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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

Games and Learning: Consolidating and Expanding the Potential of Analogue and Digital Games

Pinto Neves, P., Sousa, C., Fonseca, M., Rye, Sara 11 March 2024 (has links)
Yes / For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.
2

Attributes and motivation in game-based learning : a review of the literature

Kang, Jina 26 November 2012 (has links)
Since the mid-1980s, various educational games have been developed, and their popularity has implications for the use of games in the classroom. Although research over many years has shown games to be effective in enhancing motivation and improving learner performance, studies that connect specific elements of games and learner motivation are lacking. This report is a literature review of relevant articles on motivation and attributes in game-based learning, including empirical studies and theoretical articles from 2009 to present. Based on the attributes presented by Wilson et al. (2009), the game environments in these studies are reviewed, with a focus on recent studies and trends related to game-based learning. This review also presents an examination of how the recent studies conducted their experiments in order to investigate game attributes and motivation. The relationship between the attributes and learner motivation is discussed. Because of the current lack of research on the relationship between attributes and learner motivation in game-based learning, the results of this literature review can provide insight into the potential use of game attributes. / text
3

Simulating visual systems using NPR techniques: methodology, framework, and case studies.

Long, Jeremy 16 April 2012 (has links)
In this dissertation I examine how research in non-photorealistic rendering, human perception, and game-based learning can be combined to produce illustrative simulations of different visual systems that effectively convey information about vision to unprimed observers. The Visual Differences Simulation (VDS) methodology and framework that I propose is capable of producing simulations of animal visual systems based on how they relate to human vision, and can represent differences in color vision, hyperspectral sensitivity, visual acuity, light sensitivity, field of view, motion sensitivity, and eye construction. The simulations produced by the VDS framework run in real time, allowing users to explore computer-generated environments from `behind the eyes' of an animal in an interactive and immersive manner. I also examine how cognitive principles and game-based learning can be leveraged to demonstrate and enhance the educational impact of the simulations produced by the VDS framework. Two case studies are presented, where simulations of the cat and the bee visual systems are used as the basis to design educational games, and are evaluated to show that embedding the simulations in educational games is an effective and engaging way to convey information about vision to unprimed observers. / Graduate
4

Investigating the potential of mobile games as learning environments for independent adult skill development

Deniozou, Thaleia January 2016 (has links)
The research described in this thesis is grounded in the fields of independent adult learning, user experience for mobile applications and game design. It considers the case for mobile game-based learning in the context of informal microlearning and investigates the potential of mobile games to assist the independent skills development of adults. Initial research found that adults expressed positive attitudes towards the idea of learning with a mobile game, while even those who did not use mobile games recreationally appeared positive to using them if they perceived them as an effective way to develop their skills. Guidelines were then developed to inform the design of effective mobile learning games based on theories of adult learning, game-based engagement, mobile usability and mobile game design. These guided the development of a mobile game prototype aimed at assisting adults, speakers of English as a second language, to build their academic vocabulary. To evaluate the effectiveness of the prototype, a mixed methods approach combining quantitative and qualitative data collection instruments was utilised. Player engagement and system usability were measured rather than direct measures of learning outcomes. Overall the results were encouraging since evaluation participants were found to be engaged by the activity and able to easily pick up the game and play. Additionally, qualitative data on participants’ experiences and perceptions were collected, which supported initial research findings on the positive attitudes of adults towards using mobile games for learning. Though caution is recommended when generalising the evaluation results, the potential of mobile games for the independent learning of adults was supported. Overall this research offers a rationale for the use of mobile game-based learning, an insight into the nature of adult learners’ needs and their mobile devices usage patterns, a critical discussion on the type of learning that would be appropriate for the context, a set of guidelines for the design of mobile learning games, and finally a discussion of evaluation methods along with a collection of empirical data on the post-experiential attitudes of adults with regards to mobile games for learning.
5

Single-player RPGs as a medium of instruction in formal foreign language education / 正規外国語教育における教育媒体としてのシングルプレイヤーRPG

