Dissertations / Theses on the topic 'Adventure games'
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Afram, Rabi. "Puzzle Design in Adventure Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1916.
Full textFernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.
Full textCommittee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Jansson, Robin. "Silence in Adventure Games and Space." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5033.
Full textMoser, Robert B. Computer Science & Engineering Faculty of Engineering UNSW. "A methodology for the design of educational computer adventure games." Awarded by:University of New South Wales. Computer Science and Engineering, 2000. http://handle.unsw.edu.au/1959.4/18613.
Full textEkeroth, Christoffer. "A End-User Programming System For Creating Adventure Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166549.
Full textI dagens ständigt uppkopplade värld konsumerar vi digitala medier som aldrig tidigare. Som en del av den här utvecklingen har sociala me- dier löst upp gränsen mellan producent och konsument, vilket gjort det möjligt för vem som helst med en Internetuppkoppling att nå ut till miljontals andra användare. Medan plattformar som Twitter, Facebook och Tumblr har gjort det möjligt för vem som helst att bli redaktör för sin egen nyhetskanal finns det vissa uttrycksformer som fortfarande håller vanliga användare utestängda. Ett exempel är datorspel, vilka ställer stora krav på förkun- skaper inom programmering för att man ska kunna skapa dem. På grund av detta har skapandet av datorspel traditionellt sätt varit utom räckhåll för vardagsanvändaren. Målet med detta exjobb är att, på initiativ av företaget Paradox Interactive, råda bot på detta genom att göra skapandet av textbaserade äventyrspel tillgängligt för icke-programmerare. Mer specifikt har man på Paradox Interactive velat skapa ett verktyg som skulle låta deras författare skapa äventyrsspel utan att behöva hjälp från programmerare. En kravspecifikation för verktyget togs fram genom intervjuer och workshops med författare och andra inblandade på Paradox Interactive, vilken kompletterades med en analys av Joe Devers Ensamma Vargen-böcker. Från kravspecifikationen togs sedan ett antal prototyper fram, vilka testades och utvecklades i samarbete med systemets användare. Efter ett flertal iterationer av prototoypen togs en slutgilitg speci- fikation fram, vilken låg till grund för en digital prototyp. Utifrån den digitala prototypen utvecklades sedan en slutgiltig version av mjukvaran.
SOARES, MICHELE DOS SANTOS. "DESIGN OF 2D EDUCATIONAL GAMES OF ADVENTURE USING LUA." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2012. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=21809@1.
Full textCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
O computador pode ser considerado um grande aliado no desenvolvimento cognitivo dos alunos, principalmente na medida que possibilita o desenvolvimento de um trabalho que se adapta a distintos ritmos de aprendizagem. No processo de ensinar matemática, por exemplo, um software educacional pode contribuir para a criação de um cenário que ofereça possibilidades para o aluno associar os conceitos matemáticos com as suas experiências cotidianas, sem perder aspectos lúdicos e motivação. Entretanto, um problema enfrentado por educadores na utilização de softwares educativos é a pouca flexibilidades dos sistemas disponíveis. Na maiorias dos jogos educativos disponíveis no mercado, pode-se apenas vivenciar conteúdos estáticos e estruturas rígidas. Um jogo educativo com conteúdos estáticos age em um conteúdo específico e, uma vez que o usuário aprende aqueles conteúdo, o jogo deixa de fornecer desafios ao jogado, perdendo toda a diversão. Numa tentativa de aliviar as consequências desses problema, essa dissertação apresenta um framework para o desenvolvimento de jogos educativos 2D no estilo aventura que facilita a definição de objetos e comportamentos por parte de educadores, a partir da integração de uma camada de scripts em linguagem Lua com um motor de jogos 2D.
The computer can be considered an ally the cognitive development of students, especially by enabling the development of a work that adapts itself to different learning rhytms. In the process of teching mathematics, for instance, educational software can contribute to create a scenario that offers opportunities for the students to associate mathematical concepts with his/her quotidian experiences, without losing losing funny aspects and motivation. Homewer, a problem faced by educators in the use of educational software is the limited flexibility of the avaliable sytems. In most of the educational games in the market, one can only experience static contents and rigid structures. An educational games with static contents acts within a specific context and once the use learns those contents the games fails to provide challenges to the player and loses all the fun. As an attempt to alliviate the consequences of those problems, this work presents a framework for the design of educational 2D games in the adventure style that facilities the definition of objects and behaviors by educators and artists, from the integration of a Lua script layer with a 2D game engine.
