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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.
41

The role of serious games in communication and education of climate change

Johansson, Linda January 2018 (has links)
Communicating climate change in a manner that spurs engagement and motivates actions among the public is a challenging task, due to its complex nature with many uncertainties. The same problem is evident when communicating climate adaptation where there often are trade-offs made between different needs. Information and communication technology is an area that has been highlighted as a possible form to communicate climate change, especially to youth due to their generally good technological skills. In this study, an application of information and communication technology, a digital serious game, has been studied in the context of communicating and educating about climate adaptation in schools. A total of 96 students and three teachers have been part of the study and the material was analysed using a thematic analysis. The aim of the study was to see how students and teachers reflect on the possibilities and challenges with using games to communicate and educate. In addition, the role of serious gaming in experiential learning was explored, which is a commonly used theory when studying serious games. The results revealed that serious games could play a role in communicating and educating about climate change, where the participants highlighted the game’s focus on local perspectives and solutions. The respondents also found that games could provide a more active learning process allowing the students to make decisions and see the results of their choices, an approach that could open up for discussion and reflection, which are important aspects found in the theory of experiential learning.
42

A model-driven framework to support games development : an application to serious games

Tang, Stephen January 2013 (has links)
Model Driven Engineering (MDE) is a software development approach which focuses on the creation of models to represent a domain with the aim of automatically generating software artefact using a set of software tools. This approach enables practitioners to produce a variation of software in by reusing the concepts in the domain model without worrying about the technical intricacies of software development. Therefore, this approach can help to increases productivity and it makes software design easier for the practitioners. The application of this approach into games development domain presents an interesting proposition and could help to simplify production of computer games. Computer games are interactive entertainment software designed and developed to engage users to participate in goal-directed play. Many find computer gaming to be persuasive and engaging, and they believe that through the application of game design and game technology in non-entertainment domains can create a positive impact. Computer games designed primarily for non-entertainment purpose are generally known as serious games. The development of games software, in no relation to the intended purpose of it, is technically complex and it requires specialist skills and knowledge. This is the major barrier that hinders domain experts who intend to apply computer gaming into their respective domains. Much research is already underway to address this challenge, whereby many of which have chosen to use readily available commercial-off-the-shelf games while others have attempted to develop serious games in-house or collaboratively with industry expertise. However, these approaches present issues including appropriateness of the serious game content and its activities, reliability of serious games developed and the financial cost involved. The MDE approach promises new hopes to the domain experts, especially to those with little or no technical knowledge who intend produce their own computer games. Using this approach, the technical aspects of games development can be hidden from the domain experts through the automated generation of software artefact. This simplifies the production of computer games and could provide the necessary support to help non-technical domain experts to realise their vision on serious gaming. This thesis investigates the development of a model-driven approach and technologies to aid non-technical domain experts in computer games production. It presents a novel model-driven games development framework designed to aid non-technical domain experts in producing computer games. A prototype based on the model-driven games development framework has been implemented to demonstrate the applicability of this solution. The framework has been validated through the prototypical implementations and these have been evaluated. A case study has been conducted to present a use-case scenario and to examine if this approach can help non-technical domain experts in producing computer games and also to find out if it would lower the barrier towards adoption of game-based learning as an alternative teaching and learning approach. The work in this thesis contributes to the area of software engineering in games. The contributions made in this research includes (1) a blueprint for model-driven engineering for games development, (2) a reusable formalised approach to document computer game design and (3) a model of game software that is independent of implementation platform.
43

The Impact of Information Quantity and Quality on Parameter Estimation for a Selection of Dynamic Bayesian Network Models with Latent Variables

