141 |
The Boundaries of Adventure PlaygroundsVon Joo, Lucius January 2024 (has links)
This three-article dissertation explores the nuances of play within adventure playgrounds, guided by two pivotal questions: how does play manifest in settings with user-negotiated boundaries, and how do the creators of these playgrounds perceive play?
Utilizing a mixed-methods approach across three articles, this study explores the interaction between the physical and conceptual boundaries of play spaces, the perceptions of playworkers, and the play behaviors and experiences of the generations of players. The research methodology combines sociolinguistic analysis, participatory observation, multimodal making, and interviews. The first article examines the linguistic landscape of adventure playgrounds to understand how language influences the play environment.
The second investigates the players’ perspectives on play within these unique settings. The third article focuses on playworkers, analyzing their perceptions and practices in facilitating play. Findings reveal a complex ecosystem where space, perception, and play are intricately linked, highlighting the role of user and creator in shaping the boundaries and possibilities of play.
|
142 |
From E-Learning to M-Learning – the use of Mixed Reality Games as a New Educational ParadigmFotouhi-Ghazvini, Faranak, Earnshaw, Rae A., Moeini, A., Robison, David J., Excell, Peter S. January 2011 (has links)
No / This paper analyses different definitions of mobile learning which have been proposed by various researchers. The most distinctive features of mobile learning are extracted to propose a new definition for Mobile Educational Mixed Reality Games (MEMRG). A questionnaire and a quantifying scale are designed to assist the game developers in designing MEMRG. A new psycho-pedagogical approach to teaching is proposed for MEMRG. This methodology is based on the theme of "conversation" between different actors of the learning community with the objective of building the architectural framework for MEMRG.
|
143 |
The Role of Simulation in the Teaching of Interpersonal Communication: a Descriptive Case StudyLove, Nancy Lorene 12 1900 (has links)
This investigation opened with justification of the association of simulation and rhetoric found in the works of Bitzer, Bryant, Burke, and Nichols. It then focused on some advantages that association provides in the classroom: provides learning experiences for diverse groups, applies to problem solving, gives variety to lecture approach, develops social behavior, and increases awareness of alternatives. A list of simulation procedures was provided for specific rhetorical principles: cooperation/competition; decision making; reasoning; recall; perspective; negotiation; and goal setting. Existing, modified, and original games were included. Simulation with a college Interpersonal Communication class provided two case studies. Procedures, results, and evaluative feedback described degrees of effectiveness, and future application and research were also provided.
|
144 |
[en] ROLE PLAYING GAMES AND SCHOOL: A GAME OF MULTIPLE LANGUAGES AND COMPETENCIES. A CASE STUDY OF ROLE PLAYING GAMES AS PART OF THE SCHOOL´S CURRICULUM / [pt] O ROLE PLAYING GAME E A ESCOLA: MÚLTIPLAS LINGUAGENS E COMPETÊNCIAS EM JOGO UM ESTUDO DE CASO SOBRE A INSERÇÃO DOS JOGOS DE RPG DENTRO DO CURRÍCULO ESCOLARLUIZ EDUARDO RICON DE FREITAS 02 March 2007 (has links)
[pt] Este trabalho registra e analisa criticamente uma
experiência de inserção dos jogos de RPG (Role Playing Game) como parte integrante
do currículo de uma escola particular da zona sul do Rio de Janeiro, com o
objetivo de se trabalhar a expressividade e a criatividade dos alunos por
meio do uso de múltiplas linguagens e também como meio de se promover o
desenvolvimento de variadas competências dentro de sala de aula. Ao todo,
69 crianças e jovens
dos 9 aos 17 anos, alunos da 5ª série do Ensino
Fundamental ao 2º ano do Ensino
Médio, participaram das oficinas focalizadas nesta
pesquisa. A metodologia
utilizada no trabalho de campo incluiu tanto a observação,
apoiada em cadernos
de campo e fotografias, quanto a análise dos artefatos
produzidos pelos alunos
durante (e para) as sessões de jogo, sob a forma de
descrições dos personagens,
histórias, textos diversos, desenhos, mapas, maquetes etc,
além da participação
na montagem de mostras dos trabalhos, visitadas por pais,
professores, familiares
e demais membros da comunidade escolar. Ao lado do teatro,
da música, da
dança, do vídeo, dos desenhos animados e de outras
linguagens e meios de
expressão artística e cultural, a prática de jogos como o
RPG, que reúnem
ludicidade e criatividade, pode servir como forma de se
aproximar o ambiente da
escola do mundo complexo, múltiplo e multi-midiático no
qual as crianças e os
jovens das grandes cidades se encontram imersos em seu dia-
a-dia. / [en] This work documents an experiment in which Role Playing
Games were
part of the curriculum in a private school in Rio de
Janeiro. The game was used
as a tool to promote expression and creativity among the
students and also the
development of several competencies inside the classroom.