Molley, Sean. "Ta Da! - The Text Adventure Design Assistant a Visual Tool for the Development of Adventure Games." TopSCHOLAR®, 1997. http://digitalcommons.wku.edu/theses/347.
Full textBuckles, Mary Ann. "Interactive fiction : the computer storygame adventure /." Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.
Full textWalter, Klaus. "Grenzen spielerischen Erzählens Spiel- und Erzählstrukturen in graphischen adventure games /." [S.l. : s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=96412811X.
Full textBuschbaum, Felix. "Virtual heroes in interactive worlds analytical narrative in detective adventure games." Marburg Tectum-Verl, 2008. http://d-nb.info/989296415/04.
Full textHeinemark, Erik, and Johan Persson. "Development of an Adventure Game : An Evaluation of Tools, Development, and Story Writing." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1553.
Full textLee, Benjamin Nelson. "Lude behavior designing contexts for playing out the kingdom of God /." Theological Research Exchange Network (TREN), 2005. http://www.tren.com/search.cfm?p062-0272.
Full textNovak, Jeremy D. "Analysis of training protocols for challenge course instructors." Connect to Internet resource, 1999. http://murphylibrary.uwlax.edu/digital/thesis/1999/novak.pdf.
Full textDigitized and made available by the University of Wisconsin--La Crosse, Murphy Library. Includes bibliographical references. Online version of print edition.
Eriksson, Oliver, and Philip Lindau. "Evaluating an adaptive music system in an adventure game environment." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22821.
Full textRogers, Elise, and n/a. "Observed interaction between students using computers." University of Canberra. Education, 1995. http://erl.canberra.edu.au./public/adt-AUC20061107.154847.
Full textKam, Keung-kei Kenneth. "An adventure-based counseling program on the physical self-efficacy, general self-efficacy, self-esteem, body image and physical activity level of adolescents /." View the Table of Contents & Abstract, 2005. http://sunzi.lib.hku.hk/hkuto/record/B31941631.
Full textKam, Keung-kei Kenneth, and 甘強基. "An adventure-based counseling program on the physical self-efficacy, general self-efficacy, self-esteem, body image and physical activitylevel of adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B45013871.
Full textКрасуля, Алла Вікторівна, Алла Викторовна Красуля, Alla Viktorivna Krasulia, and В. Кравченко. "Специфіка перекладу квазіреалій у локалізації відеоігор." Thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/84368.
Full textMagnuson, Markus Amalthea. "The Dig : De grafiska äventyrsspelen som flyktigt medium." Thesis, Stockholms universitet, Filmvetenskapliga institutionen, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-179044.
Full textVacek, Lukáš. "Adventure hra s inteligentními spolupracujícími postavami." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255404.
Full textMortazavi, Ravari Seyed Siavash. "Before Eternity: An Adventure Game Inspired by Sufi Mysticism." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/832.
Full textTatoušek, Petr. "Na příkladu jednoduché hry demonstrujte principy vývoje aplikací pro platformu Android." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-204061.
Full textTatoušek, Petr. "Na příkladu jednoduché hry demonstrujte principy vývoje aplikací pro platformu Android." Master's thesis, Vysoká škola ekonomická v Praze, 2016. http://www.nusl.cz/ntk/nusl-261763.
Full textZalka, Csenge Virág. "Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etd/1469.
Full textKonečný, Michal. "Interaktivní prostředí pro vývoj adventure her." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-235463.
Full textHedenskog, Jens. "Exploring Game Design Pitfalls through patterns : Experiences when making our first game." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1618.
Full textArmenov, Roman. "Strategická analýza společnosti Adventure World, s.r.o." Master's thesis, Vysoká škola ekonomická v Praze, 2016. http://www.nusl.cz/ntk/nusl-264361.
Full textDuarte, Philip Michel. "Gera??o procedural de cen?rios orientada a objetivos." Universidade Federal do Rio Grande do Norte, 2012. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18044.