January 2018 (has links)
abstract: Dynamic Bayesian networks (DBNs; Reye, 2004) are a promising tool for modeling student proficiency under rich measurement scenarios (Reichenberg, in press). These scenarios often present assessment conditions far more complex than what is seen with more traditional assessments and require assessment arguments and psychometric models capable of integrating those complexities. Unfortunately, DBNs remain understudied and their psychometric properties relatively unknown. If the apparent strengths of DBNs are to be leveraged, then the body of literature surrounding their properties and use needs to be expanded upon. To this end, the current work aimed at exploring the properties of DBNs under a variety of realistic psychometric conditions. A two-phase Monte Carlo simulation study was conducted in order to evaluate parameter recovery for DBNs using maximum likelihood estimation with the Netica software package. Phase 1 included a limited number of conditions and was exploratory in nature while Phase 2 included a larger and more targeted complement of conditions. Manipulated factors included sample size, measurement quality, test length, the number of measurement occasions. Results suggested that measurement quality has the most prominent impact on estimation quality with more distinct performance categories yielding better estimation. While increasing sample size tended to improve estimation, there were a limited number of conditions under which greater samples size led to more estimation bias. An exploration of this phenomenon is included. From a practical perspective, parameter recovery appeared to be sufficient with samples as low as N = 400 as long as measurement quality was not poor and at least three items were present at each measurement occasion. Tests consisting of only a single item required exceptional measurement quality in order to adequately recover model parameters. The study was somewhat limited due to potentially software-specific issues as well as a non-comprehensive collection of experimental conditions. Further research should replicate and, potentially expand the current work using other software packages including exploring alternate estimation methods (e.g., Markov chain Monte Carlo). / Dissertation/Thesis / Doctoral Dissertation Family and Human Development 2018
44

The feasibility of computer games in learning theory based subjects

Diao, Zhuo, Gao, Yuan January 2014 (has links)
In the era of rapid development of science and technology wherethere has been an extensive development of computer games,The scope of this thesis is discussing the research on a computergame called “Treasure Hunt“, and it will establish whether acomputer game is helpful and has any advantage in learning asopposed to other traditional teaching methods. The aim of thisdocument is to let players interested in the history of Chinesecurrency learn more about it, and also to check the memory ofthe players through the real results of the survey we haveconducted. The thesis is also describing how to analyze andevaluate the result by the game and surveys to see if computergames can be considered as a helpful teaching aid. The game is a3D single player game. The main platform of game is creating inUnity3D .According to the survey results, the entertaining andteaching effectiveness of the game education is working verywell. Thus the author can conclude: computer games can bereally helpful in education.
45

Learning Through Level Design : Using a learning taxonomy to map level design to pedagogy

Ekholm, Helena January 2014 (has links)
Entertainment games are known for their motivational and engaging benefits when it comes to teaching the player how to play games. Still, there is little research about the connection between pedagogy and entertainment games. This knowledge could be used to develop educational games that utilize those sought after benefits of engagement and motivation. The purpose of this research is therefore to conduct a case study that identifies the underlying pedagogical elements in the level design components game progression and pacing in the entertainment game Space Team: Pocket Planets. The results show that by breaking down gameplay into level design components, used to teach the player how to play the game, and mapping them to a learning taxonomy, the pedagogical elements that corresponds to those components can be identified. This information can be used as a method when it comes to evaluating the pedagogy present in other games and to bridge the knowledge gap between game designers of educational and entertainment games.
46

Unpacking Digital Game-Based Learning : The complexities of developing and using educational games

