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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

Designing a Game for Learning About Recycling / Att designa ett spel för att lära om återvinning

Sanchez Karlsson, Gabriella January 2017 (has links)
As the world is getting more crowded, at the same time as people increase their consumption, there is a need for us taking control of our resource consumption and changing our behaviors into more sustainable ones. First of all, our consumption needs to decrease in order to prevent use of resources and prevent the production of waste. Secondly, there is a need for reusing and recycling materials already in the system, where the latter is a subject this study is going to focus on. In order to increase knowledge of recycling, exploration of new methods of spreading information and awareness is of interest. This study explores the spreading of information with a game-based learning approach, targeting young adults. A quantitative pre-study was conducted to investigate their recycling behavior, to get an understanding of what prevents and promotes recycling. Based on the findings from the pre-study, along with findings from previous research, a game was developed with the aim of meeting these preventing and promoting factors. The game explores how a digital game can be used to spread information of recycling along with a motivation to recycle. It was followed by a qualitative user study, to evaluate the game and explore users’ experience of learning through a game. According to the results, a game-based learning approach showed to be appreciated amongst the participants in general. They showed appreciation towards this type of learning and thought it was an entertaining alternative of learning. Crucial game elements for learning were detected along with further improvements. The game-play contributed to a knowledge increase, and after playing the game, participants saw potential in it being a motivational tool, but mostly, they saw it as a tool for motivating learning. / I takt med att vi blir fler människor på jorden, samtidigt som vår konsumtion ökar, är det nödvändigt att vi tar kontroll över vår förbrukning av resurser och förändrar våra beteenden till mer hållbara. För det första måste vår konsumtion minska, för att minska användningen av resurser och minska det avfall som uppstår. Det finns också ett behov av att återanvända och återvinna resurser och material som redan finns i systemet. Det senast nämnda, återvinning, är det ämne som denna studie fokuserar på. För att öka kunskap om återvinning är det intressant att utforska olika metoder att sprida information och medvetenhet på. Denna studie undersöker spridningen av information genom ”game-based learning”, en spelbaserad inlärningsmetod, och fokuserar på unga vuxna. En kvantitativ förundersökning har utförts för att undersöka målgruppens återvinningsbeteende, för att få en förståelse för dem faktorer som förhindrar och främjar deras återvinning. Baserat på resultaten från förundersökningen, tillsammans med resultat från tidigare forskning, utvecklades ett spel för att möta dessa förebyggande och främjande faktorer. Spelet skulle undersöka hur ett digitalt spel kan användas för att sprida information om återvinning och motivera användare till att återvinna. En kvalitativ användarstudie utfördes för att utvärdera spelet och användarnas erfarenhet av att lära genom spel. Resultaten visade att ett spelbaserat inlärningssätt i allmänhet var uppskattat bland deltagarna, då de uppskattade denna typ av lärande och tyckte att det var ett roligt alternativ av lärande. Avgörande spelelement för lärande upptäcktes, tillsammans med ytterligare förbättringar. Spelandet bidrog till en kunskapsökning och efter spelets gång såg deltagarna potential i spelet som motivationsverktyg, men framförallt som ett verktyg för att motivera lärande.
12

User Interface Design within a Mobile Educational Game

Fotouhi-Ghazvini, Faranak, Earnshaw, Rae A., Robison, David J., Moeini, A., Excell, Peter S. January 2011 (has links)
No / A mobile language learning system is implemented using an adventure game. The primary emphasis is upon graphical design and rich interaction with the user. A wide range of functionalities are described, and an efficient navigation system is proposed that uses contextual information, allowing the players to move seamlessly between mobile real and virtual worlds. The game environment is designed to have consistent graphics, dialogue, screens, and sequences of actions. Quick Response (QR) codes provide the necessary shortcuts for the players and Bluetooth connections automatically send and receive scores between teams. A response for every action is produced depending on the screen type, while keeping the file size manageable. Similar user tasks were kept spatially close together with a clearly designated beginning, middle and end. The main sources of error such as entering and extracting contextual data are predicted and simple error handling is provided. Unexpected events in mobile environments are tolerated and allowed. Internal locus of control is provided by ‘automatic pause’, ‘manual pause’ and ‘save’ commands to help players preserve their data and cognitive progress. The game environment is configurable for novice or expert players. This game is also suitable for students with auditory problems and female students are also specifically addressed.
13

Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder Perspectives

Rye, Sara, Sousa, C. 22 July 2023 (has links)
Yes / This study aims to examine how inclusivity measures are understood and applied in game-based learning (GBL). It considers the perspectives of various stakeholders, such as educators, game designers, and students. The focus is on creating accessible and engaging games that meet the diverse needs and characteristics of players. The methodology adopted a combination of primary and secondary data sources to pursue these aims. The primary data collection involved focus groups with educators, game designers, and students. The study employed a participatory design approach, involving multiple stakeholders in the exploration of inclusivity measures. The data collected from the focus groups, along with findings from the literature review, helped in formulating a set of inclusivity metrics for educators to create educational games that cater to diverse student needs. The obtained results emphasize the limited state of analogue GBL accessibility in scholarly and professional literature, while emphasizing the existing frameworks to be adopted by educators, designers, and publishers. Stakeholder discussions revealed themes related to inclusivity measures, including motor, sensory, and cognitive needs of players. Game designers can enhance accessibility by considering these requirements and incorporating alternative communication channels, accessible cues, adaptable gameplay options, and diversified knowledge-based requirements. In addition to inclusivity, addressing instances of exclusion, managing teams effectively, promoting inclusive communication, and incorporating gameplay limitations, educational components, diverse perspectives, and real-world applicability are discussed as important in education game design, to this extent.
14

Gamification: A Guideline For Integrating and Aligning Digital Game Elements into a Curriculum

Mieure, Matthew C. 26 July 2012 (has links)
No description available.
15

PROMOTING ONLINE DISCUSSION PARTICIPATION BY INTEGRATING IDENTITY-ENHANCING FEATURES FROM DIGITAL GAMES

Liao, Yi-Yao January 2007 (has links)
No description available.
16

Digital Game-Based Learning in K-12 Classrooms: Studying Effectiveness and Influential Factors in Instruction

Nino, Miguel Alfonso 02 May 2019 (has links)
The adoption of new technologies in K-12 classrooms usually generates claims about their effectiveness, but in many cases, these claims are not carefully studied. Furthermore, conclusions drawn from effectiveness studies generally focus on technologies as the sole responsible factor for such effectiveness, without considering other factors and conditions. Through an integrative review, this study evaluated and critiqued the current status of K-12 digital game-based learning (DGBL) to determine the implications and limitations of these effectiveness claims, as well as problems when conducting this type of research. In addition, this study explored factors and conditions, beyond the digital game, that could have had an impact on effectiveness. Findings from this study can provide teachers and researchers a guide to effectively implement and research DGBL in K-12 classrooms, as well as conceptual classifications of factors and conditions that could play an important role when adopting digital games in instruction. / Doctor of Philosophy / It is common that when new technologies are used in instruction, claims in favor of such technologies are made. However, in many instances, there is not enough or sound evidence to support these effectiveness claims. For this reason, this study has been conducted with the goal of evaluating and critiquing what has been empirically studied so far in K-12 digital game-based learning (DGBL) to determine the extent of these effectiveness claims. In addition, this study has identified research problems and flaws that have been found in empirical studies and how they can be avoided. Furthermore, this study paid close attention to factors and conditions, besides the actual digital game, to determine if they played a role on effectiveness. Finally, a research agenda has been included in this study to fills existing gaps in K-12 DGBL and to guide researchers and teachers when conducting research and adopting digital games in the classroom.
17

Feedback in Digital Game-Based Learning (DGBL): Influencing Students' Self-Efficacy and Motivation

