation aspects of special education student placementTeicher, Patrick John, January 1900 (has links)
Thesis (Ph. D.)--University of Wisconsin--Madison, 1972. / Typescript. Vita. Description based on print version record. Includes bibliographical references (leaves 198-204).
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Development of an interactive simulation game for ISE-5204 Manufacturing Systems Engineering /Ketelhohn, Niels, January 1994 (has links)
Thesis (M.S.)--Virginia Polytechnic Institute and State University, 1994. / Vita. Abstract. Includes bibliographical references (leaves 95-97). Also available via the Internet.
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Simulasie-spel as onderrigmetode vir studentverpleegkundigesRoos, Annamarie Marjorie Eszter 16 September 2014 (has links)
M.Cur. / Please refer to full text to view abstract
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Exploring the integration of constructivist computer game-based learning into formal school curriculum teaching. / 探索如何將建構式電腦遊戲化學習融入正規學校課程教學中 / CUHK electronic theses & dissertations collection / Exploring the integration of constructivist computer game-based learning into formal school curriculum teaching. / Tan suo ru he jiang jian gou shi dian nao you xi hua xue xi rong ru zheng gui xue xiao ke cheng jiao xue zhongJanuary 2009 (has links)
Jong, Siu-yung = 探索如何將建構式電腦遊戲化學習融入正規學校課程教學中 / 莊紹勇. / Thesis (Ph.D.)--Chinese University of Hong Kong, 2009. / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract also in Chinese; includes Chinese. / Jong, Siu-yung = Tan suo ru he jiang jian gou shi dian nao you xi hua xue xi rong ru zheng gui xue xiao ke cheng jiao xue zhong / Zhuang Shaoyong.
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Visual Feedback for Gaming Prevention in Intelligent Tutoring SystemsWalonoski, Jason A 08 January 2006 (has links)
A major issue in Intelligent Tutoring Systems is off-task student behavior, especially performance-based gaming, where students systematically exploit tutor behavior in order to advance through a curriculum quickly and easily, with as little active thought directed at the educational content as possible. The goal of this research was to explore the phenomena of off-task gaming behavior within the Assistments system, as well as to develop a passive visual indicator to deter and prevent off-task gaming behavior without active intervention via graphical feedback to the student and teachers. Traditional active intervention approaches were also constructed for comparison purposes, and machine-learned gaming-detection models were developed as a potential invocation and evaluation mechanism. Passive graphical interventions have been well received by teachers, and results are suggestive that they are effective at reducing off-task gaming behavior.
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The global village playground a qualitative case study of designing an ARG as a capstone learning experience /Dondlinger, Mary Jo. Warren, Scott J. January 2009 (has links)
Thesis (Ph. D.)--University of North Texas, May, 2009. / Title from title page display. Includes bibliographical references.
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Simulation games through the computer to teach ESL studentsGrubbs, Vivian Louise January 1982 (has links)
This thesis looks at the potential use of computer simulation games in the ESL classroom. Simulation games, if educational as well as entertaining, come under the field of Computer Aided Instruction (CAI). CAI is expensive, both for computers and programs; programs are difficult to create and often specialized; and computer hardware is made differently, so software is difficult to transfer between computers. Yet, the advantages far out-weigh the disadvantages. With CAI, the student receives instant feedback and individualized instruction. The student can work at his/her own pace, and the computer can devote full attention to the student. It has not been fully determined whether students learn better or faster with CAI as compared to traditional classroom instruction.The major portion of this thesis is a computer simulation game written to instruct in the directions: right, left, straight, and back-up. With this program and support from in-class instruction, the student should learn directions quickly.
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