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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.
21

Functions Fun: An iPad Educational Game for Teaching Mathematical Functions and Graphs

Liu, Xuan 18 June 2019 (has links)
Teaching and learning mathematical functions and graphs pose significant challenges for teachers and students. Students often have difficulty in understanding a functional relationship between two quantities such as distance and time, temperature and precipitation, and gas price and number of gallons. Teaching students to have quantitative thinking about functions can help them understand the rate of change for complicated functions and later succeed in learning Calculus. Traditional educational methods such as static graph images and some learning tools usually have some limitations. Teaching students the dynamic changes of quantities within the static picture has serious difficulties. Compared to the learning tools, the game-based learning increases interest when students are learning complicated functions. This thesis presents a game-based learning application called Functions Fun, which runs on iPad tablet computers. The game is created to teach / learn the following functions: Linear, Quadratic, Exponential, Logarithmic, Trigonometric, and Polynomial with degrees over four. Each function is covered under a game level. The game setting is a jungle environment. Each game level has its own scene, challenging the player to take an action while teaching a function and its graphical representation. Functions Fun enables students to play and learn functions and graphs in a more effective and entertaining manner. / Master of Science / Teaching functions and graphs plays an important role in mathematics education. Teachers and researchers emphasize the need for students to form the quantitative thinking habits when they are learning different function graphs. This thesis presents Functions Fun, an iPad educational game that aims to help secondary students to understand function graphs by varying two quantities x and y such as distance and time, temperature and precipitation, and gas price and number of gallons. Adventure game is chosen as the game genre and six real-life models related to the following six functions are created: Linear, Quadratic, Exponential, Logarithmic, Trigonometric, and Polynomial with degrees over four. Each function is covered under a game level. The game setting is a jungle environment. Players are rewarded for their accomplishments. Through game effects and animations, students can have a better understanding of how the value changes of variables x and y influence the shape of graphs.
22

CandyFactory: Cloud-Based Educational Game for Teaching Fractions

Ying, Tiancheng 17 June 2019 (has links)
Nowadays cross platform software development is more expensive than ever before in terms of time and effort. Meantime with increasing number of personal devices, it is harder for local applications to synchronize and connect to the Internet. In terms of educational games, they can be divided into "local educational game" and "web educational game." "Local game" indicates the ones either on tablets, mobile devices or PC, which is an application on the corresponding platform. This kind of game mostly does not have backend support nor cross platform features such as the iPad version of CandyFactory. For one specific game, if the developer wants it to run on iPad and Android tablets, they need to develop two applications based on corresponding development framework, which is time and effort consuming. "Web game" indicates the ones on websites, which support cross platforms, but do not have backend support. Usually they are pure JavaScript or flash games with no backend recording the performances and the achievements. Software development for each individual platform is time and effort consuming. In order to achieve cross platform development, many programming languages and platforms like Java, Python, and JVM appear. Among all the cross platform approaches, cloud-based software development is the most universal solution to this problem. With web browsers built into every operating system, cloud software can be compatible with almost any device. Moreover, "Software-as-a-Service" (SaaS) is becoming a new software engineering paradigm and cloud-based software development is more popular because of its flexible scalability and cross platform features. In this thesis, we create a cloud-based educational game, CandyFactory, based on an iPad version of CandyFactory, and add backend to it to record user performance as well as achievements. Firstly, we re-develop the whole game from the iOS platform to the cloud-based Java EE platform. Secondly, we add new features to improve the game play such as ruler functionality and achievements animation. Thirdly, we add backend support to CandyFactory, including user account creation, course creation and performance report generation. With this functionality, teachers can monitor their students' performances and generate course reports. Moreover, teachers can view a specific student's report in order to provide more specific and effective help to their students. Lastly, with the advantages of cloud-based software development, we can update the whole application at any time without forcing the user to reinstall the update or re-download the game. With the hot update, the cloud-based CandyFactory is highly maintainable. The cloud-based CandyFactory runs on any computer that supports minimum 1024x768 screen resolution. The computer could be iPads, Android or Microsoft tablets, Windows or Mac laptops and desktops, and any other computer with a web browser. The advantages of cloud-based educational games over local educational games and web educational games are: firstly, they have cross platform features; secondly, they have backend data collection support; thirdly, they are consistent even if users log in with different computers, their game record and history will always be the same; lastly, the teacher can always keep track of his/her students' performance and provide more specific help and feedback. / Master of Science / Providing services on the cloud has become universal. The term “Cloud-Based” indicates that the software application runs on a server computer and users access the application by using a web browser anywhere and anytime. This thesis presents a cloud-based educational game called CandyFactory to teach fractions. The users can use CandyFactory under a web browser on an Internet-connected tablet, laptop, or desktop computer with minimum 1024x768 screen resolution. User’s game performance data is recorded on the server computer regardless of which tablet, laptop, or desktop computer the user uses to play the game. Cloud-based CandyFactory has four kinds of users: Individual, Teacher, Student, Administrator. Individual users can play the game to learn fractions as well as generate performance reports. Teachers can create a course, automatically generate student accounts under a course, and generate performance reports for individual students or for the whole class. Students can play the game under the account provided by the teacher and view their performance reports. Administrator is a built-in account user for maintaining the cloud-based software application. By developing the cloud-based CandyFactory educational game, we provide the users a crossplatform and cross-computers solution which helps the teachers and students learn fractions more efficiently and effectively.
23