Sixty-nine children
and adolescents (ages 9 to 17, from the 5th to the 10th
grade) took part in the
workshops studied here. The filedwork methodology included
observation,
supported by field notes and photos, along with the
analysis of artifacts produced
by the students during (and for) the game sessions, such
as character profiles,
stories, assorted texts, drawings, maps, schetches, mock
ups and others, and also
their engajement in the preparation of a show, visited by
parents, teachers, family
membres and other members of the school community. As with
theater, music,
dace, video-production, animation and other forms of
artistic and cultural
expression, games like RPGs, that unite creativity and
fun, might serve as a way
to straighten the ties between the school and the complex,
multiple and multimidiatic
world where children and adolescents in major cities are
imersed in
day-to-day basis.
|
145 |
Pistas org?nicas: uma atividade l?dica para o ensino das fun??es org?nicasSilva, Janduir Egito da 15 February 2013 (has links)
Made available in DSpace on 2014-12-17T15:42:04Z (GMT). No. of bitstreams: 1
JanduirES_DISSERT.pdf: 2266375 bytes, checksum: c9d10fe73c5e9796337be1a7e3030bc4 (MD5)
Previous issue date: 2013-02-15 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior / Educational games can work as a complementary tool in teaching and learning
chemistry, playing an important role in the development of the students cognitive structures,
familiarizing them with certain conceptual content, which may arouse interest in the study of
such content. In this work, we made an analysis of organic chemistry textbooks recommended
by Programa Nacional do Livro Did?tico 2012, for high school students in order to verify
the existence of methodological proposals using educational games. From this analysis, we
proposed an educational game to be developed for students on 3? year of high medium and
undergraduate chemistry, that are in 1? semester of the course, which is constituted of a tray
and 48 letters, which work various concepts concerning organic functions, such as: structural
characteristics, physical properties, chemical and properties diverse of the compounds used
for the confection of the letters. The game was applied to a class degree in chemistry, period
2012.1 to a Federal Education of Rio Grande do Norte and a group of students of the 3rd year
of the state schools of Rio Grande do Norte, in the period the months of April and May 2012.
The analysis of the performance of the game proposed was made using visual observations,
photographic records and testimonials of students who participated in the games. The
instrument used for the data collection was the student questionnaire, which was similar for
both groups, differing only in the amount of questions, because one of them had one more
question. During application of the game it was observed that it constitutes a dynamic strategy
in the teaching and learning of chemistry concepts, given that students actively participated in
the classes as well, demonstrated more motivation in the construction of concepts,
furthermore, it was possible to observe evidence of other possibilities of the game. This could
be verified through visual observations and testimonials at the end of each game, by reading
the answers to the questionnaires / Os jogos educativos podem funcionar uma ferramenta complementar no processo
de ensino e aprendizagem da qu?mica, desempenhando importante papel no desenvolvimento
das estruturas cognitivas dos alunos, familiarizando-os com determinados conte?dos
conceituais, podendo despertar interesse pelo estudo de tais conte?dos. Neste trabalho,
realizou-se uma an?lise nos livros did?ticos de qu?mica org?nica recomendados pelo
Programa Nacional do Livro Did?tico 2012, para alunos do ensino m?dio, a fim de verificar
a exist?ncia de propostas metodol?gicas utilizando jogos educativos. A partir desta an?lise,
foi proposto um jogo educativo para ser desenvolvido a alunos de 3? ano do ensino m?dio e
de gradua??o em qu?mica, que estejam no 1? semestre do curso, o qual ? constitu?do de um
tabuleiro e 48 cartas, onde s?o trabalhados diversos conceitos relacionados ?s fun??es
org?nicas, tais como: caracter?sticas estruturais, propriedades f?sicas, qu?micas e propriedades
diversas dos compostos utilizados para a confec??o das cartas. O jogo foi aplicado em uma
turma de licenciatura em qu?mica, per?odo de 2012.1 de uma Institui??o Federal de Educa??o
do Rio Grande do Norte e em uma turma de alunos do 3? ano da rede estadual de ensino do
Rio Grande do Norte, no per?odo compreendido entre os meses de abril e maio de 2012. A
analise do desempenho da atividade l?dica proposta foi feita a partir de observa??es visuais,
registros fotogr?ficos e depoimentos dos alunos que participaram das partidas. O instrumento
utilizado para a coleta dos depoimentos dos alunos foi o question?rio, o qual era semelhante
para ambas as turmas, diferindo apenas na quantidade de quest?es, pois em um deles havia
uma pergunta a mais. Durante a aplica??o do jogo foi poss?vel observar que o mesmo se