Full textConselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico
The game industry has been experiencing a consistent increase in production costs of games lately. Part of this increase refers to the current trend of having bigger, more interactive and replayable environments. This trend translates to an increase in both team size and development time, which makes game development a even more risky investment and may reduce innovation in the area. As a possible solution to this problem, the scientific community is focusing on the generation of procedural content and, more specifically, on procedurally generated levels. Given the great diversity and complexity of games, most works choose to deal with a specific genre, platform games being one of the most studied. This work aims at proposing a procedural level generation method for platform/adventure games, a fairly more complex genre than most classic platformers which so far has not been the subject of study from other works. The level generation process was divided in two steps, planning and viusal generation, respectively responsible for generating a compact representation of the level and determining its view. The planning stage was divided in game design and level design, and uses a goaloriented process to output a set of rooms. The visual generation step receives a set of rooms and fills its interior with the appropriate parts of previously authored geometry
Recentemente a ind?stria de jogos vem experimentando um aumento consistente nos custos de produ??o de jogos. Parte deste aumento ? referente ? tend?ncia atual de se ter ambientes cada vez maiores, mais interativos e rejog?veis. Esta tend?ncia se reflete num aumento das equipes e do tempo de desenvolvimento, o que torna o desenvolvimento de jogos um investimento de risco e pode reduzir a inova??o na ?rea. Como uma poss?vel solu??o para este problema, a comunidade cient?fica vem apostando na gera??o procedural de conte?do e, mais especificamente, na gera??o procedural de cen?rios. Dada a grande diversidade e complexidade dos jogos, a maioria dos trabalhos opta por trabalhar em g?neros espec?ficos, sendo os jogos de plataforma um dos g?neros mais estudados. Este trabalho prop?e um m?todo de gera??o de cen?rios para jogos de plataforma/ aventura, um g?nero mais complexo que jogos de plataforma cl?ssicos e que at? o momento n?o foi alvo de estudo de outros trabalhos. Dividimos a gera??o de cen?rios em etapas de planejamento e gera??o visual, respons?veis respectivamente por gerar proceduralmente uma representa??o compacta de cen?rio e determinar sua visualiza??o. A etapa de planejamento se divide em game design e level design, e se utiliza de um processo orientado a objetivos para produzir como sa?da um conjunto de salas. A etapa de gera??o visual recebe um conjunto de salas e preenche seus interiores com partes adequadas de geometria previamente constru?das
Doyle, Rebecca. "Adam and Eve's eternal quest for Eden in the adventure game /." Title page, contents and introduction only, 2001. http://web4.library.adelaide.edu.au/theses/09AR/09ard7547.pdf.
Full textIlanko, Tehnuka. "Geochemistry of gas emissions from Erebus volcano, Antarctica : an adventure in time, space, and volcanic degassing." Thesis, University of Cambridge, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709228.
Full textPalamara, Francesca. "Videogames as Reconstructionist Sites of Understanding the Affordable Housing Crisis." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/scripps_theses/1101.
Full textPetersson, Emil, and Felix Helgesson. "Visual Attention in Level Design for a 3D Adventure Platform Game- Analyzing Visual Cues in a 3D Environment." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20738.
Full textDi, Filippo Laurent. "Du mythe au jeu : approche anthropo-communicationnelle du Nord : des récits médiévaux scandinaves au MMORPG Age of Conan : Hyborian Adventures." Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0213/document.
Full textA berserker rhinoceros, hordes of Vanir swarming upon Cimmeria, Ymir’s son imprisoned … references to the medieval scandinavian stories often designated as « Norse myths » are numerous in the massively multi-player online rôle playing game Age of Conan: Hyborian Adventures. But, how could elements coming from sources which are almost a thousand years old become parts of a contemporary videogame ? From this case study, the author of this work takes a more general interest in cultural phenomenons and their dynamics through their transmission, manifestation and appropriation processes. In order to do this, he leans on a qualitative and empirical research which articulates communication studies with scandinavian studies in order to build an anthropo-communicational approach, which is strongly influenced by Anthropology. This approach is based on a multi-layered methodology which includes linguistics, socio-historical method, long term participant observation and very long term information monitoring. It allows to observe that, from the medieval manuscripts to online video games, through american fantasy literature from the 1930’s, the significations which people give to past cultural ressources are always transformed and built according to the situation in which they are expressed. Such cultural dynamics fall within the heart of research questions about change and permanence and highlight the ways by which an imaginary of the common is built at the same time as it puts the work of the social actors at the center of the reflection
Carrasco, Guzmán Álvaro Ernesto [Verfasser], and Matthias [Akademischer Betreuer] Backenstrass. "Design and pilot study of an adventure video game as a tool in psychotherapeutic processes of adolescent women with symptoms of depression / Alvaro Ernesto Carrasco Guzmán ; Betreuer: Matthias Backenstrass." Heidelberg : Universitätsbibliothek Heidelberg, 2015. http://d-nb.info/1180613880/34.
