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Applying project risk management principles to manage business start-up risk : a proposed training tool / Ratoeba Piet NtemaNtema, Ratoeba Piet January 2014 (has links)
Generally, it is accepted that small businesses are becoming increasingly important in terms of employment, wealth creation, and the development of innovation in the global economy. Unfortunately, many small businesses fail before reaching maturity, mainly due to inadequate entrepreneurial skills to establish and grow their businesses. It is, therefore, vital to understand the management abilities that are required to enable start-up businesses to survive. This study's main aim is to propose a risk management training tool to assist business start-ups to mitigate their risks. This is expected to allow for increased business start-up success rates. The aim of the proposed risk mitigation tool will be to provide training to allow small business owners to deal with challenges they face. The tool should assist with minimising the risk of failure and therefore support increased growth and survival of small businesses. The research questions aimed at achieving the primary objective deal with: *The typical risks per start-up phase for small businesses *How to mitigate the risk per business start-up phase *How best to teach entrepreneurs to identify and manage business start-up risk per phase. The research was conducted by means of a literature and empirical study. The literature study reviewed business start-up phases, challenges facing start-up businesses, project life cycle phases, critical factors leading to project failure, project risk management, and principles of serious games design. The challenges facing start-up businesses were tested empirically in practice by means of a measurement instrument, and subsequently evaluated. The size of the sample used was 58 entrepreneurs from start-up businesses. The results from this study show a need for improvements in the following skills for start-up owners/managers: risk management skills, entrepreneurial skills, people management skill, business management skill, and financial management skill. This study proposed a tool to teach entrepreneurs to identify and manage start-up risks per phase. The tool is proposed to be a blended model tool. Thus, the tool consists of the workshop part; whereby, the facilitator is face-to-face with the trainee, and post-training application-based support. / MSc (Computer Science), North-West University, Vaal Triangle Campus, 2014
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Applying project risk management principles to manage business start-up risk : a proposed training tool / Ratoeba Piet NtemaNtema, Ratoeba Piet January 2014 (has links)
Generally, it is accepted that small businesses are becoming increasingly important in terms of employment, wealth creation, and the development of innovation in the global economy. Unfortunately, many small businesses fail before reaching maturity, mainly due to inadequate entrepreneurial skills to establish and grow their businesses. It is, therefore, vital to understand the management abilities that are required to enable start-up businesses to survive. This study's main aim is to propose a risk management training tool to assist business start-ups to mitigate their risks. This is expected to allow for increased business start-up success rates. The aim of the proposed risk mitigation tool will be to provide training to allow small business owners to deal with challenges they face. The tool should assist with minimising the risk of failure and therefore support increased growth and survival of small businesses. The research questions aimed at achieving the primary objective deal with: *The typical risks per start-up phase for small businesses *How to mitigate the risk per business start-up phase *How best to teach entrepreneurs to identify and manage business start-up risk per phase. The research was conducted by means of a literature and empirical study. The literature study reviewed business start-up phases, challenges facing start-up businesses, project life cycle phases, critical factors leading to project failure, project risk management, and principles of serious games design. The challenges facing start-up businesses were tested empirically in practice by means of a measurement instrument, and subsequently evaluated. The size of the sample used was 58 entrepreneurs from start-up businesses. The results from this study show a need for improvements in the following skills for start-up owners/managers: risk management skills, entrepreneurial skills, people management skill, business management skill, and financial management skill. This study proposed a tool to teach entrepreneurs to identify and manage start-up risks per phase. The tool is proposed to be a blended model tool. Thus, the tool consists of the workshop part; whereby, the facilitator is face-to-face with the trainee, and post-training application-based support. / MSc (Computer Science), North-West University, Vaal Triangle Campus, 2014
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Juegos serios, evaluación de tecnologías y ámbitos de aplicaciónVilches Antão, Diego Gastón 23 September 2014 (has links)
El presente trabajo gira alrededor del mundo de los <i>Serious Games</i> (Juegos Serios) abarcando aspectos tales como campos de aplicación, herramientas disponibles para el desarrollo y un paneo acerca de las plataformas utilizadas para el desarrollo y para su utilización. En el capítulo 1 se explicará la organización del presente trabajo, en el capítulo 2 se analizarán algunos de los campos de aplicación donde se ve un importante desarrollo de los juegos serios, en el capítulo 3 se describirán algunas herramientas privativas y otras FLOSS (Free/Libre Open Source Software), en el capítulo 4 se hablará acerca de la ludificación/gamificación y en el capítulo 5 se describirán las conclusiones y posibles trabajos futuros.
