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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.
51

Advancing sCool – Game Type Research and Development

Mosquera, Chanelle K 01 December 2020 (has links) (PDF)
The proposed project, sCool, is an adaptive game-based learning experience designed for STEM education. In this work, we present a new iteration of sCool in efforts to further examine contributing factors of engagement, usability, and comprehension. The newly developed game experience for acquiring object-oriented programming skills is divided into two parts: concept learning and practical challenge. The concept learning part teaches students theoretical lessons of programming through fun gameplay. The practical challenge part allows students to practice programming by completing tasks. This project presents several new game types for both the concept learning and practical challenge parts. The development of these game types spreads across two phases. The first phase introduces two new game types and focuses on extending sCool to support learning object-oriented programming and improve student’s learning comprehension. The second phase builds off of the first phase, introducing another new game type to improve the object-oriented programming learning experience and the game’s overall usability and engagement. During the first phase, three experiments were conducted in a classroom setting with a computer science teacher. Conducting a study involving a total of 39 school students and three teachers, we are able to successfully display an enhanced understanding of different programming concepts. During the second phase, a single experiment was held remotely among a wide group of people, and the participants were self-guided by an instruction document and the sCool application. Conducting a study with 25 participants, we are able to show a significant improvement in the game’s usability and engagement. For future works, further evaluations in-classroom and over a longer course will be useful in assessing the new game type’s effectiveness in teaching object oriented programming. Furthermore, the game should be expanded to support learning more complex concepts in object oriented programming.
52

Effects of gamification elements in math software for children / Effekter av spelelement i matematikprogramvara för barn

Flod, Felicia January 2023 (has links)
Mathematics is a subject many children find challenging and uninteresting. This is highly problematic because of its use in work and everyday life. Some schools are implementing game-based learning to increase the younger students’ positive relation towards mathematics. An example of a game that uses learning through play is Magical Garden. It teaches mathematics to children between four and six but intends to expand to slightly older children. This thesis investigates the possible effects of and how to integrate the gamification elements badges and leaderboards into the game Magical Garden. To realise this, an extension of Magical Garden was developed as a party game that teaches ten-pairs. User tests were conducted in a first-grade class where they played through different versions of the mini-game and answered correlated surveys. After evaluation of the collected data, the result indicated that the gamification elements were enjoyed by most students and could lead to increased learning capabilities. However, it is worth noting that the user tests only included 18 children. Extended research is therefore required.
53

Teachers’ Views of Video Games in the EFL-Classroom : A Study of How Swedish Upper Secondary EFL Teachers View the Use of Video Games in Their Teaching / Lärares syn på spel i sin engelskaundervisning

Svan, Gustav January 2022 (has links)
This degree project is a study investigating the views Swedish upper secondary English teachers have towards the use of video games as a medium through which to teach. The aim of the study was to gain insight into teachers’ views and what aspects they believed could encourage and/or inhibit the use of video games in the English foreign language (EFL) classroom. To achieve this aim, a sociocultural perspective was used along with a mixed method consisting of a survey study and semi-structured interviews. The survey was used to gain an idea of how teachers who have used video games in their classroom view the medium and the interviews were used to further analyse these views. The results show that in general teachers have a positive attitude towards the use of video games in the EFL classroom. The aspects of motivation and engagement were found to be important factors for successful learning with video games and the participating teachers generally agreed that video games can help students reach the overarching aims of the English subject. One of the greatest inhibitors found among the teachers was the logistical aspect. This included costs, time, and technological difficulties, and was something the teachers found both made the use of video games in the classroom difficult and which at times could make it ineffective. The aspect of assessment was also investigated, where it was found that most teachers did not believe video games could constitute a valid form of assessment in and of itself, but rather as an aid towards other forms of assessment.
54

Language learning in the digital game Minecraft: A mixed methods study of Japanese EFL learners / デジタルゲームマインクラフトを通した言語学習:日本人EFL学習者を対象とした混合研究