Wrobetz, Kevin Reay 24 November 2022 (has links)
京都大学 / 新制・課程博士 / 博士(人間・環境学) / 甲第24301号 / 人博第1057号 / 新制||人||248(附属図書館) / 2022||人博||1057(吉田南総合図書館) / 京都大学大学院人間・環境学研究科共生人間学専攻 / (主査)准教授 PETERSON Mark, 准教授 中森 誉之, 教授 勝又 直也, 教授 FIELD Malcolm Henry / 学位規則第4条第1項該当 / Doctor of Human and Environmental Studies / Kyoto University / DFAM
6

The Effects of Games on the Acquisition of Some Grammatical Features of L2 German on Students’ Motivation and on Classroom Atmosphere

Yu, Shu-yun, res.cand@acu.edu.au January 2005 (has links)
The main purpose of this study is to explore the effects of the use of games as a teaching strategy for raising the grammatical accuracy level of secondary students of German as a second language. This thesis seeks also to examine the effect of game-based grammar instruction on students’ motivation and classroom atmosphere. The participants in this study were divided into two groups, the Control and Experimental groups, and received 90 periods, over 18 weeks, of grammatical instruction by the same teacher. The teaching program was the same for both groups. The difference consisted in the use of game-based practice for the experimental group, while the control group performed traditional grammar-based practice only. Data were collected using the following instruments: grammar tests and examinations,a questionnaire on motivation, a questionnaire on classroom atmosphere, a questionnaire on the type of grammar practice, a questionnaire on the role of grammar and grammar instruction, focus group interviews with students, and the researcher’s field notes. While the main result does not support the hypothesis for significant improvement in grammatical accuracy by the experimental students as a result of game-based practice, their overall improved performance is a worthwhile achievement, particularly if it is linked to significant improvements in students’ motivation and classroom atmosphere.These positive results offer a notable incentive to language teachers to include games in their teaching of grammatical features, because the positive results of this experiment with regard to learners’ motivation, peer interaction, teacher-student interaction augur well for an eventual improvement also in the rate of grammatical accuracy.
7

Epistemic learning: game programming learned from the lens of professionals

Matwyczuk, Roman 12 December 2013 (has links)
This study sought to determine the practicality and effectiveness of an alternate instructional approach referred to as epistemic learning – a low structured, high functioning environment where students learn the principles of practice (i.e., the epistemic frame) of a profession through role-play. This research on epistemic learning is integral in assisting educators to enhance learning and accomplish instructional goals in computer science by having students acquire the epistemic frame of a computer game programmer. Currently, literature on epistemic learning is sparse due to its nascent nature. An action research design with mixed-methods analysis was utilized to assess students’ responsiveness to epistemic learning through an examination of their personal epistemological growth, epistemic frame construction, and programming skill set development. Personal epistemological growth was assessed through a self-reporting epistemic beliefs survey that established students’ attitudes about knowledge and learning. Epistemic frame construction was established using epistemic network analysis in determining the specific epistemic frame characteristics students had acquired. Teacher observations and students’ reflections provided insight regarding programming skill development. Findings revealed the following: 1) each student’s personal epistemology was positively influenced through epistemic learning; 2) most students successfully acquired the complete epistemic frame of a game programmer; and 3) students’ computer programming skills were enhanced through epistemic learning. Although a statistically significant correlational relationship was not established, the results had practical importance as they indicated that students were prepared to participate and succeed in an environment that emulates professional practices. Future research should include longitudinal studies that implement epistemic learning.
8

Gamer mode : Identifying and managing unwanted behaviour in military educational wargaming

