• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 100
  • 26
  • 7
  • 6
  • 4
  • 4
  • 4
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 189
  • 189
  • 169
  • 70
  • 66
  • 65
  • 41
  • 32
  • 29
  • 27
  • 24
  • 22
  • 22
  • 21
  • 19
  • 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.
131

Digital games in grades 4-6

Fryk, Timothy January 2022 (has links)
Digital games are a common interest today and research has shown that digital games affect English vocabulary building in a positive way. This study aims to examine the attitudes of teachers in grade four to six towards the use of digital games for vocabulary building in the classroom and how they are used to do that. There is a lack of research about this subject in a Swedish context which is why this study is important. The study used a mixed method approach where online surveys and interviews were conducted with certified English teachers of grade four to six in Sweden. The attitudes of teachers were found to be generally positive towards using digital games to build vocabulary and the most common use of them is to both practice words and phrases the students already know and to teach new words and phrases. However, insufficient time to prepare digital games for use in the classroom seems to be the biggest challenge teachers face when implementing them. The potential digital games have for enhancing vocabulary building and motivating students is why this study is relevant.
132

Learn&Play: Entwurf eines Serious Games für Ingenieurstudiengänge nach dem Learning Mechanic-Game Mechanic Framework

Seidel, Anna, Weidle, Franziska, Börner, Claudia, Flagmeier, Lukas, Tylkowsky, Matthias 18 December 2019 (has links)
Die Technische Mechanik (TM) ist ein Grundlagenfach vieler Ingenieurstudiengänge. Lern- und Verständnisschwierigkeiten in diesem Bereich führen jedoch verstärkt zu schlechten Prüfungsergebnissen und Problemen im weiteren Studienverlauf (Dammann, 2016). Von Studierenden häufig benannte Hürden sind v.a. den richtigen Lösungsansatz zu finden, mangelnde Vorstellungskraft, der hohe Lernaufwand, mathematische Grundlagen, unklare Aufgabenstellung, die Komplexität des Lernstoffs sowie nachträgliches (meist selbstständiges) Aufarbeiten (Seidel, Weidle, Flagmeier, Börner & Vossler, 2019). Game-based Learning (GBL) bietet eine Möglichkeit, Studierende und Lehrende bei der Bewältigung dieser Hürden zu unterstützen. In einem spielerisch gestalteten Lernszenario können Lernprozesse auf Grundlage vorher definierter Lernziele durch narrativ-immersive, adaptive, kompetitive und/oder kooperative Elemente unterstützt werden (Le, Weber & Ebner, 2013). Der Einsatz von GBL kann sich zudem positiv auf affektive, motivationale, kognitive und sozio-kulturelle Faktoren auswirken (Plass, Homer & Kinzer, 2015). Im Kontext des Ingenieurwesens erhofft sich das hier vorgestellte Learn&Play Projekt durch die geeignete Auswahl und Gestaltung von Spielelementen eine Ansprache dieser Faktoren, sodass eine Hinwendung zum Theorie geprägten Lerninhalt und schließlich auch zum Lernen selbst stattfindet. Dabei steht die aktive Auseinandersetzung und praktische Selbsterfahrung mit den Inhalten der TM im Vordergrund, was auch zu einer Verringerung der Komplexität führen soll. [... aus der Einführung]
133

INTERNATIONAL INTERSHIP: A DIGITAL-GAME ASSESSMENT APPROACH TO MEASURING THE TRANSFORMATION OF EMPLOYABILITY SKILLS INTO BEHAVIORS