White, Jeremy Stewart 23 March 2023 (has links)
京都大学 / 新制・課程博士 / 博士(人間・環境学) / 甲第24687号 / 人博第1060号 / 新制||人||248(附属図書館) / 2022||人博||1060(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, 准教授 Mills Daniel James / 学位規則第4条第1項該当 / Doctor of Human and Environmental Studies / Kyoto University / DFAM
55

Digital Game-based Learning: A Systematic Review of Barriers and Teachers’ Beliefs

Pandov, Kristian January 2022 (has links)
The aim of this systematic literature review is to examine the empirical evidence within the field of Digital Game-based Learning (DGBL) concerning teachers’ beliefs and experiences about digital games in relation to the different barriers that prevent them from using them in the classroom. The search yielded a total of 152 results, from which a total of 27 articles were included in the present study. A thematic analysis was used to interpret the data which led to the formation of a variety of codes, sub-themes, and themes. The results go into detail into all of these, detailing different intrinsic and extrinsic barriers, teachers’ positive and negative beliefs in conjunction with the influence of demographic factors as well as education. The discussion is based on the relationships that arose between the themes and sub-themes which is further supplemented by the theories on beliefs and barriers in relation to technology integration which are presented in the background section. The results show that there is a bi-directional relationship between teachers’ beliefs and the barriers they face in the use of digital games in education as compounding barriers lead to or exacerbate negative beliefs while positive beliefs can lead to certain barriers being overcome. Both pre-service education and professional development have proven successful in improving teacher beliefs and confidence, however, the influence of extrinsic barriers results in many teachers believing that the use of digital games is too difficult or impossible in practice. Finally, the influence of demographic factors such as age, gender, and experience are discussed, with the latter being especially influential in terms of teachers’ beliefs.
56

Från kontroller till kunskap : En översikt av forskningen kring användningen av spelifiering inom historieundervisning / From controllers to knowledge : An overview of the use of gamification withing history education

Vollmer Jantsky, Iris January 2024 (has links)
Young people in Sweden today spend a significant amount of time in front of computers playing games, and gaming has gained a negative reputation both in the public domain as well as within the field of education. The aim of this overview is to see whether gamification, the use of video games or parts of video games, can be a valuable tool for educators to increase student motivation, engagement and knowledge of history. Two main areas are in focus in this overview. The first area focuses on whether gamification can be used to increase student motivation, engagement and understanding of history. The second area focuses on how the previously mentioned goals can be achieved through gamification, and what teachers wanting to use gamification have to take into consideration to make the use of it successful.  To conduct this research, the databases Libsearch and SwePub have been used alongside books from Malmö Universities library.  This overview led me to the conclusion that gamification can be a valuable asset, and there are instances where it has been proven to contribute to student motivation, engagement and knowledge of history. However, the technology used when implementing gamification can be considered difficult to use by some. Regarding the use of gamification, this overview shows that multiple factors matter when using gamification. These are factors that teachers must take into consideration for the gamification to be a useful and successful tool.
57

Your Mission, Should You Choose to Attempt it, is to Save the Mona Lisa! Gamification as a Method for Teaching Art

Ovard, Caleb 21 December 2023 (has links) (PDF)
To increase student engagement in their classroom, the author created an art curriculum using gamification methods that incorporates elements of tabletop role-playing games. The Role-playing Art Curriculum is a key element of this thesis. Possible research approaches involving game-based learning and gamification were examined to point toward future research and reflection regarding games and game-like content into an art curriculum. Action research methods were used to create and run the Role-playing Art Curriculum. The author concludes that the gamified curriculum took extra preparation and required more management to run then other traditional art curriculums.
58

Using Gamestar Mechanic with Elementary Art students: An exploration of one teacher’s experiences

Aubrecht, Michelle Adrienne 26 September 2011 (has links)
No description available.
59

Playing at the school table: systematic literature review of board, tabletop, and other analogue game-based learning approaches