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Pour une approche artistique du cirque au collège : élaboration d’une ingénierie didactique collaborative en EPS en classe de 5ème / An artistic approach of the circus in middle school : an Physical & Sport Education didactic engineering in circus arts for 2nd year of middle schoolCoasne, Joëlle 08 April 2013 (has links)
Notre recherche est une ingénierie didactique de type coopératif (Sensevy & Mercier, 2007) qui s’attache à faire vivre à une classe de 5ème de collège, la complexité du cirque, oeuvre (Chevallard, 1995) au « risque de l’art » (Wallon, 2002), entre « jeux de l’Ilinx et jeux de Mimicry » (Caillois, 1958). Par l’analyse des interactions verbales et corporelles, nous analysons la portée des jeux d’apprentissage qui s’attachent à faire approcher la classe des jeux épistémiques circassiens. La Théorie Action Conjointe en Didactique (TACD) constitue les fondations théoriques de la construction de nos outils de recherche et de notre méthodologie qui traque la « circulation des savoirs entre professeur et élèves. » (Loquet, Roncin & Roesslé, 2007) / Our research is a didactic engineering of cooperative type (Sensevy and Haberdasher, 2007) which attempts to make live in a 2nd year of middle school, the complexity of the circus, work (Chevallard, on 1995,) at the "risk of the art" (Wallon, on 2002), between "games of Ilinx and games of Mimicry" (Caillois, on 1958). By the analysis of the verbal and physical interactions, we analyze the impact of serious games that attempt to make come the class to the circassian epistemic games. The Joint Action Theory in Didactics (TACD) establishes the theoretical foundations of the construction of our research tools and our methodology that pursues the "knowledges circulation between professor and pupils". (Loquet, Roncin and Roesslé, on 2007)
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Évaluation individuelle et collective dans les jeux sérieux collaboratifs : application à la gestion de criseOulhaci, M'hammed Ali 20 June 2014 (has links)
Les jeux sérieux (serious-games en anglais) sont de plus en plus utilisés dans le domaine de la formation, le but étant alors d'apprendre une ou plusieurs compétences liée(s) à un métier ou à des qualités plus générales, à un ou plusieurs apprenants (joueurs), ceci avec une dimension ludique. Mesurer qualitativement ou quantitativement le succès ou non de cet apprentissage, ce qui relève au final d'un processus d'évaluation du ou des l'apprenant(s), constitue ces dernières années un enjeu majeur dans les jeux sérieux s'ajoutant aux problématiques plus classiques de conception et de scénarisation.Dans un contexte de jeux sérieux multi-acteurs, avec apprentissage de tâches collaboratives réalisées par différents acteurs humains ou virtuels partageant un but commun, cette recherche s'intéresse au processus d'évaluation des apprenants, conduisant à une évaluation tant individuelle que collective. Nous proposons tout d'abord un cadre méthodologique pour l'évaluation des apprenants pour de tels jeux. Ce cadre méthodologique est basé sur le concept « d'espace d'évaluation » associé à un point de vue correspondant à un objectif d'évaluation particulier, Nous proposons ensuite une architecture logicielle spécifique à base d'agents, d'une part permettant à des apprenants humains et des joueurs virtuels d'interagir (simulation de comportements), et d'autre part supportant une évaluation tant individuelle que collective des apprenants. Cette architecture logicielle est implémentée et intégrée au jeu sérieux SIMFOR, et sa mise en oeuvre est illustrée sur un scénario réaliste relatif à la formation à la gestion de crise. / Serious Games (SG) are increasingly used in the field of training, SG aims to teach one or more skills(s) related to a business or to more general qualities, to one or more learners (players), this with a playful dimension. Usually, SG aims a specific training objective related to a specific context training which can be linked to a trade (eg fire ), a body of knowledge (school or university), or the acquisition of social skills (conflict management, cooperation ...). To Measure the success or failure of this learning is ultimately an assessment process of the learner(s) and in recent years became a major issue in SG in addition to issues classic