Engelhardt, Mason Robert 28 March 2024 (has links)
As a teaching approach, digital game-based learning (DGBL) has grown in popularity and can positively influence students' motivational perceptions in difficult subjects, such as mathematics. DGBL has the capability to provide immediate feedback to students that can impact their results and experiences during gameplay; specifically, research studies have supported the conclusion that immediate feedback featured in DGBL can positively influence elementary students' self-efficacy and motivation related to DGBL gameplay. However, few studies have investigated the specific types of immediate feedback featured in DGBL within elementary mathematics. The purpose of this qualitative study was to investigate how different types of immediate feedback (i.e., destination, corrective, and explanatory) featured during DGBL use in mathematics influence elementary students' self-efficacy and motivation for gameplay. This study involved fifth grade students interacting with a digital game and being interviewed individually to elaborate on their perceptions regarding how feedback featured in DGBL influenced their self-efficacy and motivation. Findings from this study suggest the importance of DGBL immediate feedback as results indicated a positive change in both self-efficacy and motivation among students. / Doctor of Philosophy / Digital game-based learning (DGBL) is a teaching method used to enhance learning that is facilitated by the use of a digital game. DGBL provides students with opportunities to interact with virtual worlds that incorporate educational content with the goal of engaging learners in all subjects. A challenge for educators is to select digital games that motivate students to engage in difficult subjects, such as mathematics. The articles here seek to better understand how DGBL can potentially influence elementary students' motivation, engagement, and assist elementary educators' future instructional decisions implementing DGBL in an elementary mathematics setting. The study investigated how different types of immediate feedback (i.e., destination, corrective, and explanatory) featured during DGBL use in mathematics influence elementary students' self-efficacy and motivation for gameplay. Research featured in both articles indicated the importance in understanding how different motivational factors can affect students' motivation during DGBL use, and how an increased motivation can lead to increased engagement, which can lead to increased learning.
18

Learner Perceptions and Cognitive Outcomes of Digital Game-Based Learning in Mathematics

Mosley, Valdez Lamont 27 May 2021 (has links)
Despite the recent popularity of digital game-based learning (DGBL), far too little evidence exists concerning its benefits in mathematics. The purpose of this research study was to: (a) determine whether or not DGBL is a viable tool in helping students to improve achievement in middle school mathematics and (b) gauge their perceptions regarding the use of DGBL. This study consisted of a convenience sample of sixth-grade students enrolled at a large suburban middle school in a school division in the Commonwealth of Virginia. This study followed a sequential explanatory mixed-methods approach using a one-group, pretest-posttest research design to collect data from participants before and after DGBL intervention to determine if a relationship existed with improved scores on the Ratios and Proportional Relationships Test. Ratios and Proportional Relationships Test scores were collected from the fall 2020 pre and post-test administrations. Students' Perceptions of Digital Game-Based Learning Survey (SPoDGBLS) responses were also collected from participants before (pre) and after (post) the intervention to determine the changes in student perceptions of DGBL. Small group, semi-structured, open-ended interviews were conducted to collect in-depth information regarding student perceptions of a digital game-based approach for learning mathematics. Results of the study found that on average student participants scored higher on the posttest than the pretest, albeit not significantly higher than the posttest cut score. Results also showed that student perceptions of the usefulness of DGBL improved over the course of the 5-week study. The study recommends that school and division leaders consider incorporating DGBL into mathematics instruction. / Doctor of Philosophy / The purpose of this research study was to: (a) determine whether or not digital game-based learning (DGBL) is a viable tool in helping students to improve achievement in middle school mathematics and (b) gauge their perceptions regarding the use of DGBL. A sequential explanatory mixed-method, one-group, pretest-posttest design was followed to compare 21 sixth-grade participants' Ratios and Proportional Relationships Test scores and Students' Perceptions of Digital Game-Based Learning Survey responses before and after a DGBL intervention. Small group interviews were conducted to collect in-depth information regarding participant perceptions of DGBL in mathematics. Results of the study found that participants scored higher on the posttest than the pretest and their perceptions of the usefulness of DGBL improved over the course of the 5-week study. The study concluded that DGBL is a viable tool that can be successfully integrated into regular math instruction and have a positive impact on middle school students' ability to learn and/or retain new math information.
19

Motivating Students in Game-Based Learning: The Importance of Instructor Teaching Practices