constitui de uma estrat?gia din?mica no processo de ensino e aprendizagem de conceitos da
qu?mica org?nica, haja vista que os alunos participaram ativamente das aulas, bem como,
demonstraram mais motivados na constru??o dos conceitos, al?m disso, foi poss?vel observar
evid?ncias de outras potencialidades do jogo. Isso p?de ser constatado atrav?s das
observa??es visuais e dos depoimentos dos mesmos ao final de cada partida, atrav?s da leitura
das respostas dos question?rios
|
146 |
Jogo aplicado à educação: experiência escolar com Ensino Fundamental IIAlmeida, Felipe Neves de 10 September 2015 (has links)
Made available in DSpace on 2016-04-29T14:23:37Z (GMT). No. of bitstreams: 1
Felipe Neves de Almeida.pdf: 4362157 bytes, checksum: e1e167b18d2cb044bf635f82cd169ad3 (MD5)
Previous issue date: 2015-09-10 / This dissertation approaches the problem of implementing an educational project using a game with no clear educational goals or characteristics. It s a qualitative work based on a case study. Four methods of applying games in education have been identified and several projects using one of these methods have been analyzed. The goal of this dissertation is to implement and analyze an educational project that uses said method. This work is based on know authors of the field like Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner and David Ausubel and on the field of games applied to education there are Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. A modern vision about traditional theories. The analyses of educational projects and theories is used to formulate a teaching plan that is applied to high school students. This case study confirms the dissertation hypothesis: Experiences that balance focus on educational content and ludic elements result in greater meaningful learning, therefore increasing the effectiveness of the learning process / A presente dissertação aborda a implementação de um jogo sem características e objetivos claramente educacionais em um processo educacional. É uma pesquisa de caráter qualitativo embasada num estudo de caso. Foram identificados quatro métodos de se utilizar jogos na educação e analisou-se uma série de projetos que utilizam esses métodos. O objetivo dessa dissertação é implementar e analisar um projeto educacional utilizando um desses métodos. A dissertação tem base em teóricos conhecidos da área como Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner e David Ausubel e no campo dos jogos para a educação utiliza Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. Uma visão moderna sobre autores clássicos. Essa análise de projetos e teorias educacionais é utilizada na formulação de um plano de aula que foi aplicado em alunos do sétimo ao nono ano do ensino fundamental. A análise do caso confirma a hipótese dessa dissertação: experiências que equilibram o foco entre conteúdo educacional e elementos lúdicos resultam em uma aprendizagem mais significativa, potencializando o processo de ensino-aprendizagem
|
147 |
Digital game-based learning: effects on students' perceptions and achievements in a business process management courseGrace, Thomas January 2016 (has links)
For the Degree of MCom by Dissertation in the Field of Information Systems / The study aimed to investigate the impact of the introduction of digital game-based
learning (DGBL) and its effect on students’ perceptions of competence, usefulness,
and enjoyment, as well as their achievement. The context of the study was a third
year Business Process Management (BPM) module, within an information systems
course at the University of the Witwatersrand. Eight research questions were
formulated and ten hypotheses were derived. The study was underpinned by Deci
and Ryan (2002)’s self-determination theory (SDT) of human motivation, which
included two of the sub-theories of SDT, cognitive evaluation theory (CIT) and
organismic interaction theory (OIT), as well as Ryan et al. (2006)’s adaptation of the
construct of presence into SDT.
The study adopted a single group natural experiment pre-post design and a
longitudinal relational design. The study was conducted with a sample of 24
students. Three baseline surveys were used to measure students’ levels of intrinsic
motivation, perceived competence and perceived usefulness. This was done prior to
the introduction of IBM’s Innov8 2.0, which was the digital learning game used in the
study. The baseline surveys were administered one week apart, prior to the
introduction of the game. After the game was introduced, an endline survey was
used to capture students’ levels of intrinsic motivation, perceived competence,
perceived usefulness and presence with the game. Learning achievement was
measured through the use of three assessments conducted one week, one month
and two months after the end of the BPM course.
Hypothesis testing was conducted using t-tests, correlation, and PLS regression
techniques. Results confirmed significant effects of the digital game to decrease
perceived competence, a positive relationship between intrinsic motivation and
achievement, and a positive relationship between presence and intrinsic motivation.