Measuring student perceptions about the use of a computer programme as a teaching aid in auditing / Nestene Botha

Botha, Nestene January 2014 (has links)
Auditing, as a subset of the accounting discipline, is an inherently difficult subject to learn and teach. There have been various challenges, problems and criticisms regarding traditional auditing and accounting education. Auditing lecturers therefore have a responsibility to investigate methods or aids that can assist lecturers in addressing these challenges, problems and criticisms in order to educate future auditors who have the knowledge, understanding and skills to function effectively in the workplace. The primary objective of this study was therefore to evaluate whether the learning and lecturing difficulties experienced may be addressed effectively through the use of an educational auditing information technology-based game, which was developed during the course and as a result of this study. The perceptions of third-year auditing students at North-West University regarding the use of this game as an educational aid in auditing education were tested through a questionnaire that was also developed as part of this study. The study involved dividing the participants into an experimental and control group. The experimental group played the educational computer game, while the control group completed the case question from which the educational game was developed. The students then completed the same questionnaire. The main findings of the study were that the educational computer game was equal in educational value to the case method, while factors such as joy, engagement and motivation were rated higher for the computer game than for the case method. / MCom (Accountancy), North-West University, Potchefstroom Campus, 2014
24

Measuring student perceptions about the use of a computer programme as a teaching aid in auditing / Nestene Botha

Botha, Nestene January 2014 (has links)
Auditing, as a subset of the accounting discipline, is an inherently difficult subject to learn and teach. There have been various challenges, problems and criticisms regarding traditional auditing and accounting education. Auditing lecturers therefore have a responsibility to investigate methods or aids that can assist lecturers in addressing these challenges, problems and criticisms in order to educate future auditors who have the knowledge, understanding and skills to function effectively in the workplace. The primary objective of this study was therefore to evaluate whether the learning and lecturing difficulties experienced may be addressed effectively through the use of an educational auditing information technology-based game, which was developed during the course and as a result of this study. The perceptions of third-year auditing students at North-West University regarding the use of this game as an educational aid in auditing education were tested through a questionnaire that was also developed as part of this study. The study involved dividing the participants into an experimental and control group. The experimental group played the educational computer game, while the control group completed the case question from which the educational game was developed. The students then completed the same questionnaire. The main findings of the study were that the educational computer game was equal in educational value to the case method, while factors such as joy, engagement and motivation were rated higher for the computer game than for the case method. / MCom (Accountancy), North-West University, Potchefstroom Campus, 2014
25

