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Are games more than fun? : Motivational aspects on digital gamesJonsson, Sandra January 2009 (has links)
Games are increasingly becoming a powerful and effective tool for training. The use of games as a training tool increase intrinsic motivation which enhances learning. This study concerns why people play and why they continue play. The study consists of two parts; a focus group and a web questionnaire. The results suggest that people prefer playing together with others, and that they play mainly because of entertainment, fellowship and pastime. Results also show that the participants come to an agreement of five different characteristics a game must have in order for the participants to play; a pleasant game feeling i.e.- effects like sounds, characters and environments, variation in tasks, successively increased difficulty, a exciting story and that the game must be understandable. These findings are important because these are factors that game designers must take into consider when designing training games. After all, entertainment and intrinsic motivation in games is some of the general reasons why people play and why they learn, and therefore, a game only designed for training is doomed to fail.
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The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods StudyArpin, Rachel Ann 07 May 2021 (has links)
No description available.
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EXPLORING THE EFFECTIVENESS OF DIGITAL GAMES IN PRODUCING PRO-ENVIRONMENTAL ATTITUDES AND BEHAVIORSShamila Janakiraman (9613781) 14 December 2020 (has links)
This dissertation consists of three journal articles that explored the effectiveness of a digital game, called EnerCities, in producing pro-environmental attitudes and behaviors by using a mixed-methods study approach. The first study was conducted as a quasi-experimental study among undergraduate students in the United States. Based on the Attitudinal Learning Instrument (ALI), this study found that the attitudinal learning gained from EnerCities influenced participants’ pro-environmental behavioral intentions significantly. This learning was retained until five weeks after game play according to the qualitative results of the study. The second study, conducted in India, used EnerCities to study the differences in attitudinal learning among high school students who played the game collaboratively or individually, using the ALI and Theory of Planned Behavior (TPB). Results showed that the attitudinal learning and its effect on pro-environmental behavioral intentions between collaborative and individual players was similar. This study also showed that EnerCities had significantly impacted the environmental attitudes and behaviors of the game players when compared to students who did not play any game, although all students had studied environmental studies through traditional instructional methods since elementary school. The third study, conducted among high school students in India, compared the environmental attitudes between game players and students who did not play any game based on the New Ecological Paradigm (NEP) scale. Both the unidimensional and multi-dimensional properties of the NEP were considered. It was found that EnerCities had impacted game players’ environmental attitudes significantly. All the three studies showed that digital games are more effective in promoting attitudinal (cognitive, affective, behavioral and social) learning compared to traditional instructional methods. This supports the implementation of digital games as a pedagogical tool in influencing environmental attitudes and behaviors.
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Digital Games in English Language Learning : A Mixed Method Study of Teachers' and Students' Attitudes to Digital Games and Its Effects in English Language LearningTirén, Stina January 2021 (has links)
The possible benefits of digital games for English language learning and teaching have received increasing attention in recent years as more research shows that digital games can affect students’ learning and motivation within formal education. A great deal of the integration of digital games in school contexts depends on the attitude of teachers and students. The aim of this study is to investigate upper-secondary teachers’ and students’ attitudes toward digital games in the English language classroom in a Swedish context. Additionally, this study will also examine teachers’ and students’ views regarding the effects of using digital games for learning English. This is a mixed-method study, where semi-structured interviews and online surveys were conducted by participants from Uppsala, Gävleborg and Dalarna. 106 students and 11 teachers responded to the online survey, and 3 teachers participated in the semi-structured interview. The results found in this study confirm the findings from the majority of previous studies. Teachers and students are generally positive toward digital games in English language learning, and they see potential effects of using games in class. However, teachers find it difficult to implement digital games due to different obstacles, such as preparation time, lack of knowledge, and finding quality games.
