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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.
1

UNDERSTANDING AND ENGAGEMENT THROUGH DYNAMIC TECHNOLOGY AND GAMIFIED LEARNING ENVIRONMENTS

Manzo, Daniel V. 11 May 2020 (has links)
As technology becomes more integrated in the classroom, more research is needed to examine its effects on engagement and learning. It is important that we fully explore how students interact with learning technologies and the affordances that these technologies bring to improve engagement and student learning. In this dissertation, I explored the benefits and drawbacks of using dynamic technology in the classroom as an instructional system, support structure, and assessment tool. Iterative design cycles were used to improve the accessibility and user experience of several dynamic technologies in the classroom. Additionally, the incorporation of gamified elements such as points and leaderboards were explored. Preliminary data suggests that gamified elements could lead to higher engagement and elicit behaviors associated with learning. As a result, a series of 4 randomized controlled trials were conducted that explored the intersection of gamification, engagement, and learning. This dissertation is a compilation of those studies with a focus on the development and improvement of learning platforms through an iterative design process and the incorporation of gamified elements. Based on the findings and implications of these studies, several new technologies were designed, developed, and implemented to include these gamification techniques and provide data for both educators and researchers. Recommendations for potential usage and future research are discussed.
2

O uso de jogos como processo de ensino-aprendizagem de Matemática / The use of games such as mathematics teaching-learning process

Peres, Luciano [UNESP] 02 September 2016 (has links)
Submitted by LUCIANO PERES null (lucianoperes01@gmail.com) on 2016-09-29T02:09:08Z No. of bitstreams: 1 Dissertação Definitiva - 28 - 09.pdf: 7213494 bytes, checksum: 291f0fca234e8751f882025937ce0015 (MD5) / Approved for entry into archive by Ana Paula Grisoto (grisotoana@reitoria.unesp.br) on 2016-09-29T12:50:58Z (GMT) No. of bitstreams: 1 peres_l_me_sjrp.pdf: 7213494 bytes, checksum: 291f0fca234e8751f882025937ce0015 (MD5) / Made available in DSpace on 2016-09-29T12:50:58Z (GMT). No. of bitstreams: 1 peres_l_me_sjrp.pdf: 7213494 bytes, checksum: 291f0fca234e8751f882025937ce0015 (MD5) Previous issue date: 2016-09-02 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / O uso de algumas tecnologias como ferramentas de ensino em salas de aula já não causa tanto entusiasmo, pois dificilmente os softwares educacionais fazem frente aos jogos com os quais os alunos estão familiarizados. Dentro desse contexto, o resgate de jogos de tabuleiros como instrumentos de auxílio do processo ensinoaprendizagem de Matemática se torna muito útil e segue na contramão dos jogos de computadores, pois há uma maior interação entre os alunos, contribuindo também para aumentar a capacidade dos mesmos de tomarem decisões e criarem estratégias. O presente estudo tem como objetivo analisar os resultados da utilização desses jogos nas aulas de Matemática e também como os mesmos podem contribuir na educação de alunos que possuem Necessidade Educacional Especial. Para tanto foram trabalhados dois jogos cujas origens são de países distintos: o Mancala (origem africana) e o Quoridor (também conhecido como bloqueio, de origem italiana). / The use of some technologies as teaching tools do not cause a lot of enthusiasm by now, since educational softwares hardly meet the standards of the games students are familiarized. In this context, the renewal of interest for board games as tools for helping the process of Mathematics teaching and learning becomes useful and is in the opposite direction of computer games, since there are a better interaction between students, and it contributes to increase their capacity of decision and strategy-making. This study aims to analyze the results of the utilization of these board games in Mathematics classes and how they can contribute for the education of students with special needs. Thus, two board games, of two different origins, were analyzed: the Mancala (from Africa) and the Quoridor (also known as “bloqueio”, of Italian origin).
3

Att spegla verkligheten - en studie av simuleringar i geografiundervisning på gymnasienivå

Nilsson, Magnus January 2011 (has links)
I arbetet görs ett försök att genom litteratur och elevintervjuer närma sig frågan om vilka förutsättningar för lärande som simuleringar i geografi erbjuder och vilka lärandeteorier som då blir relevanta. Intervjuer har därför gjorts med elever efter att de genomfört ett för undersökningen utvalt simuleringsspel. I arbetet ställs också frågan om hur elever uppfattar simuleringen som didaktiskt verktyg och ett antal svarskategorier struktureras. Slutsatserna är att lärandet i simuleringar i första hand tycks vara beroende av den egna praktiska erfarenheten, den sociala interaktionen mellan deltagarna och den emotionella laddningen. Elevernas uppfattningar av lärandeformen stödjer dessa kvalitéer, men tillfogade också betydelsen av variation i undervisningen och det inneboende spelrummets betydelse för kreativiteten. / By literature and studentinterviews this work aims to identify which kind of learningpotentials geography simulations hold and try to connect these to relevant pedagogical theories. The work also tries to explore how students perceive simulations as didactic tool and structure these views in different categories. The author concludes that learning through simulations primarily depends on practical work, social interaction and emotional commitment. Also the different character of simulations and the gaming dimension seems to influence learning positively.
4

A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling

Wakefield, Jenny S. 05 1900 (has links)
This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and techniques to move students toward meaningful real-world learning and the ability to make a difference in the world. The dissertation closes by exploring implications of this study for instructional designers and instructors interested in using alternate reality games and transmedia storytelling for teaching and learning purposes.

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