Parallel Hearts Mathematics Game: Using Educational Games To Address the STEM Field Gender Gap

Leach, Owen S 25 April 2013 (has links)
Despite equal educational opportunities, a gender gap develops in the science, technology, engineering, and mathematics field amongst American adults. This is caused by various societal factors including pressure for females to pursue more “feminine� careers, biased grading systems, and a vicious cycle of mathematics teaching. Even though females score as well as males on standardized tests, during their middle school years there is a steep drop off in females interested in pursuing STEM careers. This project attempts to close this gap by creating interest in mathematics during these students’ most formidable years through the use of computer games. Parallel Hearts, a 2D puzzle game designed to teach mathematics to 7th grade students, is examined and successfully tested in a classroom setting to show that female players of this age can be targeted and interest can be created in the STEM field.
26

STRICTLY EDUCATIONAL: AN EXPLORATION OF THE RELATIONSHIP BETWEEN EDUCATIONAL GAME DEVELOPER, CLIENT, AND END USER

Casey M. Chastain (5930579) 16 January 2019 (has links)
With the interactivity and immersion of players into video games, rising development costs, and heightened expectations from AAA developers video games need to make sure they hit their target market more than ever. This is something that is less extreme in the educational game development space; but ultimately true with limited grant funding, limited development time within a student developer’s schedule, and how rapidly a recently leased student content creator will need to learn the space and needs of the client. When a student is brought on late into a development cycle, it can become troublesome when they are required to meet new developing features on a changing project. This paper looks over how one team approached this issue, with a focus on meeting the needs of a group of American high school teachers. Within this paper, the focus is how they tackled the issue, and how the teachers reacted to the end prototype, with some insight into the older prototypes of the project. Throughout it they had reinforced the ideas that communication, data validity, and set contract goals are important identifiers for project success. Teachers looking at video games care more about the data being valid and clearly communicated more than if a game is fun or laden with features and mini-games.
27

A periodic table of movements : two reference frameworks for quantifiable emotion, a practice based investigation of human expressive movement and gesture

Hrynczenko, Iwona January 2014 (has links)
The development of sensor-based technologies has opened up avenues for a dialogue between the body and digital spaces, uncovering new possibilities for cross-disciplinary projects and engagements that demand new methods compatible with the ethos of embodied practices, which, in turn, require new approaches and tools. This research seeks to address this need by examining the quantifiability and visual properties of embodied emotion through a multi-layered study of human movement and gesture. It is an elaboration of scientific and artistic research methods, intended to answer the following principal question and related sub-questions: How can emotions, expressed via whole-body movement be visually documented and archived as a reference framework to stimulate the use and studies of expressive gesture in digital environments? As a consequence the following sub-questions become relevant for this research: The first, ontological in its nature; what is expressed emotion? And the second, methodological; how can bodily expressed emotions be visualised and quantified? To answer these questions, the research is divided into three parts. Drawing on phenomenological interpretative inquiry and heuristic methodology, whole-body emotive expressions are documented and analysed from multiple perspectives: body, expressiveness, time, space volume and their correlations. The first part contains information related to video data collection and the database design. The second part describes silhouette extractions of whole body emotive expressions and an online survey where the visual perception of visual data is measured. The third part of the research contains visual and quantitative data analysis providing the basis for visualisation of the four archetypal emotions: anger, fear, joy and sadness and their relationships. In this process, a multi-method approach was adopted combining both qualitative and quantitative methods adopted from sociology and cognitive science. The contextual review, where virtual embodiment and interactivity are explored build on the aesthetics of performance within new technology, highlighting the adaptability of the methods used in performance art to the field of game design. The results of this research and contribution to knowledge reside within both the ontological and methodological approaches used within this study. The ontological resides within the development of two reference frameworks: a correlation table defined as the Periodic Table of Movements (PTM) and a PTM database. The PTM database is a synthesis of embodied emotion data derived from multiple visual representations such as colour, shape, space, volume, time and intensity, whereas the relationship between expressions is visualised in the PTM correlation table. Within the context of an educational framework, the database also provides visual concepts of emotion as epistemic objects for analysis and experimentation. It is a starting point for future cross-disciplinary studies and research on emotions in the context of embodiment and digital technology. The novel methodology of this research contributes to a number of fields with new methods and models of enquiry, grounded within a hermeneutical interpretation driven by artistic development. This exploration opens up a holistic approach to future studies and research grounded in a multimodal attitude to knowledge acquisition.
28