As a result of the study, we now know that DGBL effects achievement through
intrinsic motivation when in close proximity to the assessments. DGBL can appear to
decrease perceived competence as it appears to be a feedback mechanism, which
should be seen as a positive rather than negative effect. Certain DGBL
characteristics such as presence increase intrinsic motivation perceptions. / MT2017
|
148 |
[en] MANSÃO DE QUELÍCERA: AN INVESTIGATION ABOUT DIGITAL GAMES WITH PEDAGOGICAL PURPOSES / [pt] MANSÃO DE QUELÍCERA: UMA INVESTIGAÇÃO SOBRE DESIGN DE JOGOS COM FINS PEDAGÓGICOSLUCIANA ROCHA MARIZ CLUA 10 July 2013 (has links)
[pt] A presente pesquisa propõe uma análise e reflexão acerca dos jogos
eletrônicos com fins pedagógicos e para isto, utiliza a metodologia do estudo de
caso, tendo como objeto de pesquisa o jogo eletrônico Mansão de Quelícera,
criado para apoiar o ensino de artes plásticas para o ensino médio e fundamental.
Este estudo se preocupa com o projetar de um jogo eletrônico e para tal, traz
questões teóricas para dar uma base a discussão entre o que foi projetado para o
jogo, revelando aspectos particulares de sua elaboração, com o uso pelos alunos
jogadores e a visão que estes têm deste objeto de pesquisa. Para coletar dados
para analisar esta questão, foi realizada a pesquisa de campo. Nela, o jogo foi
testado na prática em duas fases distintas, uma de pré-teste com até 27 estudantes
e outra de análise mais profunda, de teste com 4 alunos. Participaram da pesquisa
de campo, estudantes da Escola Municipal Artur Ramos, entre 10 e 11 anos, do 5º
ano do Ensino Fundamental I. Das observações de uso do jogo com os alunos
surgiram algumas questões que serviram de norteadoras para uma entrevista com
o desenvolvedor do jogo, a qual é descrita na análise de campo desta presente
pesquisa. Com a reflexão do que foi apresentado na pesquisa, foram apontados
requisitos importantes para o projeto de novos jogos com fins pedagógicos. / [en] The present research proposes an analysis and reflection about digital games
with pedagogical purposes. It is based on a case study methodology and has as an
object of research the game Mansão de Quelicera, which was created with the
purpose of helping to teach plastic arts for the fundamental and medium stage of
the Brazilian school system. This study observes the project process of a
videogame development. Because of this, it brings into consideration theoric
topics in order to fundament the discussion about what had been projected for the
game, presenting some particular aspects of its elaboration with the usage of the
student players and the vision that they have about the subject of research. For
collecting the analysis data for this matter, it was made a field research, which
consisted on testing the game into two different stages: one as a previous test with
up to 27 students and other for deeper analysis, with only 4 students. Students
from the 5th grade, between 10 and 11 years old from the Arthur Ramos
Municipal School participated on this field research. From the observations of the
students’ usage of the game, some questions where formulated and gave the
direction for an interview with the developer of the game. This interview is
described at the field analysis of the present research. Based on the reflection of
what is presented in the research, it is pointed important requirements for the
project of new games with pedagogical purposes.
|
149 |
A Phenomenological Examination of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design TacticBrown-Turner, Jasmine 01 January 2017 (has links)
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members experience and perceive their collaborative work while designing a virtual game using such tactics. This phenomenological study examined the experiences of agile software team members using Jacob's Ladder pre-production design as an interdisciplinary collaboration tool while designing a virtual learning game. Seven design team members (3 educators and 4 engineers) participated in semi-structured interviews and transcripts were analyzed via an inductive coding process that led to the development of key themes. Findings indicated that using Jacob's Ladder design tactic influenced the experience of the team by keeping the team focused on common goals and learner needs, organizing the team work, supporting interdisciplinary collaboration, and promoting shared understandings of the software platform limitations. Individuals played various roles, appreciated diverse views, recognized prior experience and idea sharing, and felt the design tactic supported flexibility for interdisciplinary collaboration. By linking integration strategies to interdisciplinary collaboration, findings from this study may be used by organizational leaders to consider best practices in team building for virtual learning game design, which will further support the development of effective games and growth of the edutainment industry.
|
150 |
Migration during the Dust Bowl /Kerr, Devin. January 2007 (has links)
Thesis (M.S.)--Rochester Institute of Technology, 2007. / Typescript. Includes bibliographical references (leaves 106-109).
|
Page generated in 0.1123 seconds