Berg Marklund, Björn January 2015 (has links)
Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. However, comparatively little research has been done to understand the educational settings in which many game-based learning processes and educational games are intended to be applied. The relative lack of research on formal education settings has resulted in a scenario where the educational potential of games is well detailed through theory and understood independently of their actual contexts of use, while successful examples of games “making good” on their promises as educational tools remain rare. This thesis explores and describes the various challenges that the realities of formal education present to developers and educators who attempt to work with educational games. In order to examine the multi-faceted nature of educational games, the research has used a qualitative mixed-method approach that entails extensive literature reviews coupled with several case studies that involve educators, students, and developers. Interviews were conducted in order to investigate these actors’ various attitudes towards, and experiences of, educational games and game-based learning. In addition, more in-depth researcher participation methods were employed during case studies to examine the processes involved in developing, integrating, and using educational games in formal settings. The research revealed obstacles which indicate that processes associated with “traditional” game development are incommensurable with educational game development. Furthermore, the research demonstrates that the use of games in formal education introduces heavy demands on the recipient organisations’ infrastructures, cultures, and working processes. So, while games created for “formal” and “informal” use are superficially similar, the different contexts in which they are used make them distinctly different from one another.  The conclusion of this research is that educational games manifest a unique mixture of utility, gameplay, and context-dependent meaning-making activities. Educational games cannot be understood if they are only seen as a teaching utility or only as a game experience. To make educational games viable, both educators and developers need to alter their working processes, their own perceptions of games and teaching, as well as the way they collaborate and communicate with each other and other actors within the educational game ‘system’. The thesis thus argues that a more systems-oriented understanding of educational games, where the game artefact is not treated separately from the context of use, is necessary for both research and practice in the field to progress. To contribute to such an understanding of educational games, a comprehensive model (dubbed the Utility, Gameplay, and Meaning Model) of the ‘educational game system’ is presented, as well as a series of recommendations and considerations to help developers and educators navigate the complex processes involved in creating and using educational games. / I denna avhandling presenteras en djupgående undersökning av digitala lärospel och hur de utvecklas för, och används inom, skolutbildning. Lärospelsforskning har traditionellt sett främst fokuserat på att undersöka spels utbildningspotential ur ett produktcentrerat perspektiv där spel och spelare sätts i centrum. Detta perspektiv har bidragit till en högre förståelse av sambandet mellan olika typer av spelmekanik och pedagogiska principer, samt vad spelare lär sig av sina interaktioner med spelinnehåll. Allteftersom denna typ av forskning påvisat olika typer av positiva sammanhang mellan spelande och lärande har således även argumenten och trycket för att använda spel i skolan ökat. Men trots att vår förståelse för vad som händer i förhållandet mellan spel och spelare stärkts, så är förståelsen av de krav och förutsättningar som spel ställer som utbildningsverktyg fortfarande väldigt begränsad; prioriteringen av att förstå spelens inneboende potential har lett till ett synsätt som inte tar utbildningsmiljöers realiteter i beaktande. Resultatet av detta är att det i dagsläget finns en stor mängd argument för varför digitala spel har stor potential för lärande och därmed bör användas mer i skolutbildning. Men det finns få studier som påvisar hur denna potential faktiskt kan uppnås, eller om den ens uttrycker sig som förväntat när spel används i verkliga utbildningssammanhang. Med denna kunskapsbrist i åtanke undersöker och beskriver denna avhandling hur formella utbildningssammanhang och digitala spel förhåller sig till varandra både konceptuellt och praktiskt. Genom fältstudier som inkluderat både utvecklare, utbildare och elever har utmaningar som uppstår i det unika mötet mellan utbildning och spelande identifierats. Observationer från fältstudier stöds även av intervjuer där lärare och utvecklares arbetsprocesser och synpunkter kring utbildning och lärospel undersökts. De huvudsakliga utmaningarna som uppdagats i dessa studier är att den ”traditionella” synen på spelutveckling, spelande och spelare är svårförenlig med skolutbildnings realiteter, pedagogiska principer och skolan som marknad för spelkonsumtion. Kort sagt så delar spel skapade för informellt och formellt spelande (till exempel för hemmabruk respektive klassrumsanvändning) många ytliga likheter, men användningskontexterna introducerar så pass olika krav och förutsättningar att informella och formella spel och spelsituationer inte är jämförbara. I avhandlingen konstateras slutligen att lärospel utgör en unik blandning av användbarhet, spelupplevelser och kontextberoende aktiviteter för meningsskapande. Lärospel kan inte förstås till fullo om de endast ses som läroverktyg, eller endast som spelupplevelser. För att lärospel ska mogna och bli användbara och effektiva inom skolutbildning i större utsträckning behöver både utvecklare och utbildare förändra arbetsprocesser i sina organisationer, och metoderna genom vilka de skapar och använder spel som läromedel. Lärospel kan inte förstås som ett förhållande mellan spel och spelare då de i själva verket utgör ett stort system av aktörer, processer och användningskontexter, som var och en påverkas av individuella och lokala krav och förutsättningar. Med detta i åtanke yrkar denna avhandling för en mer systemorienterad förståelse av lärospel där spelobjektet inte separeras från kontexter och arbetsprocesser. Avhandlingen bidrar till detta systemperspektiv genom att presentera modeller som beskriver systemet som lärospel utgör, samt en serie rekommendationer som kan hjälpa utbildare och utvecklare att navigera de komplicerade processerna involverade i användandet och utvecklingen av lärospel.
47