design and screenwriting.In the context of multi-player SG, with a collaborative tasks learning performed by different learners (or virtual actor) sharing a common goal, our research focuses on the assessment of learning processes, leading to both individual and collective assessment. We propose first a methodological framework for learners assessment. This methodological framework is based on the "Evaluation space" concept associated with a specific view corresponding to a particular assessment objective, leading to the calculation of indicators, based on specific knowledge models representation and assessment. In order to operationalize this methodological assessment framework, we propose a agents based architecture, on the one hand allowing human learners and virtual players (simulation of behavior) interaction, and other hand supporting individual and collective learners' assessment. This architecture is implemented and integrated to the SIMFOR SG, and illustrated in a crisis management scenario exercise.
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Programming learning games : Identification of game design patterns in programming learning gamesAreizaga, Ander January 2019 (has links)
There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
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Avalia??o comparativa de performance entre e-learning e jogo de computador em manobras de parada cardiorrespirat?riaSena, David Ponciano de 12 April 2018 (has links)
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Previous issue date: 2018-04-12 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES / Aim of the Study: The purpose of this study was to develop and validate a serious game for mobile platforms comparing with a video-assisted self-learning method to assist in the teaching and learning process of cardiopulmonary resuscitation (CPR) maneuvers.
In a traditional training, CPR is based on learning by doing using a simulated model with the assistance of an instructor. However, this model presents an overall higher cost and less accessibility, provoking the need for cheaper and more accessible alternative methods.
Methods: Forty-five volunteer first-year medical students completed a written multiple choice and practical pretest about CPR maneuvers skills and were randomly allocated into two groups.
During a period of 20 minutes, the video self-learning group with 22 students was exposed to a video-based training about CPR, while the video game group with 23 students used a serious game simulating a cardiac arrest scenario where the student should perform virtual CPR to keep playing the game.
Each group then performed, a written multiple choice score and practical post-test on a CPR training model while being evaluated by three blinded emergency doctors based on 2015 AHA-BLS (American Heart Association - Basic Life Support) protocol.
Both groups were also evaluated about how long they kept interested on each self-learning system.
Results: The video group had superior performance as confirmed by a written multiple choice score 7.56+-0.21 against 6.51+-0,21 for a video game (p=0. 001) and practical scores 9.67+-0.21 against 8.40+-0,21 for a video game (p<0. 001).
The video game group stayed longer using the method as confirmed by 18.57+- 0,66 minutes for video game group and 7.41+-0,43 for the video group (p<0. 001), demonstrating greater interest in the video game method.
Conclusions: The group that used a video game as a self-training method in a short period of exposure had a lower performance than the video group in both the
theoretical and practical tests regarding cardiorespiratory resuscitation. However, there was a clear preference for students to use games rather than videos as a form of self-training. / Objetivo do estudo: O objetivo deste estudo foi desenvolver e validar um jogo s?rio para plataformas m?veis em compara??o com um m?todo de autoaprendizagem assistido por v?deo para auxiliar no processo de ensino e aprendizagem das manobras de ressuscita??o cardiopulmonar (RCP). Em um treinamento tradicional, a RCP ? baseada no aprendizado pela pr?tica, utilizando um modelo simulado com a ajuda de um instrutor. No entanto, este modelo apresenta um custo global mais elevado e de menor acessibilidade, despertando a necessidade de m?todos alternativos mais baratos e pratic?veis.
