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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

Analysis of training protocols for challenge course instructors

Novak, Jeremy D. January 1999 (has links) (PDF)
Thesis (M.S.)--University of Wisconsin -- La Crosse, 1999. / Digitized and made available by the University of Wisconsin--La Crosse, Murphy Library. Includes bibliographical references. Online version of print edition.
12

Visual feedback for gaming prevention in intelligent tutoring systems

Walonoski, Jason A. January 2005 (has links)
Thesis (M.S.)--Worcester Polytechnic Institute. / Keywords: Intelligent Tutoring Systems; Machine Learning; Behavior; Learning. Includes bibliographical references. (p.49)
13

An evaluatin of the effectiveness of a simulation game history teaching for secondary school pupils

Hoskins, John Montague 06 August 2015 (has links)
RESEARCH REPORT SUBMITTED TO THE FACULTY OF EDUCATION, UNIVERSITY OF THE W1TWATERSRAND, JOHANNESBURG, IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF EDUCATION JOHANNESBURG 1986 / This study investigated the effectiveness of a simulation game in the teaching of history to secondary school pupils at matriculation level. History as taught in the schools has for a long time been a source of criticism and many educationists are perturbed by this fact. It is with this in mind that this investigation has been undertaken. In order to facilitate the investigation fifty matriculation pupils were divided into two unmatched groups. One group, the experimental group, was exposed to instruction by the simulation technique and the other, the control group was exposed to instruction by conventional methods. Both groups wrote the same achievement t»st and the results showed that the control group's achievement was better than that oi the experimental group. There are various reasons for this result as the investigation will indicate. It is apparent from the result that using non-equivalent groups for the investigation could not substantiate the hypothesis.
14

Mathematical games in secondary education

Ewing, David Eugene January 2010 (has links)
Digitized by Kansas Correctional Industries
15

Game development environment to teach computer science concepts

Prayaga, Lakshmi. January 2007 (has links)
Thesis (Ed.D.)--University of West Florida, 2007. / Title from title page of source document. Document formatted into pages; contains 133 pages. Includes bibliographical references.
16

An urban special education administration simulation exercise addressing the identification, classification and segregation aspects of special education student placement

Teicher, Patrick John, January 1900 (has links)
Thesis (Ph. D.)--University of Wisconsin--Madison, 1972. / Typescript. Vita. Description based on print version record. Includes bibliographical references (leaves 198-204).
17

Development of an interactive simulation game for ISE-5204 Manufacturing Systems Engineering /

Ketelhohn, Niels, January 1994 (has links)
Thesis (M.S.)--Virginia Polytechnic Institute and State University, 1994. / Vita. Abstract. Includes bibliographical references (leaves 95-97). Also available via the Internet.
18

Simulasie-spel as onderrigmetode vir studentverpleegkundiges

Roos, Annamarie Marjorie Eszter 16 September 2014 (has links)
M.Cur. / Please refer to full text to view abstract
19

Exploring the integration of constructivist computer game-based learning into formal school curriculum teaching. / 探索如何將建構式電腦遊戲化學習融入正規學校課程教學中 / CUHK electronic theses & dissertations collection / Exploring the integration of constructivist computer game-based learning into formal school curriculum teaching. / Tan suo ru he jiang jian gou shi dian nao you xi hua xue xi rong ru zheng gui xue xiao ke cheng jiao xue zhong

January 2009 (has links)
Jong, Siu-yung = 探索如何將建構式電腦遊戲化學習融入正規學校課程教學中 / 莊紹勇. / Thesis (Ph.D.)--Chinese University of Hong Kong, 2009. / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstract also in Chinese; includes Chinese. / Jong, Siu-yung = Tan suo ru he jiang jian gou shi dian nao you xi hua xue xi rong ru zheng gui xue xiao ke cheng jiao xue zhong / Zhuang Shaoyong.
20

O uso de Role-Playing Game (RPG) no ensino de Ciências: uma atividade voluntária e complementar às aulas no Ensino Fundamental II / The use of Role-Playing Game (RPG) in science teaching: a voluntary activity and complementary to classes in Elementary School II