Morelock, John Ray 29 November 2018 (has links)
Game-based learning--using games to achieve learning objectives--represents a promising and increasingly popular means of progressing engineering education's decades-long goal of bringing more evidence-based, active learning pedagogy into the classroom. However, if game-based learning is to proliferate as a pedagogy, research on game-based teaching is critical to provide practical recommendations for implementation, making the pedagogy more accessible to instructors. However, reviews of game-based literature reveal that little work exists in the game-based teaching space, and what work exists models high-level teaching practices and archetypal roles, which often fail to pinpoint specific practices game-based instructors can use to be successful. Moreover, reviews of game-based learning literature more generally suggest that research on how to improve student motivation in game-based learning settings--an important variable for learning and a longstanding argument for the value of games in education--are lacking in both quantity and theoretical soundness. To redress these gaps, I conducted a primarily qualitative, multiple-case study of seven non-digital game-based learning activities in engineering with the goal of furthering game-based teaching research and providing practical recommendations to instructors when using games in their classrooms. Using the MUSIC Model of Motivation as a motivation framework and the Observation Protocol for Adaptive Learning as a framework for categorizing teaching practices, I interviewed instructors about how they expected their teaching practices to affect student motivation, and I interviewed these instructors' students about how they actually perceived their instructors' actions as affecting their motivation. By comparing instructor and student responses, I derived recommendations for game-based learning practice that are likely to have a high impact on student motivation, and condensed these recommendations into a four-phase framework of game-based teaching to bolster student motivation. I supplemented my interview data with observation data to construct detailed summaries of each case I studied. The recommendations I offer in my framework can serve as useful resources for instructors seeking to foray into game-based teaching practices or improve their existing game activities, especially in engineering. Moreover, my study provides a model for investigating game-based teaching practices and motivation in game-based learning using established theoretical frameworks in natural classroom settings. / Ph. D. / Game-based learning—the use of games to achieve learning objectives—is a promising and increasingly popular way to introduce active learning into engineering classrooms, which is something engineering education as a field has been trying to achieve for decades. However, if game-based learning is to reach a wider audience of engineering instructors, research on the teaching practices instructors use in game-based learning classrooms is important, so that researchers can provide practical recommendations to instructors and make game-based learning less intimidating. However, little work has been done to study these teaching practices, and the work that exists tends to look at high-level trends across teaching practices, rather than offering specific pieces of advice. Moreover, research on how to improve student motivation in game-based learning settings is lacking, which is a problem because student motivation is important for learning and is one of the biggest theoretical benefits of using games in education. To fill in some of these gaps, I conducted instructor and student interviews around seven non-digital game-based learning activities in engineering, with the goal of furthering game-based teaching research and providing practical recommendations to instructors considering or currently using games in their classrooms. Using an established framework of student motivation and an existing means of grouping teaching practices, I interviewed instructors about how they expected their teaching practices to affect student motivation, and I interviewed these instructors’ students about how they actually perceived their instructors’ actions as affecting their motivation. By comparing instructor and student responses, I came up with several recommendations for gamebased learning practice that are likely to have a high impact on student motivation, and I produced a framework to serve as a visual aid to help instructors implement teaching practices that can bolster student motivation at any phase of a game-based learning activity. I also supplemented my interview data with observation data to provide readers with detailed summaries of each case I studied. The recommendations I offer in my framework can serve as useful resources for instructors looking to implement game-based learning activities or improve their existing game-based learning activities, especially in engineering. Moreover, my study serves as a model for future researchers who want to qualitatively study game-based teaching practices or motivation in game-based learning using established frameworks.
20

Game-based learning: Brincando e aprendendo conceitos de evolução com o game SPORE

