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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.
11

Escape room - En flykt från den traditionella matematikundervisningen : Elevers kommunikativa arbete kring problemlösningsstrategier med och utan digitala verktyg i mellanstadiet / Escape room - An escape from the traditional ways of teaching mathematics : Pupils communicative work around problem-solving strategies with and without digital tools in middle school

Gamalan, Simona, Spångberg, Amanda January 2023 (has links)
This study intends to find out how two different teaching methods affect pupils'communicative ability in the problem-solving process. This through the use of smallgroup work. This study also has a comparative aspect and intends to compare atraditional teaching method with the innovative Game-based learning theory, whichadvocates that learning can take place through gamification. In order to achieve theaim of the study, an inquiry was carried out in four different small groups in gradefour (ages 10–11). The result of the inquiry indicated that the mean value of thenumber of communication clusters presented per minute was higher in the groupsthat worked with traditional learning than those that worked with gamified learningthrough the use of Escape room. / Denna studie har för avsikt att ta reda på hur två olika undervisningssätt påverkarelevers kommunikativa förmåga inom problemlösningsprocessen. Detta genomanvändandet av smågruppsarbeten. Studien har även en jämförande aspekt somhandlar om att jämföra ett traditionellt undervisningssätt med den nytänkandeGame-based learning theory som förespråkar att lärande bör ske genom spelifiering.För att uppnå syftet med studien genomfördes en undersökning i fyra olikasmågrupper i årskurs fyra (ålder 10–11 år). Resultatet från undersökningen pekadepå att medelvärdet av antal uppvisade kommunikationskluster per minut var högrehos grupperna som arbetade med traditionellt lärande än de som arbetade medspelifierat lärande genom användandet av Escape room.
12

"Unlock the Future": An Environmental Escape Game and its Development, Evaluation and Impact

Pater, Emmy January 2020 (has links)
To bring about the rapid transformative change needed to address the global sustainability crises, a paradigm shift is needed, characterized by more sustainable beliefs and attitudes. Therefore, this thesis explores the potentials of an escape game intervention as a new strategy to promote sustainable attitudes and beliefs in players, focusing on environmental sustainability. Firstly, a framework was created with Five Pillars for a successful environmental escape game: Fun, Experiential, Urgent, Problem-Rewarding and Social. Afterwards, this Five Pillars Framework guided the design and evaluation of an Environmental escape game called “Unlock the Future”. Based on the framework, an escape game with the Five Pillars was expected to increase players’ environmental attitudes and efficacy beliefs. To test this assumption, pre- and post-survey data was gathered from nine teams who played the escape game, using validated scales for environmental attitude, self-efficacy and collective efficacy, as well as an adapted version of the Game User Experience Satisfaction Scale. The survey results confirmed that all Five Pillars were present in the escape game design, and as a result players’ environmental self-efficacy and collective efficacy increased after playing the game. However, this effect was not present for players’ environmental attitude, nor for participants that were game hosts, or failed at the escape game.
13

Systemdesign för att samla in data i ett Escape Room / Systemdesign for collecting data in an Escape Room

Baecklund, Karl, Gullbrandson, William January 2022 (has links)
Syftet med arbetet var att utforska möjligheten att hämta data automatiskt från ett ett escape room. Vilken data som är väsentlig att samla in för att stödja utvecklingen av ett escape room? Även hur ska datan samlas in från det fysiska rummet samt vilka komponenter från digitala spel kan användas i insamlings- och analysprocessen? En intervjubaserad metod användes för att granska dom tre olika behoven en projektledare, fullskaligt system och prototyputveckling kräver av ett utvärderingssystem. Resultatet blev att information som tiden för att lösa ett pussel, hur många ledtrådar och vad spelarna interagerar är information som behövs. Användningen av digitala komponenter som Unity Analytics och Xbox Adaptiv Controller har bevisats användas för mer än bara datorspel. Systemet är inte komplett utan enbart en prototyp. Prototypen visar dock på ett gott resultat och implementationen mot ett fullskaligt system är mer än möjligt vid ett framtida arbete. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
14

Approaching hints in the escape roomwith an immersive and interactive artefact

Pouwels, Lenke January 2024 (has links)
While receiving hints is an essential part of playing an escape room, most systems don'talign with the room's overall theme. Therefore, it will have a large impact on the player’sexperience of the game. This thesis explores developing a new hint system in escaperooms within the theory of environmental storytelling. A literature review and a surveyshowed the current field of hint systems where the need of the players to receive hintsand how providing hints to the player needs to change were concluded in designrequirements. These requirements recommend incorporating the storyline in diAerentstages of environmental storytelling for a deeper connection with the narrative. Thishelps the players to engage in a flow state and provides a more enjoyable experience.As a result, two artefacts are created to experience the hint system based on therequirements in a playtest. The exploration showed that players have a more enjoyableexperience when the hint system is included in the storyline and adjusted to their needsby engaging in a flow state.
15

The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods Study

Arpin, Rachel Ann 07 May 2021 (has links)
No description available.
16

Using the Integrated Behavior Model to Explore Faculty Perceptions of a Digital Escape Room Used to Influence Behavioral Intentions Toward Developing Accessible Online Course Content

Wire, Heather 26 April 2023 (has links)
No description available.

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