Jogos Educacionais Digitais Abertos Interdisciplinares: um estudo de caso com professores da rede pública do Estado de São Paulo / Interdisciplinary open Digital Educational Games: a case study with public school teachers of the State of São Paulo

Tomceac, Jean Rafael 27 May 2013 (has links)
Made available in DSpace on 2016-04-27T14:31:08Z (GMT). No. of bitstreams: 1 Jean Rafael Tomceac.pdf: 1599083 bytes, checksum: fbdbc3ae964615349ea40890d74b4ab9 (MD5) Previous issue date: 2013-05-27 / This research refers to a case study that used as the object Interdisciplinary Open Digital Educational Games (Jogos Educacionais Digitais Abertos Interdisciplinares - JEDAI) to prove whether teachers, who are little exposed this technology, have the ability to analyze and predict the pedagogical learning dimensions created in the game environment. It therefore supports the theoretical reference of Maria Helena Soares de Souza, Fernando José de Almeida, Maria da Graça de Silva and Monica M. Gardelli Franco to define the characteristics of JEDAI. Questionnaires have been used as instrument to collect the data and were answered by 75 participants (public school teachers of the state of São Paulo and participants of a thematic workshop). Of these 75 completed questionnaires, 28 were selected for further analysis and interpretation of data. The partial result of the research indicates how participants identify the pedagogical characteristics of the types of games covered here / O presente trabalho refere-se a um estudo de caso que utilizou como objeto Jogos Educacionais Digitais Abertos Interdisciplinares JEDAI para provar se professores pouco expostos essa tecnologia, quando a experimentam - em ambientes controlados têm a capacidade de analisar e de antever as dimensões pedagógicas de aprendizagem geradas no ambiente do game. Para tanto, se apoia no referência teórico de Maria Helena Soares de Souza, Fernando José de Almeida, Maria da Graça Moreira da Silva e Monica M. Gardelli Franco, para definir as características dos JEDAI. Como instrumento de coleta de dados foram utilizados questionários, respondidos por 75 sujeitos, professores de escola pública da rede estadual de São Paulo, participantes de uma oficina temática. Destes, 28 questionários foram selecionados para análise e interpretação dos dados. O resultado parcial da pesquisa indica que os sujeitos identificam as características pedagógicas dos tipos de jogos aqui tratados
29