PREDOVIC, DOLLY 13 July 2021 (has links)
Vi è un ampio e diffuso consenso che suggerisce che il tirocinio (internship), come forma di apprendimento esperienziale, può essere uno strumento efficace per lo sviluppo delle competenze tecniche e trasferibili degli studenti e quindi come strumento di rafforzamento dell'occupabilità (employabiltiy) dei laureati. Numerosi studi hanno anche scoperto che le esperienze internazionali possono sviluppare le competenze più apprezzate dai datori di lavoro. Questa ricerca affronta una lacuna all'intersezione di questi due campi di studio. La maggior parte degli studi analizza le esperienze internazionali con un focus distintivo sull'aspetto internazionale e non sui diversi tipi di esperienze, ad es. studiare all’estero rispetto a fare un tirocinio (internship) all’estero. La domanda a cui questo studio si propone di rispondere è se il tirocinio (internship) e il contesto internazionale abbinati estendono l'esperienza di apprendimento oltre a quella sviluppata attraverso un tirocinio domestico da solo. Quando la progettazione di questo studio è stata inizialmente pianificata, è stato fatto un grande sforzo per identificare uno strumento per misurare l'occupabilità (employability) nel modo più obiettivo possibile. Le misurazioni basate sull’utilizzo di giochi digitali (digital game-based assessments) sono state identificate come lo strumento più appropriato per farlo in modo obiettivo. In questo studio i comportamenti che definiscono l’occupabilita’ (employability) degli studenti risultato in oltre 30 indicatori quantitativi. Questi indicatori convergono con le competenze trasferibili che sono state identificate come quelle richieste dal mercato del lavoro e ampiamente analizzate nella letteratura sull'occupabilità (employability). I dati per questo studio sono stati raccolti nel triennio 2017-19 e sono stati coinvolti un totale di 1315 studenti italiani. L'analisi fattoriale esplorativa ha esaminato la struttura alla base degli indicatori di occupabilità (employability) generati dalle valutazioni basate sul gioco digitale (digital game-based assessments). I risultati rivelano diversi temi significativi che contribuiscono ulteriormente alla conoscenza e comprensione di ciò che influenza l'occupabilità (employability) dei laureati. Il primo risultato che emerge dalle analisi di questo studio risponde alla domanda di ricerca. Quando un tirocinio (internship) si svolge all’estero, c'è un apprendimento esperienziale aggiuntivo dato dal contesto internazionale, che contribuisce ulteriormente all'apprendimento esperienziale e trasformativo già sviluppato attraverso un tirocinio (internship) domestico. Inoltre, risulta anche che questo elemento aggiuntivo sia associato a comportamenti di occupabilità (employability) legati a fattori cognitivi e non sociali. Ciò contrasta con gli studi precedenti sull'impatto delle esperienze internazionali, che generalmente associano questo tipo di esperienze allo sviluppo di competenze di tipo sociale e interpersonale. Questo studio rileva infine che quando sembra esserci una superiorità degli studenti maschi nei comportamenti di occupabilità (employability) legati dalle capacità cognitive, questa superiorità scompare quando associata a stage internazionali. / There is a large and widespread consensus suggesting that internships, as one form of experiential learning, can be an effective instrument for the development of students’ technical and transferable skills and therefore as enhancing graduate employability. Separately, studies have found that international experiences can develop the skills most valued by employers. This research addresses a gap at the intersection of these two fields of study. Most studies analyze international experiences with a distinctive focus on the international and not on the different types of experiences, e.g. study abroad versus internships. The question this study aims to answer is whether an internship and an international context combine to extend the learning experience beyond that developed through a domestic internship alone. When the design of this study was initially planned, much effort was put into identifying a tool to measure employability in the most objective way possible. Digital game-based assessments were identified as the most appropriate tool to do this objectively. Insights into behaviors in this study result in over 30 quantitative descriptors of employability, which converge with the lists of transferable skills that have been identified as those demanded by the labor market and extensively analyzed in the employability literature. The data for this study was collected over three years 2017-19, and a total of 1315 Italian students were involved. Exploratory factor analysis examined the structure underlying the employability descriptors generated by the digital game-based assessments. The findings reveal several significant themes that further contribute to our current knowledge and understanding of what influences graduates’ employability. The first finding answers the research question. When an internship takes place in a country different from that of the student’s home, there is additional experiential learning from the international context, which contributes further to the experiential and transformative learning already developed through the internship. It also appears that this additional element is associated with employability behaviors predicted by Cognitive and not Social factors. This contrasts with earlier studies on the impact of international experiences, which generally find that social and interpersonal skills are developed. This study also finds that when there appears to be a gender bias toward male students in employability behaviors predicted by cognitive abilities, this bias disappears when associated with international internships.
134

Digital Games in English Language Learning : A Mixed Method Study of Teachers' and Students' Attitudes to Digital Games and Its Effects in English Language Learning

Tirén, 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.
135

Ett skräckfyllt brobyggande från tv-spel till litteraturens domäner : En narratologisk och didaktisk läsning av transmediala genrekonventioner / A horror-tense overlap from videogame to the domains of literature : A narratological and didactical reading of transmedial genre conventions

Hollström, Hampus January 2021 (has links)
Denna studie utgör en didaktisk läsning av tre tv-spel inom skräckgenren, Among the Sleep (2016), Little Nightmares II (2021) samt Until Dawn (2015). Syftet är att undersöka hur dessa spel potentiellt kan länkas till litteraturen i svenskämnesundervisningen och fungera som en bro mellan medierna tv-spel och litteratur i undervisningen i gymnasieskolan. Analyserna bygger på en narratologisk läsning av materialet i ljuset av karakteristiska drag för skräckgenren som diskuteras i relation till teorier om undervisning. Analyserna visar att de analyserade tv-spelen besitter likheter med de karakteristiska drag som förekommer inom andra medieformat inom skräckgenren, däribland litteraturen. En slutsats som kan dras utifrån analyserna är att det tycks finnas potential i att nyttja tv-spelen som fiktion i litteraturundervisningen i svenskämnet för att använda de som en bro över till litteraturen, i form av gemensamma nämnare mellan medieformaten. / This study constitutes a didactical reading of three videogames within the horror genre, Among the Sleep (2016), Little Nightmares II (2021) and Until Dawn (2015). The aim is to investigate how these games potentially can be utilized to create a connection between videogames and literature within the context of education, more specific the Swedish subject in upper secondary school. The analyses are based upon a narratological reading of the videogames, through the lens of traits usually found within the horror genre, to be discussed in relation to didactical aspects. The analyses address that the videogames, within this study, occupy similarly traits as presented in other formats of media, including literature. A conclusion that can be drawn based upon the analyses is that there ought to be a potential in using the videogames as fiction to create a bridge over to the literature, more specific to use the similarities that exists between the two types of media, this within the Swedish subject at upper secondary school.
136