Full textLupold, Eva Marie. "Literary Laboratories: A Cautious Celebration of the Child-Cyborg from Romanticism to Modernism." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1339976082.
Full textMoser, Robert B. "A methodology for the design of educational computer adventure games /." 2000. http://www.library.unsw.edu.au/~thesis/adt-NUN/public/adt-NUN20021003.141152/index.html.
Full textPinho, Francisco José Rodrigues de. "Framework for Developing Interactive 360-Degree Video Adventure Games." Master's thesis, 2019. https://hdl.handle.net/10216/122807.
Full textRaková, Michaela. "Historie a kontext produkce počítačových her žánru adventure v České republice." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-322012.
Full textΚούτρας, Θεόδωρος. "Ανάπτυξη και αξιολόγηση ενός διαδραστικού ηλεκτρονικού παιχνιδιού με αφηγηματικό περιεχόμενο." Thesis, 2014. http://hdl.handle.net/10889/7828.
Full textThe goal of the thesis was the development and evaluation of an interactive video game with narrative content.
Lin, Ching Min, and 林靜敏. "The Design and Development of Adventure Games for “English for Educational Technology” Course." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/17590585107048582334.
Full text淡江大學
教育科技學系碩士班
98
In recent years, games for the youth have a considerable impact, many experts thought games affect learners’ behavior and thinking. To enhance students’ motivation, learning performance, concentration and cognition, educators have begun to examine the effects of games in educational domain. This research aimed to design and develop game-based learning materials for “English for Educational Technology” course for students majoring in educational technology at a private university. Based on literature review, this research generalized the design rules of game-based learning materials, and then developed the games in accordance. Finally, formative evaluation of the games, including expert review and user testing, were conducted to evaluate the games’ interface design, instructional design, and game design. The games were revised according to the results from formative evaluation. The results showed that: A) In the interface design part, the colors and the font should collocate appropriately. The directions and the icons should be concise and conform to learners’ experiences. B) In the instructional design part, make sure that learners have prior knowledge and language skills. Provide different difficulty levels to each student. Positive feedback should also be provided. C) In the game design part, the rules of the game should be clearly announced. Use narratives to reinforce the competitiveness and entertainment elements of the games. Suggestions for future studies are as follows: A) When developing game-based learning materials, use simple interface design, incorporate appropriate game design for different subject matters, consider learners’ language abilities, and strengthen the narratives of the games. B) Future studies can collect different background information from learners, reinforce the framework of the game, and further investigate the principles of designing game-based learning materials.
Walter, Klaus [Verfasser]. "Grenzen spielerischen Erzählens : Spiel- und Erzählstrukturen in graphischen adventure games / vorgelegt von Klaus Walter." 2001. http://d-nb.info/96412811X/34.
Full textKabrnová, Markéta. "Posouzení zájmu o dobrodružné aktivity u žáků 2. stupně ZŠ." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-367829.
Full textGertzbein, Eric Jarost. "The Architecture of Space and Transformation in Massively Multiplayer Online Role-Playing Games." Thesis, 2008. http://hdl.handle.net/10012/3781.
Full textΧατζημηνάς, Νικόλαος. "Σχεδιασμός, ανάπτυξη και αξιολόγηση ενός εκπαιδευτικού παιχνιδιού περιπέτειας για φορητές συσκευές." Thesis, 2009. http://nemertes.lis.upatras.gr/jspui/handle/10889/2597.
Full textObjective of this project is the designing, the development and the evaluation of an educational adventure game for mobile devices.
CHANG, YU-HUA, and 張宥樺. "A Study to Investigate the Different Types of Games (Sports vs. Adventure) in Terms of Game Intention and Game Flow Experience: Based on Focus Group Interview." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9ze3wj.