Frank, Anders January 2014 (has links)
Games are rule-governed systems at the same time as they are fiction, simulating or representing a real or an abstract world. This defining characteristic may create for different forms of tensions, that is, at different times players may focus on the rules, the fiction or on both during game play. In military education with games, this poses a problem when the learner becomes too focused on the rules, trying to win at any price rather than taking the representation and what it implies in terms of permissible behaviour seriously. In here we attempt to understand how participants in a wargaming situation act out this tension by studying the interaction between the player and the game in military tactical training. The results first of all confirm that there is a tension – there are occasions where players are mainly concerned with winning the wargame, disregarding what the theme is meant to represent. I propose the term gamer mode to refer to this player orientation: players in gamer mode have an extreme rule-focused interaction, meaning they behave rationally with respect to game rules but irrationally with respect to the portrayed real-life situation they are training for. Gamer mode can probably occur for many reasons. This thesis documents two contributing factors. The first concerns whenever the game does not match players’ expectation on mimicking warfare. In these situations players may find that the game breaks the fragile contract of upholding an accurate representation of warfare. The other factor that may lead to gamer mode are game design features such as explicit reward structures or victory conditions. To remedy the situation, the instructor can, in real-time, actively support players’ orientation towards the game and explain in-game events, keeping them on track. When gamer mode occur I argue that the conditions for learning are compromised as the gaming activity becomes its own learning subject, blurring and overshadowing the learning objective. Although the results suggest that gamer mode is mainly detrimental to learning I conclude that gamer mode is a natural way students will approach games and as such, needs to be dealt with by the instructor. / <p>QC 20141209</p>
9

EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT

Byun, JaeHwan 01 December 2012 (has links)
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless, there have been only a small number of empirical research studies of players' engagement, and there is little consensus on which elements of digital games critically engage people in play (Garris, Ahlers, & Driskell, 2002). Furthermore, despite the possibility that sensory stimuli can be factors influencing digital game players' engagement, there have been very few attempts to examine empirically the relationship between engagement and sensory stimuli. This study examined the effects of game characters' voice-over in digital games on players' engagement, by using a short digital role-playing game modified from Neverwinter Nights 2. A randomized control-group post-test only design was used to collect data from 74 participants (22 female, 52 male); engagement was measured by a modification of the Game Engagement Questionnaire (Brockmyer et al., 2009). Data analysis revealed that the GEQ mean scores of the participants who played the game with voice-over was much higher than that of the participants who played without voice-over. The difference of the mean scores between the two groups was statistically significant (t = 2.45, df = 72 p = .02), and the effect size, Cohen's d, was .58 (moderately significant). The results of this study will guide educational practitioners to the identification of more effective ways of adopting, developing, and modifying digital games for educational purposes, as well as furthering the research and guiding the practice in instructional multimedia design and development.
10

The developmental influence of collaborative games in the Grade 6 mathematics classroom

Van Coller, Angelique January 2017 (has links)
This study investigated the developmental influence of collaborative games in the Grade 6 mathematics classroom. Development in areas such as awareness of mathematics, confidence, competence, curiosity, love for mathematics, appreciation of mathematics, creativity, recognition of mathematics, understanding, and knowledge and skills was investigated. The following three data collection methods were used: intervention, observations, and interviews. For the intervention, a quasi-experimental design was used to assign two out of four classes to an experimental group, and the other two to a comparison group. Fifty-one Grade 6 learners participated in the intervention, which covered the following four mathematics topics: multiplication, nets of 3D-objects, symmetry, and division. Each topic included a pre-test and post-test, with learners being observed during the completion of the post-tests. For the posttests, the comparison group completed the textbook activities individually as they usually would. The experimental group completed the same activities, but in a gamebased worksheet format while collaborating in heterogeneous pairs. The results revealed that the experimental group increased 4.28% more from the pretests to the post-tests than the comparison group. This implies that there was a developmental difference, which can be ascribed to the implementation of collaborative game-based worksheets. The Game Object Model, which was the framework used in this study, provided essential information regarding designing educational games that are conducive to learners’ mathematical development. The experimental group increased the most in multiplication and division, which required skills in routine procedures. Low-achieving learners benefited the most from collaborating in heterogeneous pairs in their achievement in mathematics. The experimental group showed a high level of collaboration as they helped each other frequently. A need for support was noted in the comparison group when they asked for assistance from the teacher or a group leader according to the classroom seating arrangements, even though they were instructed to complete the activity individually. Although collaborative games have positively influenced learners’ development in mathematics, observations also show that the teacher plays an important role in learners’ development in mathematics with regard to focus, motivation, and stirring up a love for mathematics in the learners. / Dissertation (MEd)--University of Pretoria, 2017. / Science, Mathematics and Technology Education / MEd / Unrestricted

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