M?todos: Quarenta e cinco volunt?rios, estudantes de medicina do primeiro ano, completaram um pr?-teste de m?ltipla escolha escrito e um pr?-teste pr?tico sobre RCP e foram alocados aleatoriamente em dois grupos. Durante um per?odo de 20 minutos, o grupo de autoaprendizagem v?deo, composto por 22 alunos, foi exposto a um v?deo de treinamento sobre a RCP, enquanto o grupo videogame, composto por 23 estudantes, utilizou um jogo s?rio, simulando um cen?rio de parada card?aca, onde o aluno deveria executar uma RCP virtual para continuar jogando.
Ao t?rmino do treinamento, cada grupo foi submetido a um p?s-teste escrito de m?ltipla escolha e um p?s-teste pr?tico em um modelo de treinamento de RCP, sendo avaliados de forma cegada, por tr?s m?dicos com experi?ncia em atendimento de emerg?ncia, com base no protocolo 2015 AHA-BLS (American Heart Association - Basic Life Support). Ambos os grupos tamb?m foram avaliados quanto a quantidade de tempo que eles permaneciam interessados em cada sistema de autoaprendizagem.
Resultados: O grupo v?deo apresentou desempenho superior confirmado por uma maior pontua??o no teste escrito de m?ltipla escolha, 7.56 + -0.21 contra 6.51 + -0,21 para videogame (p = 0. 001) e pontua??o no teste de avalia??o pr?tica 9,67 + -0,21 contra 8,40 + -0,21 para videogame (p <0. 001).
O grupo videogame permaneceu mais tempo utilizando o m?todo, 18,57 + - 0,66 minutos para o grupo videogame e 7,41 + -0,43 para o grupo v?deo (p <0. 001), demonstrando maior interesse no m?todo do videogame.
Conclus?es: O grupo que usou o jogo s?rio (grupo videogame) como um m?todo de autotreinamento em um curto per?odo de exposi??o teve um desempenho pior do que o grupo v?deo nos testes te?ricos e pr?ticos em rela??o ? ressuscita??o cardiopulmonar. No entanto, houve uma clara prefer?ncia por parte dos alunos em utilizar jogos em rela??o aos v?deos como forma de autotreinamento.
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Parallel Hearts Mathematics Game: Using Educational Games To Address the STEM Field Gender GapLeach, Owen S 25 April 2013 (has links)
Despite equal educational opportunities, a gender gap develops in the science, technology, engineering, and mathematics field amongst American adults. This is caused by various societal factors including pressure for females to pursue more “feminine� careers, biased grading systems, and a vicious cycle of mathematics teaching. Even though females score as well as males on standardized tests, during their middle school years there is a steep drop off in females interested in pursuing STEM careers. This project attempts to close this gap by creating interest in mathematics during these students’ most formidable years through the use of computer games. Parallel Hearts, a 2D puzzle game designed to teach mathematics to 7th grade students, is examined and successfully tested in a classroom setting to show that female players of this age can be targeted and interest can be created in the STEM field.