Full text國立中正大學
資訊管理系研究所
106
With the gaming industry booming, the Hand-held Location-aware Augmented Reality games (e.g., PokomeGO) and E-Sports games (e.g., League Of Legends) has a large number of players, both in Taiwan and around the world. Digital game industry clearly has huge business opportunities in the world. However, previous studies have focused more on online games and little has been done to investigate and compare the two most popular different types of games (Adventure vs. Sports) in terms of game intention and game flow experience. In order to fill this research gap, the research is conducted to explore the game intention and flow experience of different game types using both focus group research method and questionnaire survey. This research organized four focus group discussions and issued two online questionnaires. Data for this study were collected from 478 players of League of Legends and 341 players of Pokemon GO, and used exploratory factor analysis to explore the Influencing factors of game intention and flow experience. The result of study indicated: (1) the common adoption factors of the two types of games are “Entertainment”, “Adventure”, “Achievement”, “Self-Presentation”, “Social Interaction” and “Teamwork”; (2) the adoption factors of adventure games also include "Development", "Memories", "Exercise", and "Learning"; (3) the adoption factor of competitive games is "Ability Improvement"; (4) the common flow factors of the two types of games are "Enjoyment" and "Cooperation"; (5) the flow factors of adventure games also include "Achievement", "Exercise", and "Telepresence"; (6) the flow factors of competitive games also include "Competition" and "Rewards". The results of study on the aspect of academia and the aspect of management practice both had good implications.
Kracík, Radim. "Vliv herních mechanismů na uživatelskou zkušenost." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312260.
Full textPelikán, Karel. "Aktivity v přírodě ve středních školách v Mládé Boleslavi pohledem studentů." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-310916.
Full textWu, Chang-Han, and 吳長翰. "A Study on "MHES Adventure" Digital Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/79028935031148973586.
Full text南華大學
資訊管理學系
104
For the past few years, with the development of information technology and wide-spreading ownership of personal computers, computer games have become a very popular kind of leisure. Through playing computer games, school kids can develop their own abilities, because playing game is probably the best way to fully understand themselves. Game-based learning methods can possibly be a very good way to help school kids. This study combines the “ School-based Curriculum ” and “ Digital Games ”, and “ MHES Adventure ” is developed as a multi-media teaching material. Through roles playing in digital games, school kids can have much more fun in learning, and they can enjoy multiple ways of learning. Subsequently, school kids can hopefully acquire thorough knowledge from the School-based Curriculum.
LIN, HUI-GUAN, and 林慧冠. "AR/VR Adventure Game Study and Development." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/h33e82.
Full text嶺東科技大學
數位媒體設計系碩士班
106
This research intends to create an adventure game in virtual environment with HTC VIVE. The methodology adopts reviewing literature to explore and investigate the allegory and the virtual reality game-using visor, which generalize nine essential elements of flow theory and five techniques related to immersive design. The expertise interview implemented tests the first game creation and the tested results will be the reference to improve it. The tested categories include mission flow, perceptual feedback, interactivity experience, immersive experience and cybersickness. The interviewing test results suggest: (1) Maintaining the player in the main linear storyline, the graphic map, mission and auditory cues should be included. (2) In virtual environment, three dimensional sound design and cues guide the player’s location and directional perceptions. (3) The gameplay demonstration should be included as manual for playing. (4) The advantages of the immersive virtual environment surpass other platform in game design. (5) Limited to equipment progression, the weight of visor cannot avoid creating uncomfortableness. With no locomotion simulator, gameplay design should exclude horizontal body movement to avoid motion sickness.
Tang, Jing-Yao, and 譚靖耀. "CONSTRUCTING THE 2D ADVENTURE GAME-BASED LEARNING SYSTEM." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/17705112625841937041.
Full text淡江大學
資訊工程學系碩士班
97
Due to the advanced computer and network technologies, it could be helpful to conduct an advanced distance learning system for learners to process their learning activities in anytime and anywhere. However, according to many research issues which found that the learning motivation is the most important element to encourage people into their learning and assessment activities. In this paper, we proposed the 2D Adventure Game-Based Assessment System which not only could draw people into their learning activities, but could help instructors easily to design and manage the related learning and assessment content.