Silva, Renan Gomes Trindade da 12 April 2016 (has links)
Submitted by Jean Medeiros (jeanletras@uepb.edu.br) on 2016-08-15T17:04:54Z No. of bitstreams: 1 PDF - Renan Gomes Trindade da Silva.pdf: 3137930 bytes, checksum: c0a466013c06092789728f6c5b3eec53 (MD5) / Approved for entry into archive by Secta BC (secta.csu.bc@uepb.edu.br) on 2016-08-17T15:30:19Z (GMT) No. of bitstreams: 1 PDF - Renan Gomes Trindade da Silva.pdf: 3137930 bytes, checksum: c0a466013c06092789728f6c5b3eec53 (MD5) / Made available in DSpace on 2016-08-17T15:30:19Z (GMT). No. of bitstreams: 1 PDF - Renan Gomes Trindade da Silva.pdf: 3137930 bytes, checksum: c0a466013c06092789728f6c5b3eec53 (MD5) Previous issue date: 2016-04-12 / Due to the numerous obstacles in the teaching of biological evolution and the inefficiency of traditional methods of learning for a generation that lives in a society where the flow of information is frantic and steady, because of digital technologies, there are large and intense challenges for teachers who They need to learn to use existing resources and enter new methodological practices to motivate students in their classes. Among these practices, we can highlight the game-based learning and gamification as efficient alternatives to solve this problem because the games are digital resources that can stimulate learning because of the obvious preference of students for existing interactivity and the dynamic these artifacts in relation to unilateral learning methods practiced in some schools. From this perspective, this research aimed to evaluate the use of SPORE, a commercial game, as a facilitator in introducing the concepts of evolution to students in the eighth grade of elementary school. The research was conducted in three schools from rural and urban zone of the cities of Campina Grande, Alcantil and district of Lagoa do Juca. To achieve the objectives of this research, it was divided into five stages: literary research, game analysis, application of the methodology in the classroom, intervention with teachers through a short course, production of a digital manual and data analysis. The analysis of the data made it clear that this game, despite its flaws, can serve as a tool to stimulate the learning of students and to promote interest in science, assisting in the introduction and discussion of biological evolution with elementary school students. However, signaled that although it has the potential to stimulate learning, teachers need, first, master the content, have ability to use digital resources and evaluate the resource previously before introducing it into the classroom. The research also showed that there are many factors that affect education in our country and not only with the implementation of digital resources such as games, that problems will be solved. Considering the analysis here woven, we hope that this research can contribute in some way to the SPORE and other games are used in the educational context. / Devido aos inúmeros obstáculos no ensino da evolução biológica e à ineficiência dos métodos tradicionais de aprendizagem para uma geração que vive em uma sociedade onde o fluxo de informação é frenético e constante, por causa das tecnologias digitais, surgem grandes e intensos desafios para os docentes que precisam aprender a utilizar os recursos atuais e inserir novas práticas metodológicas para motivar os alunos em suas aulas. Entre essas práticas, podemos destacar a game-based learning e a gamification como alternativas eficientes para resolver esse problema, pois os games são recursos digitais que podem estimular a aprendizagem devido à evidente preferencia dos alunos pela interatividade e pela dinâmica existentes nesses artefatos em relação a métodos unilaterais de aprendizagem praticados em algumas escolas. Nessa perspectiva, esta investigação objetivou avaliar a utilização do SPORE, um game comercial, como facilitador na introdução dos conceitos de evolução com alunos do oitavo ano do ensino fundamental. A pesquisa foi desenvolvida em três escolas da zona rural e da urbana das cidades de Campina Grande, Alcantil e Distrito de Lagoa de Jucá. Para atingir os objetivos desta investigação, ela foi dividida em cinco etapas: a pesquisa literária, análise do game, aplicação da metodologia em sala de aula, intervenção com os professores através de um minicurso, produção do manual digital e análise dos dados. A análise dos dados deixou claro que esse game, apesar de suas falhas, pode servir de ferramenta para estimular a aprendizagem dos discentes e promover o interesse pela ciência, auxiliando na introdução e na discussão da evolução biológica com alunos do ensino fundamental. Contudo, sinalizamos que, embora tenha potencial para estimular a aprendizagem, os professores precisam, primeiramente, dominar o conteúdo, ter destreza para utilizar os recursos digitais e avaliar o recurso previamente antes de introduzi-lo em sala de aula. A pesquisa mostrou, ainda, que existem muitos fatores que afetam a educação em nosso país e não é apenas com a implementação de recursos digitais, como os games, que os problemas serão resolvidos. Considerando as análises aqui tecidas, esperamos que esta investigação possa colaborar, de alguma forma, para que o SPORE e outros games sejam utilizados no contexto educacional.

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