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Nová média jako nástroj motivace studentů ke vzdělávání / New media as a tool for student's motivation for learningHampacherová, Monika January 2013 (has links)
The diploma thesis is concerned with the subject of video game education. The goal of this thesis is to confirm or to disprove the following research hypothesis: "Using new media in formal education has positive or at least neutral impact on student's motivation for learning in comparsion to conventional educative methods" by using both qualitative and quantitative empirical methods. For practical research within the thesis I have chosen Czech educational digital game Europe 2045. The theoretical part introduces current use of new media in education, interactive learning and digital game-based learning and theories of motivations for learning as well as analysis of current digital game-based learning research.
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What's their game? - A study of teacher preparation for using digital game-based teachingLindskog, Jonas, Stavroulaki, Michelle January 2019 (has links)
The purpose of this study is to examine perceptions regarding digital game-based teachingand the extent to which teachers of English in Sweden have been prepared to use thisapproach. The basis for this study is the research on the effects of digital games for language learning and the perceived lack of the incorporation of these in teaching, creating a gap between student interests and teaching methods. Therefore, this study investigates the approach of teacher educators who are involved in the design of teacher training programs, as well as the perceptions of in-service teachers at secondary and upper secondary schools in Sweden. In-depth interviews and an online questionnaire were used to gather relevant data. The findings show that all teacher educators who were interviewed found digital game-based teaching to be a relevant approach, but they noted that it is not incorporated in their teacher training courses to a sufficient extent. Additionally, the great majority of in-service teachers did not perceive that they received any education on how to use digital games or game elements in their teaching, while most of them found it to be relevant and had used it to some extent. These results would indicate that digital game-based teaching should be integrated to a greater extent in teacher training programs, and steps should be taken to ensure that current research on the topic reaches the teachers out in the field.
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Digital game-based learning and socioemotional skills : A quasi-experimental study of the effectiveness of digital-game based learning on the socioemotional skills of children with intellectual disabilityVorkapic, Robert, Christiansson, Nora January 2022 (has links)
Digital games are being increasingly implemented in the educational sector to improvevarious skills. Among these the effectiveness of digital game-based learning (DGBL) on the socio-emotional ability of individuals have been investigated with overall positive results. However, a limited number of studies have investigated the effectiveness of DGBL on this ability in children with intellectual disability and no studies have researched whether DGBL could be effective on the socio-emotional skills of children with this form of disability. Thus, the current study aimed at investigating the effectiveness of DGBL on the specific socio-emotional skill of emotion recognition in children with intellectual disability in the educational sector. The following research question was formulated: Does DGBL increase the socio-emotional skill of emotion recognition in children with intellectual disability. To answer this question a quasiexperimental one-group pretest-posttest design was adopted where participants engaged in a DGBL-intervention where they played a game aimed at improving their emotion recognition ability. Participants were selected via purposive sampling and the final sample consisted of N=7. The sample consisted of children with intellectual disability between the age span of six and nine of both male and female gender. The experiment consisted of three parts: a pretest where data in terms of the socio-emotional skill of emotion recognition was collected, the actual intervention where the participants engaged inplaying a digital game, and lastly, a posttest where the skill of emotion recognition was measured again. The data was subsequently analyzed via a paired sample t-test. The results of the study showed that DGBL did not significantly increase the socio-emotional skill of emotion recognition in children with intellectual disability. This result in part contradicts earlier research on DGBL and intellectual disability as well as DGBL andsocio-emotional skill where significant effects have been identified. However, since no previous research has investigated whether DGBL could be effective in increasing the socio-emotional skill of children with intellectual disability, future research is needed to confirm or reject the present results. In summary, the current research has extended on current knowledge and provided important implications for the field of special education.
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Development of an Educational Role-Playing Game for the Acquisition of Ohio Fourth-Grade Mathematics StandardsStevens, Mark Allen 05 November 2007 (has links)
No description available.
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Integration of Game-Based Learning into a Social Studies Curriculum Model to Improve Student Performance in the Ohio Social Studies StandardsFindling, John C. 19 September 2008 (has links)
No description available.
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Design and Development of a Digital Game-Based Learning Module on TransportationCress, Bradley D. 31 July 2009 (has links)
No description available.
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