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Jogos educacionais sobre consumo de energia elétrica : análise sob a perspectiva de educação ambiental críticaCosta, Adriana Keiko Nishida January 2014 (has links)
Orientadora: Prof. Dra. Roseli Frederigi Benassi / The energy is present in almost all sectors of society and its use has been intensified throughout the history according to the different levels of technological development achieved by each nation. However, due to the hegemony of the capitalist system, the current model of production has powered the adoption of a lifestyle based on the acquisition of materials and goods devoid of collective values, which brings with it a host of social and environmental problems for mankind. In this sense, it is important to train people socially and environmentally critical, so they can question this model of production, exploitation and environmental degradation and that can see themselves as agents of change in this consumption scenario, dialogical questioning relationships established between them and the environment. These ideas converge to the so-called critical environmental education, which perspective is significant for reflections about the much needed energy problem. Such reflections can be stimulated with the help of interactive materials that promote motivation, socialization and learning of different knowledges like the games, which is why they became objects of study of this work. Front of this, the first objective of this study was to outline the profile of educational games whose theme is the power consumption to realize if they have characteristics that favor its use in the critical dimension of environmental education. However, the game is not considered a core activity and can be contextualized, acknowledged the importance that their uses were also analyzed, thus tracing, the second objective of this work. Given these analyzes, it was decided to set a third objective: the creation of an activity and a game that would help to facilitate the practice of critical environmental education. The search for the games, their characteristics and applications were made through a systematic review of academic papers, from which data could be extracted and analyzed. It was observed in this study that most of the games that has as its theme the power consumption does not address this issue in a problematizing way nor enable their use for this purpose, or when they do are shallow and do not contribute to reflection by players which tried to be attained with the creation of an activity and the construction of a new game, which is expected to continue after this work. / Dissertação (mestrado) - Universidade Federal do ABC, Programa de Pós-Graduação em Energia, 2014. / A energia está presente em praticamente todos os setores da sociedade e o seu uso tem se intensificado ao longo da história de acordo com os diferentes níveis de desenvolvimento tecnológico atingido por cada nação. Entretanto, em decorrência da hegemonia do sistema capitalista, o modelo de produção vigente tem propulsionado a adoção de um estilo de vida baseado na aquisição de bens materiais e desprovida de valores coletivos, o que por sua vez, traz consigo uma série de problemas sociais e ambientais para a humanidade. Neste sentido, faz-se importante a formação de pessoas socioambientalmente críticas, que consigam questionar este modelo de produção, a exploração e a degradação ambiental e que se enxerguem como agentes de mudanças deste cenário de consumo, problematizando dialogicamente as relações que estabelecem entre si e com o meio. Estas ideias convergem para a denominada educação ambiental crítica, cuja perspectiva é significativa para as reflexões tão necessárias acerca das problemáticas energéticas. Tais reflexões podem ser estimuladas com o auxílio de materiais interativos, que promovam a motivação, a sociabilização e o aprender de diferentes saberes como os jogos, razão pela qual se tornaram objetos de estudo deste trabalho. Frente a isto, o primeiro objetivo deste trabalho foi o de traçar o perfil dos jogos educacionais que têm como tema o consumo de energia para perceber se eles possuem características que favoreçam seu uso sob a dimensão da educação ambiental crítica. No entanto, pelo jogo não ser considerado uma atividade fim e poder ser contextualizado, admitiu-se a importância de que os seus usos também fossem analisados, sendo traçado assim, o segundo objetivo deste trabalho. Diante destas análises, decidiu-se definir um terceiro objetivo: a criação de uma atividade e de um jogo que ajudassem a viabilizar as práticas de educação ambiental crítica. As buscas pelos jogos, suas características e aplicações foram feitas por meio de uma revisão sistemática de trabalhos acadêmicos, dos quais os dados puderam ser extraídos e analisados. Observou-se neste estudo que a maior parte dos jogos que tem como tema o consumo de energia não trata este assunto de forma problematizadora e tampouco viabilizam seu uso com este propósito, ou, quando o fazem são superficiais e não favorecem a reflexão por parte dos jogadores, o que tentou ser viabilizado com a criação de uma atividade e a construção de um novo jogo, cuja aplicação está prevista como continuidade deste trabalho.
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Germinating good behaviors : A game prototype to test players' incentive of choiceLe Gal Beneroso, Mikael January 2019 (has links)
In this paper, we propose and develop a model for a prototype research tool based on a social dilemma game which use is widely spread in social psychology and experimental economics, the Public Goods Game. This tool generates from the necessity to expand the accessibility and versatility of this popular game as well as reach for newer audiences that might be otherwise deterred by the traditional Public Goods Game. Also, using this tool, we perform an experiment to try to find a possible preference towards either punishment or reward in the current population and find a possible correlation between said preference and three different cultural spheres (geographical, generational and gender).
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