Možnosti využití nových medií v oblasti formálního vzdělávaní: Případová studie návrhu historické simulace / The use of new media in formal education: A case study of design of the historical simulation

Lekovski, Michael January 2012 (has links)
Thesis was developed as a model specification for a design of historical simulation applied in formal education. The text is divided into two main parts: The theoretical part summarizes findings about the role of new media in e-learning and its potential enrichment for gamification elements. Also mentions computer game as a research subject and points to the game mechanics that can be used in formal education to a successful application DGBL - Digital Game-Based Learning in this process. Practical part presents case study of a model specification that is based on the real project: 'Stories from the History of Czechoslovakia: Research and experimental development of software simulations to teach the history of the Czech lands in the 20th Century", solved by Faculty of Arts and Facility of Mathematics and Physics of Charles University and Institute of Contemporary History of Academy of Sciences of Czech Republic in Prague in 2011- 2014. In this section are addressed by specific examples of model applications of gamification elements with a view to achieving the educational goals of teaching simulation.
137

Nová média jako nástroj motivace studentů ke vzdělávání / New media as a tool for student's motivation for learning

Hampacherová, 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.
138

Balance It! : Designing a game-based learning tool for strategic sustainable development

Patel, Jaitra January 2020 (has links)
In recent times, companies have been motivated to transition towards sustainable development. This motivation is driven by several external and internal factors such as awareness about limited resources, environmental degradation, economic profitability, changes in regulations, etc. Transitioning towards sustainability is not an easy task. There can be several challenges such as the multi-dimensional aspect of sustainable development, changes in workflow , investing in/inventing new technology , etc. T o tackle these challenges, a strategic transition is required. In order to help organizations strategically move towards sustainable development, Göran Broman and Karl- Henrik Robèrt have provided a framework through their research. It can be an overwhelming task for a company to understand and implement this framework. The thesis addresses this challenge by designing a board game around the operational procedure provided by the framework. To develop the game, Evensen et al.’s model was leveraged which utilized different inputs such as literature review, Broman and Robèrt’s framework, and thematic analysis of interviews as inputs for game development. The interviewing process included semi-structured interviews of eight employees (sustainability-related positions) from different companies to understand how their companies are perceiving sustainable development, implementing sustainable practices, and what are the needs and challenges faced. This thesis contributes to academia in two ways. First, it extends the Framework for Strategic Sustainable Development (FSSD) by providing an application-based learning tool. After studying the theoretical side of the framework, the developed game can enhance the understanding of the framework. Second, it modifies the game design model by substituting generative research with a framework (FSSD) as an input and further discusses the benefits of having FSSD as an input element. From a practical perspective, apart from providing a better understanding of sustainability and educating companies about FSSD, the board game session enables the employees to think about how to implement FSSD for their specific scenario. Additionally, it also provides companies a controlled environment to think about risks and foresee the consequences of their future actions. Hence, providing a safety net before the initiation of the implementation process.
139

Game mechanics, Role play, and Narrative - Critically learning values through games

Öhman, Sebastian January 2019 (has links)
In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game to decrease the knowledge gapbetween parents and children regarding what the Convention means for their relationship. The thesisalso asks the question: how can a game, played by parents and children meant to teach them about softvalues in accordance with the Convention look like.Beyond traditional qualitative research methods, this thesis used Research through Design anddeveloped a presumptive prototype for the project in order to explore the research subject. Findingsshowed that the games narrative and the power to change the narrative through player choices play anessential part in the participant’s ability to immerse in the game, and that this interactive narrative isclosely connected with the ability to learn. The thesis also shows designer directions to consider whendeveloping a game meant to teach the players about soft values.
140

Kognitivní screening u dětí: testování nové baterie počítačových her / Cognitive screening for children: testing a new battery of computer games

Jablonská, Markéta January 2021 (has links)
This diploma thesis deals with the topic of cognitive development and possibilities of cognitive screening in preschool age. The aim of this study is to present a new battery of interactive games developed as a screening tool under the patronage of National Institute of Mental Health (NUDZ) within the project TA ČR TL02000561. The theoretical part is concentrating on cognitive development of preschool children with focus on selected cognitive functions and methods of testing. The empirical part is presenting results of the pilot testing of this battery with preschool and younger school aged children. The primary aim was to verify functionality and comprehensibility of each game in the battery. Finding of this study will be used to optimize this battery.

Page generated in 0.1223 seconds