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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

Gamifikace a její praktické využití v rámci školní výuky prostřednictvím tabletů / Gramification and its practical applications through the use of tablets in the context of school education

Manas, Adele January 2015 (has links)
This thesis examines the use of gamification principles in education, specifically where tablets are being used in the classroom. Individual chapters deal with explaining the concepts related to gamification, educational games and the specifics of implementing tablets into education. Their specific usage was examined through conversations with the teachers and students of Year 2 of a primary school, with the results being recorded in the research section. Research questions examined the theoretical concepts introduced in the first part of the thesis and centred around the theme of education via tablets. The types of tablet applications used were also investigated. When possible this thesis compares the views of teachers and students on the areas examined.
12

Jogos digitais educacionais destinados ao intercâmbio social, cultural e econômico: rompendo barreiras territoriais

Oliveira, Fabiana Martins de 09 December 2015 (has links)
Made available in DSpace on 2016-04-29T14:23:41Z (GMT). No. of bitstreams: 1 Fabiana Martins de Oliveira.pdf: 2599761 bytes, checksum: 32bfbb43f18c17407dfdf69a5efbd6a2 (MD5) Previous issue date: 2015-12-09 / This study aims at the production of educational games that allow users to active participation in social and artistic contexts. Four are its aspects: first, the influence exerted by technological means to childhood. Second, the use of the simulation as a means of learning. Third, the free software use by students. And fourth, the objectives of arts education classes, which include the development of artistic and cultural understanding, obtaining self-esteem, individual expression, creativity and confidence. The union between postmodern virtual reality, conditions provided by the simulation environment, the target audience's behavior, and the influences of the artistic content, favor the production of a game with intercultural focus, which seeks to narrow the geographic and economic barriers existing between students from diverse backgrounds / Esse estudo objetiva a produção de jogos digitais educativos que possibilitem ao usuário a participação ativa em contextos sociais, culturais e artísticos. Quatro são suas vertentes: a influência dos meios tecnológicos na infância; o uso da simulação como meio de aprendizagem; a utilização de software livre por parte dos alunos e, os objetivos das aulas de educação artística. Todas as vertentes incluem o desenvolvimento das compreensões sociais, artísticas e culturais, a obtenção da autoestima, a expressão individual, a criatividade e a confiança. A união entre a realidade virtual na contemporaneidade, as condições proporcionadas pelo ambiente do simulacro, o comportamento do público alvo, e as influências dos conteúdos artísticos que favorecem a produção de jogos digitais com foco intercultural, e que, procura estreitar as barreiras geográficas e econômicas existentes entre estudantes de diversos contextos socioculturais

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