Facilitation matters : A framework for instructor-led serious gaming

Alklind Taylor, Anna-Sofia January 2014 (has links)
This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning and training, cannot fully replace the instructors' tasks, but must rather be designed to facilitate the various activities of the instructors. Thus, instructors form an important target audience in serious game development – not just as subject matter experts, but also as users and players of the game – with a different set of needs than the learners. Moreover, serious gaming (the actualisation of a serious game) involves more than in-game activities, it also involves actions and events that occur off-game. These activities must also be considered when designing and utilising games for learning and training. Using a qualitative approach, instructor-led serious gaming has been explored from a range of contexts, from rehabilitation to incident commander training and military training. Several different instructor roles have been identified and characterised, including in-game facilitator, puckster, debriefer, technical support and subject matter expert. Based on empirical and theoretical material, a framework for instructor-led serious gaming has been developed. It involves best practices in different phases of game-based training, such as scenario authoring, coaching-by-gaming, assessing in-game and off-game performance, giving feedback, and conducting a debriefing or after-action review. Furthermore, specific needs and challenges for instructors have been identified and reformulated into guidelines for instructor-led serious gaming. The guidelines highlight the importance of usability and visualisation, as well as the need for carefully designed support tools for instructors' situation awareness, assessment and debriefing. Lastly, a number of success factors pertaining to both the development and actualisation of serious games are presented. Since serious games aim to be both productive and engaging, it is advantageous to work with interdisciplinary teams when developing serious games. This includes subject matter experts well versed in serious gaming practices. Furthermore, a successful serious game should adhere to sound pedagogical theories, be easy to use and maintain, and include system support for instructors' tasks. Successful serious gaming practices also involve having an organisational culture that fosters knowledge sharing among practitioners. / Denna avhandling undersöker användningen av serious games från ett instruktörsperspektiv. Mer specifikt är syftet att studera instruktörernas roller och hur de kan underlättas inom en lärarledd spelbaserad träningsmiljö. Forskning inom området serious games har mestadels fokuserat på elevernas perspektiv, medan ringa uppmärksamhet har ägnats åt vad instruktörerna gör och vilka utmaningar det innebär. I avhandlingen argumenterar jag att serious games, i egenskap av artefakter som används för lärande och utbildning, inte helt kan ersätta instruktörernas uppgifter, utan måste i stället utformas för att underlätta instruktörernas olika sysslor. Således utgör instruktörer en viktig målgrupp i utveckling av serious games – inte bara som ämnesexperter, utan även som användare och spelare – med en annan uppsättning av behov än eleverna. Dessutom innebär serious gaming (dvs. användandet av ett serious game) förutom de aktiviter som utförs i spelet, även handlingar och händelser som förekommer utanför spelet. Dessa aktiviteter måste också beaktas när man utformar och använder spel för lärande och träning. Serious gaming har, utifrån en kvalitativ ansats, undersökts i en rad olika sammanhang, från rehabilitering till utbildning av räddningsledare och militär utbildning. Flera olika lärarroller har identifierats och karakteriserats, bland annat facilitator i spelet, puckster (skötare av AI-enheter), utvärderare, teknisk support och ämnesexpert. Ett ramverk för lärarledd serious gaming har utvecklats baserat på empiriskt och teoretiskt material. Det omfattar en beskrivning av bästa praxis i olika faser av spelbaserad träning, såsom scenarioskapande, coachning genom spelande, bedömning av prestation i och utanför spelet, återkoppling, samt sammanfattande utvärdering. Vidare har särskilda behov och utmaningar för instruktörer identifierats och omformulerats som riktlinjer för lärarledd serious gaming. Riktlinjerna belyser vikten av användbarhet och visualisering, liksom behovet av omsorgsfullt utformade stödverktyg för instruktörernas situationsmedvetenhet, utvärdering och avrapportering. Slutligen presenteras ett antal framgångsfaktorer avseende både utveckling och utförande av serious games. Eftersom serious games syftar till att vara både produktiva och engagerande, är det fördelaktigt att utveckling av dessa utförs av tvärdisciplinära team. Detta inkluderar ämnesexperter väl bevandrade i serious gaming. Vidare bör ett framgångsrikt serious game hålla sig till välgrundade pedagogiska teorier, vara lätt att använda och underhålla, samt innehålla systemstöd för instruktörernas uppgifter. Framgångsrik serious gaming-praxis innebär också att ha en organisationskultur som främjar kunskapsutbyte mellan instruktörer.
48

