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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.
141

Online Game-Based Learning Platforms and Vocabulary Acquisition for ESL Learners in Upper Secondary School / Onlinespelbaserade Lärplattformar och Ordförrådsinlärning för ESL elever i Gymnasiet

Hussein Ali, Asia, Rudenko, Aleksander January 2023 (has links)
Since the Covid19 pandemic there has been a rise in the use of digital platforms such as online-game based learning platforms (OGBLPs) to diversify the learning experiences of students. This paper investigates the implementation, challenges, and benefits of online game-based learning platforms for English learning of students with English as a second language (ESL) in Sweden’s upper secondary schools. We aimed to explore teachers’ experiences of students’ vocabulary acquisition and whether it is facilitated by employing OGBLPs. We also examined the benefits and challenges of using OGBLPs for vocabulary acquisition. For this purpose we employed a qualitative approach where five upper secondary school English teachers were interviewed. All data was later transcribed, where responses from the interviews were used to highlight how teachers used OGBLPs, and what they considered challenges and benefits. Overall, teachers reported positive attitudes towards the use of OGBLPs as it influences elements such as student engagement and leads to increased motivation. However, all participants of this study also claim that OGBLPs ought to be used in combination with a theme or presentation connected to curriculum content as they doubt the effectiveness of OGBLPs in vocabulary acquisition when used in isolation, as a single learning activity.
142

The Ethnic Bonding Between Students : The Learning Application that Supports Cultural Ethnicity Differences in Educational Environments

Brandão, Simone January 2022 (has links)
This Thesis project investigates the user-centered interaction design approach that support a better communication among students and encourages children to feel empathy between each other. Furthermore, this study explores the topic of playful gamified interaction by avoinding cultural ethnicity disparities and promote an open-minded educational atmosphere. By developing the concept named ClassHood, this strategy aims to facilitate the role of the teachers to educate pupils about cultural ethnicity issues and to help youngsters develop the ability to not discriminate in the classroom. The development of a classroom engaged game, will influence students to have an introspection of themselves, including having not only the knowledge of their cultural heritage but from the others around them.
143

Digital game-based learning and socioemotional skills : A quasi-experimental study of the effectiveness of digital-game based learning on the socioemotional skills of children with intellectual disability

Vorkapic, Robert, Christiansson, Nora January 2022 (has links)
Digital games are being increasingly implemented in the educational sector to improvevarious skills. Among these the effectiveness of digital game-based learning (DGBL) on the socio-emotional ability of individuals have been investigated with overall positive results. However, a limited number of studies have investigated the effectiveness of DGBL on this ability in children with intellectual disability and no studies have researched whether DGBL could be effective on the socio-emotional skills of children with this form of disability. Thus, the current study aimed at investigating the effectiveness of DGBL on the specific socio-emotional skill of emotion recognition in children with intellectual disability in the educational sector. The following research question was formulated: Does DGBL increase the socio-emotional skill of emotion recognition in children with intellectual disability. To answer this question a quasiexperimental one-group pretest-posttest design was adopted where participants engaged in a DGBL-intervention where they played a game aimed at improving their emotion recognition ability. Participants were selected via purposive sampling and the final sample consisted of N=7. The sample consisted of children with intellectual disability between the age span of six and nine of both male and female gender. The experiment consisted of three parts: a pretest where data in terms of the socio-emotional skill of emotion recognition was collected, the actual intervention where the participants engaged inplaying a digital game, and lastly, a posttest where the skill of emotion recognition was measured again. The data was subsequently analyzed via a paired sample t-test. The results of the study showed that DGBL did not significantly increase the socio-emotional skill of emotion recognition in children with intellectual disability. This result in part contradicts earlier research on DGBL and intellectual disability as well as DGBL andsocio-emotional skill where significant effects have been identified. However, since no previous research has investigated whether DGBL could be effective in increasing the socio-emotional skill of children with intellectual disability, future research is needed to confirm or reject the present results. In summary, the current research has extended on current knowledge and provided important implications for the field of special education.
144

