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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.
1

Civic Education in the Preservice Classroom: A Study of Gaming

Sumners, Sarah Elizabeth 15 December 2012 (has links)
The purpose of the study was to better understand social studies teacher education through preservice professional development that incorporates an online gaming and simulation component. Examination of the impact of online gaming and simulations on the self-efficacy and content knowledge of preservice teachers in the methods course was undertaken. This study employed a mixed methods approach with primacy given to quantitative statistical analyses of data collected pre and post using a content knowledge assessment (AP Government and Politics practice test) and two self-efficacy assessments (SSTEBI-PSSTE and TSES). Results from a repeated measures ANOVA revealed statistically significant differences in preservice social studies teachers content knowledge of civics from pre to posttest administration by gaming status (less than 2 hours and 2 hours or more), testing occasion (pre and posttest), and group by occasion. The gains in content knowledge by participants spending 2 hours or more gaming were greater than the gains for those who spent less than 2 hours gaming. Qualitative analysis revealed themes of content knowledge change, gaming, and active learning in support of quantitative findings. Results from the repeated measures ANOVA on the TSES measure revealed no significant differences by gaming status, testing occasion, or group by occasion from pre to posttest. There was a minimal raw score change from pre to posttest with the participants who played 2 hours or more in iCivics showing slightly less growth in self-efficacy scores on the TSES in comparison to those playing less than 2 hours in iCivics. Results from the repeated measures ANOVA on the SSTEBI-PSSTE measure revealed a statistically significant main effect for testing occasion. Results showed no significant difference by gaming status or for the interaction of group by occasion. Qualitative data collected throughout the research study via interviews and document analysis aided in the explanation of the quantitative results. The present study extends previous research into the use of games to enhance educational experiences. It is clear from this research that the amount of time spent gaming has an effect on participants‘ content knowledge of civics and that online simulations are an effective teaching method.
2

Digitala lärspel i matematikundervisningen i årskurs 4-6 : En kvalitativ intervjustudie om fem matematiklärares användning och upplevelse av digitala lärspel

Andersson, Tina, Kettunen, Ella January 2023 (has links)
No description available.
3

Informační chování a učení v kontextu nových medií: Digitální hry a simulace jako komplexní systémy pro reprezentaci informací / Information behavior and learning in the context of new media: Digital games and simulations as complex systems for information representation

Buchtová, Michaela January 2014 (has links)
This dissertation considers digital games and simulations as complex systems of information representation and explores their specific aspects influencing the process of knowledge acquisition. It focuses on process of mental model creation, information behavior and situational emotional and cognitive engagement. The methodological approach is grounded in variety of disciplines including information science, educational science, new media studies and computer science. The main method used is educational experiment. The use of digital game-based and non-digital game-based educational intervention is compared to similar program based on traditional schooling methods and classic lectures. The experiment outcomes are divided into four large segments exploring influence of digital games on process of mental models creation, motivation for future information behavior, situational emotional experience and social interaction.

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