Game-Based Language Learning in ESL Classrooms: Effective Interventions and Influences on Students’ Vocabulary Acquisition, Communicative Competence and Writing / 第二言語としての英語教室におけるゲームベースの言語学習:学生の語彙習得、コミュニケーション能力、ライティングへの効果的な介入とその影響について

Wang, Qiao 23 March 2020 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(人間・環境学) / 甲第22538号 / 人博第941号 / 新制||人||224(附属図書館) / 2019||人博||941(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, 准教授 勝又 直也, 教授 西山 教行 / 学位規則第4条第1項該当 / Doctor of Human and Environmental Studies / Kyoto University / DFAM
49

Learning vocabulary in English as a foreign language through the computer game Rebuild 2 : An experiment with adult learners at a university in Sweden

Larsson, Jenny January 2020 (has links)
Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to examine how the strategy and turn-based computer game Rebuild 2 can affect adult learners’ vocabulary acquisition according to their perceptions. This project also examined what effects note-taking has on vocabulary learning while playing the game. Two studies were conducted with university students with B1 to C2 level of English where one group took notes and the other group did not. The participants did a vocabulary test of 20 words from the game before playing and after playing the game. Then a retention-test was done one week later. They were tasked to explain and to use the words in sentences. The results indicated that the game helped the participants learn new words. On the other hand, it also caused confusion and words that were once explained correctly were incorrectly explained. Moreover, this project showed that there is a difference in vocabulary acquisition between taking notes and taking no notes. However, the questionnaires revealed that the difference is caused by how the participants perceive the game. Namely that the participants with a positive view on the game learnt more words than the participants with a negative view on the game.
50

The Effects of 3D Characters’ Facial Expressions on Student Motivation to Learn Japanese in a game-based environment

Dixuan Cui (8782253) 01 May 2020 (has links)
<p>Previous research has shown that student-teacher interaction is very important in motivating students to learn a second language. However, it is unclear whether facial expression, which is one of the most important portions of interaction, affects in-game language learning motivation or not. The purpose of this study is to find out the evidence demonstrating the facial expressions of the other party, in this case, virtual characters in game, will or will not influence the learning motivation <a>of Japanese L2 students</a>. The researchers of this study developed four versions of a 3D animated Japanese role-playing game. Each version of the game represents one facial expression that is neutral, happy, sad or angry. The entire research consists of two experiments: a validation study and a motivation study. After validating all the facial expressions of five main characters in the game, <a>eighty-four college students from 200/300 level Japanese courses </a>joined in the motivation study voluntarily. They played a version of the game assigned randomly to them and then did a post-questionnaire. Conclusions were drawn based on the survey results. The findings of this research suggested that virtual characters’ facial expressions in game had no significant effect on participants’ <b>learning motivation</b>. However, significance was found in <b>years of learning Japanese</b> and <b>gender</b>. Meanwhile, it was found <b>facial expression</b> and <b>years of learning Japanese</b> had an interactive effect on the variable <b>immersion into game.</b> </p>

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