Sousa, C., Rye, Sara, Sousa, M.S., Torres, P.J., Perim, C. 06 April 2023 (has links)
Yes / The unique characteristics of games have led scientific research to increasingly focus on their potential role in learning processes. Currently, their effectiveness in fostering experiential learning and skill acquisition in several areas is already supported by the existing evidence, mainly about the potential of digital games. Paradoxically, the current post-digital era seems to have led to a growing popularity of analogue games. The present Systematic Literature Review aimed to map the existing literature on the potential of board, tabletop, or other analogue games in learning processes. It intended to systematize the contemporary state of the art (2012-2022) around the pedagogical role of these games, their effectiveness, the promoted learning outcomes, the methodological aspects of the interventions, the used games – including mechanics and other characteristics – and the current discussions around inclusion and accessibility in analogue game-based learning. Adopting the PRISMA methodology, we searched ACM Digital Library, EBSCO, ERIC, Scopus - Elsevier, and Web of Science databases, as well as other peer-reviewed “grey literature” sources. The search resulted in an initial sample of 2741 articles that was then screened by inclusion and exclusion criteria previously defined according to the research objectives. We obtained a final sample of 45 articles. To formulate the mapping of existing research, these studies were analyzed using a combination of statistical, content, and critical analysis procedures. The obtained results support the role of board, tabletop, and other analogue games in educational contexts – based on their educational potential – with a broad range of knowledge, cognitive, and psychological outcomes. The study also emphasized the relevance of these games in the promotion of soft skills and other aspects typically associated with meaningful learning, such as engagement, satisfaction, flexibility, and freedom of experimentation. However, important limitations were found in a fair amount of the pedagogical approaches studied, which can be mostly attributed to the low prevalence of modern board games that relate what is intended to be learned to aspects of game design and have little to no consideration of accessibility and inclusion aspects in these studies. / The present work was developed in the scope of the Project Training the Educators to Facilitate the Teaching and Assessment of Abstract Syllabus by the Use of Serious Games – TEGA (2020-1- UK01-KA203-079248), funded by the European Commission on the scope of Erasmus+ Programme. The research team also acknowledges the funding by Fundação para a Ciência e para a Tecnologia (FCT) provided to CICANT R&D Unit (UIDB/05260/2020), on the scope of Verão com Ciência initiative, which allowed the inclusion of a research initiation grant holder as co-author of the present work.
60

Functions Fun: An iPad Educational Game for Teaching Mathematical Functions and Graphs

Liu, Xuan 18 June 2019 (has links)
Teaching and learning mathematical functions and graphs pose significant challenges for teachers and students. Students often have difficulty in understanding a functional relationship between two quantities such as distance and time, temperature and precipitation, and gas price and number of gallons. Teaching students to have quantitative thinking about functions can help them understand the rate of change for complicated functions and later succeed in learning Calculus. Traditional educational methods such as static graph images and some learning tools usually have some limitations. Teaching students the dynamic changes of quantities within the static picture has serious difficulties. Compared to the learning tools, the game-based learning increases interest when students are learning complicated functions. This thesis presents a game-based learning application called Functions Fun, which runs on iPad tablet computers. The game is created to teach / learn the following functions: Linear, Quadratic, Exponential, Logarithmic, Trigonometric, and Polynomial with degrees over four. Each function is covered under a game level. The game setting is a jungle environment. Each game level has its own scene, challenging the player to take an action while teaching a function and its graphical representation. Functions Fun enables students to play and learn functions and graphs in a more effective and entertaining manner. / Master of Science / Teaching functions and graphs plays an important role in mathematics education. Teachers and researchers emphasize the need for students to form the quantitative thinking habits when they are learning different function graphs. This thesis presents Functions Fun, an iPad educational game that aims to help secondary students to understand function graphs by varying two quantities x and y such as distance and time, temperature and precipitation, and gas price and number of gallons. Adventure game is chosen as the game genre and six real-life models related to the following six functions are created: Linear, Quadratic, Exponential, Logarithmic, Trigonometric, and Polynomial with degrees over four. Each function is covered under a game level. The game setting is a jungle environment. Players are rewarded for their accomplishments. Through game effects and animations, students can have a better understanding of how the value changes of variables x and y influence the shape of graphs.

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