ZeroAbuse, a serious game to prevent child maltreatment

Cevallos, Lissethy 06 1900 (has links)
La maltraitance des enfants est un problème critique qui touche environ un milliard d'enfants dans le monde chaque année. Les blessures qui persistent toute leur vie, les handicaps ou même la mort sont des conséquences risquées découlant de la maltraitance des enfants. Plusieurs approches, y compris les Jeux Sérieux (SGs), ont été conçues pour éduquer les individus sur la maltraitance des enfants et comment la prévenir. Cependant, les SGs qui sont présentement en existence se concentrent uniquement sur l’intimidation ou les abus sexuels chez les enfants et non sur toutes les formes possibles de maltraitance des enfants. De plus, la plupart des ressources concernant la prévention de la maltraitance des enfants s'adressent aux adultes et non aux enfants. Ce travail se concentre sur la conception d'un SG appelé ZeroAbuse qui englobe les quatre types de maltraitance des enfants: Physique, Émotionnel, Abus Sexuel et Négligence. Il combine les principes d'apprentissage, les éléments pour immerger le joueur dans le jeu et les critères de qualité des programmes de prévention. ZeroAbuse s'adresse aux enfants âgés de 9 à 11 ans, qui sont exposés de manière homogène à tous les types de maltraitance. Il tient également compte des compétences cognitives et physiques propres aux enfants de cet âge. La conception du SG a pris en compte les perspectives d'experts en prévention de la maltraitance des enfants et a été testée sur la population cible afin d’améliorer l'expérience de jeu et valider l'approche d'apprentissage. / Child abuse is a critical problem affecting approximately one billion children worldwide annually. Lifelong injuries, disabilities, or even fatalities are risky consequences derived from child abuse. Several approaches, including Serious Games (SGs), have been designed to educate individuals about child abuse and how to prevent it. However, existing SGs focus only on bullying or sexual abuse and not all possible forms of child abuse. In addition, most of the existing resources for child abuse prevention are aimed at adults and not at children. This work focuses on designing an SG called ZeroAbuse that encompasses the four types of child abuse: Physical, Emotional, Sexual abuse and Neglect. It combines the principles of learning, the elements to immerse the player into the game, and the quality criteria of prevention programs. ZeroAbuse is aimed at children aged 9 to 11 years, given that they show homogeneous participation in all types of abuse. It also considers the cognitive and physical competencies of children at this age. The SG design considers the perspectives of experts in child abuse prevention and was tested on the target population to enhance the game experience and validate the learning approach.
145

Children’s Experience through Digital Entertainment Systems : Implementing game elements to make it fun to learn

Björk Roth, Emilia January 2023 (has links)
The way children are playing and learning is changing, and children are now experiencing digital technologies both at home and in educational environments. This study explores how today’s children experience learning through digital entertainment systems (DES). It is therefore possible to use the results of this study as a starting point for future research. By exploring separate topics in greater detail in order to gain a deeper understanding of the processes of learning, and the benefits of digital entertainment systems, which provide an overview of children's learning experiences and skills.  The purpose of this study is to examine how a digital entertainment system can be designed to improve children's experience when using a golf simulator. Using the golf simulator as an example and starting point, this will provide knowledge and a greater understanding of how children experience learning in certain environments. The study will present four game elements in the golf simulator Toptracer, to make the children more motivated to learn the theoretical and practical aspects of golf. These game elements will be able to be modified and applied in other environments to improve children's learning experience.
146

Development of an Educational Role-Playing Game for the Acquisition of Ohio Fourth-Grade Mathematics Standards

Stevens, Mark Allen 05 November 2007 (has links)
No description available.
147

Integration of Game-Based Learning into a Social Studies Curriculum Model to Improve Student Performance in the Ohio Social Studies Standards

Findling, John C. 19 September 2008 (has links)
No description available.
148

Design and Development of a Digital Game-Based Learning Module on Transportation

Cress, Bradley D. 31 July 2009 (has links)
No description available.
149

Development of a Digital Game-Based Learning Best Practices Checklist

Shearer, James D. 27 June 2011 (has links)
No description available.
150

Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course

Hamm, Breanna H. 23 June 2011 (has links)
No description available.

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