Marins, Eleasar Silva 07 April 2017 (has links)
Nesta pesquisa é proposto o uso Role-Playing Game, mais conhecido como RPG, como uma estratégia no processo de ensino e aprendizagem no ambiente escolar. Os estudos com RPG e educação demonstram grande potencial como tecnologia educacional, proporcionando aprendizagem ativa e significativa modificando a forma como se ensina. Este trabalho teve como objetivos: investigar sobre as possibilidades educacionais da implementação do roleplaying game (RPG) no ambiente escolar como uma atividade pedagógica complementar e voluntária no ensino de ciências, verificar a aprendizagem de conceitos fundamentais de ciências que foram expostos aos alunos através do RPG, bem como analisar as impressões dos alunos quanto ao contato desses conteúdos de ciências por meio do RPG e também quanto à experiência de jogar RPG no ambiente escolar com o professor. Para tanto procurou-se inicialmente, um levantamento bibliográfico de algumas obras que discutem os problemas educacionais brasileiros e expõem estratégias para solucioná-los, dentre essas, destacou-se as que verificam a viabilidade da utilização de jogos didáticos. Em seguida, essa pesquisa sintetiza as publicações referentes ao uso de jogos de RPG, na educação em diversos níveis e faixas etárias. Em seguida, faz-se uma breve descrição do que é RPG, e da metodologia usada nesse trabalho, no qual foi realizado um experimento com alunos do oitavo ano do ensino fundamental que jogaram RPG no ambiente escolar, de maneira voluntária e fora do horário de aula, juntamente com o professor, que abordou por meio do jogo, conceitos de ciências, como: ácido, base, escala de pH, densidade, as três Leis de Newton e também morfologia de artrópodes - insetos. Para o levantamento dos dados foi utilizado uma pesquisa qualitativa exploratória por meio da observação, questionários e um teste para avaliar o aprendizado de ciências, principalmente dos conceitos de ácido, base e escala de pH. Os resultados apontam elevado potencial do uso do role-playing game na escola como uma atividade voluntária e complementar ao ensino de ciências, bem como a formação do aluno em geral, pois além da eficiência do uso pedagógico deste jogo para o ensino de ciências, observou-se que o RPG além de motivar os alunos, proporcionou um ambiente de cooperação, interação, construção conjunta do conhecimento e criatividade. / In this research it is proposed to use Role-Playing Game, better known as RPG, as a strategy in the process of teaching and learning in the school environment. Studies in RPG and education demonstrate great potential as an educational technology, providing active and meaningful learning by modifying the way it is taught. The objective of this study was to investigate about the educational possibilities of the role-playing game (RPG) in the school environment as a complementary and voluntary pedagogical activity in science teaching, to verify the learning of fundamental science concepts that were exposed to the students through RPG, as well as analyzing students\' impressions regarding the contact of these science contente through the RPG and also the experience of playing RPG in the school environment with the teacher. In order to do so, a bibliographical survey of some works that discuss Brazilian educational problems and strategies for solving them was presented, among them, those that verify the viability of the use of didactic games. Next, this research synthesizes publications regarding the use of RPG games in education at various levels and age groups. Next, a brief description of RPG is given, and the methodology used in this work, in which an experiment was carried out with eighth grade elementary students who played RPGs in the school environment, voluntarily and outside of school classroom hours, along with the teacher, who approached through the game, science concepts such as: acid, base, pH scale, density, the three Laws of Newton and also arthropods morphology - insects. For the data collection a qualitative exploratory research was used through observation, questionnaires and a test to evaluate the learning of sciences, aim at the learning of acid, base and pH scale concepts. The results point out a high potential of the use of role-playing game in school as a voluntary activity and complementary to the teaching of sciences, as well as the formation of the student in general, because besides the efficiency of the pedagogical use of this game for the science teaching, observed That the RPG besides motivating the students, provided an environment of cooperation, interaction, joint construction of knowledge and creativity.

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