Leadership Competencies Development through Game-Based Learning

Covalciuc, Marina, Kerleguer, Gautier January 2019 (has links)
In contemporary world, there is a constant need for leadership development. Technological advancements, excessive uncertainty and severe hostility on one hand and high expectations from subordinates, pressure from stakeholders on another hand force leaders to develop more skills and competencies in order to succeed. Leadership competencies represent a set of behaviours that are seen to be crucial to deliver desired outcomes. Organisations design competencies models that are used for diverse reasons within human resources management, such as employee selection, career development, succession planning, performance management and employee development. The current most common practices in leadership competencies development applied by organisations include coaching and mentoring, 360‐degree feedback, specific job assignments, networking, action learning, corporate case studies, computer simulations, experiential learning and of course classroom‐type leadership training. However, the future generation of employees are the nowadays youngsters whose life is widely influenced by technology. A specific interest among them is in online and computer-based games, on which they spend a considerable amount of time per week. Games in general were proven to be an effective tool for education among children and young adults, and were discussed to be useful for adults as well. Presented research is performed with the goal to create an understanding of the game-based learning approach to leadership competencies development. Our first ambition for the research was to find out what leadership competencies are most likely to be developed though GBL approach. We came to the results that GBL approach can be effective in developing social interaction competencies such as motivation, facilitation, coaching, effective communication, collaborative negotiation, effective teamwork and such cognitive competencies as strategic thinking, decision making, problem solving and technical competency. Our second aim for the research was to draw on a conceptual framework in form of an experiment to answer to the question of how effective is game-based learning for development of leadership competencies. The experiment model proposed in this conceptual paper was designed by us by putting together elements in form of such games as "Spaghetti Tower"; "Strategic thinking game with 8 players" for measurement and "Acquire" board game for development of the "strategic thinking" leadership competency.
30

Σχεδίαση και ανάπτυξη κινητής εφαρμογής σε χώρο πολιτισμού / Designing and developing a mobile application for cultural spaces

Καρπαθιωτάκη, Μαρία 13 October 2013 (has links)
Η εξέλιξη της τεχνολογίας στον τομέα του κινητού και διάχυτου υπολογισμού έχει δημιουργήσει πολλές δυνατότητες για πρόσβαση μέσω φορητών συσκευών σε πληροφορίες που σχετίζονται με συγκεκριμένο χώρο και αντικείμενα. Οι τεχνολογίες αυτές είναι ιδιαίτερα ελκυστικές για χώρους πολιτισμού όπου μπορούν να αποτελέσουν το υπόβαθρο για μαθησιακές εμπειρίες με παιγνιώδη χαρακτηριστικά. Η διπλωματική αυτή εργασία, που εκπονήθηκε στο Εργαστήριο της Ερευνητικής Ομάδας Αλληλεπίδρασης Ανθρώπου Υπολογιστή, του Τμήματος Ηλεκτρολόγων Μηχανικών και Τεχνολογίας Υπολογιστών του Πανεπιστημίου Πατρών, υπό την επίβλεψη του καθηγητή Νικόλαου Αβούρη, περιγράφει τη μελέτη, ανάπτυξη και αξιολόγηση μίας κινητής εφαρμογής σε χώρο πολιτισμού. Συγκεκριμένα, αφορά το Benaki MuseumScrabble (BMS), ένα χώρο-ευαίσθητο παιχνίδι για φορητές συσκευές, το οποίο απευθύνεται σε επισκέπτες του Μουσείου Μπενάκη. Στόχος του παιχνιδιού είναι να εμπλέξει τους παίχτες σε μια διαδικασία παιγνιώδους εξερεύνησης της έκθεσης του μουσείου και να αναδείξει τα εκθέματα αλλά και υλικό που ανήκει στο τμήμα της συλλογής που δεν εκτίθεται. / Location sensitive mobile games, are usually ludic multiplayer activities where engaging the physical space in the game is of particular importance. They are designed to be played in specific physical spaces, using mobile devices, leading to a strong interplay between physical and virtual spaces. These games have features such as motion and action in physical space, awareness of the surroundings of the player, interaction between players, as well as interaction with objects of the real world in different ways. These characteristics make them particularly attractive for learning activities in real space and have been used in recent years in cultural spaces where social, experiential and situated learning can take place [de Souza, 06]. The basic idea is that such games motivate players to associate information with physical activity, and are attractive as learning tools because they help the integration of the physical and social space with the digital dimension. In this context, it is interesting to explore the design process of an activity of this type, the rules of the game and the development of the corresponding technology (software, appliances, etc.), as well as the involvement of a museum's collection and the related digital information. The objective of this thesis is to describe the design and development of Benaki MuseumScrabble (BMS), a location sensitive game for mobile devices, aimed for young visitor and designed for part of the collection of the Benaki Historical Museum, in Athens.

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