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Dissertations / Theses on the topic 'Computer adventure games'

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1

Moser, Robert B. Computer Science &amp 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.

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This work undertakes a systematic study of various elements from differing fields which apply to the construction of computer-aided instructional systems. Drawing upon these works, the potential for instruction in computer adventure games is recognised, and previous work in the area analysed with respect to the theoretical findings. Based both on this theory and the germane advice of practicing game designers, a methodology for the design of educational computer adventure games is laid out in detail. The method described is then used to construct a sample game with basic programming skills as
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Buckles, 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.

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3

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.

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This thesis investigates the level of difficulty of puzzles in the adventure games and the implications thereof. The thesis contains an in-depth background, and a brief history about the genre. It brings up the main problem of the genre and looks into both the cause and effect that follows. To support this process, an analysis has been made of design documents and a survey was issued on the subject of adventure game puzzles.
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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.

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In this paper, I survey past and present tools available to text adventure game authors, and then describe a new product: the Text Adventure Design Assistant (TA DA!), a visual programming system for creating text adventure games. My system consists of two parts: an abstract framework which defines an archetypical game, and a user interface which allows for the construction of games in a visual manner by manipulating the elements of the abstract game to produce a concrete design. The two most popular contemporary programming languages for creating text adventure games, TADS and Inform, are com
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Rogers, Elise, and n/a. "Observed interaction between students using computers." University of Canberra. Education, 1995. http://erl.canberra.edu.au./public/adt-AUC20061107.154847.

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This study was conducted to see what cognitive and social skills and strategies were employed by pairs of students as they used a computer adventure game. The games used in the study were "Where in the World is Carmen Sandiego?" (Broderbund) and "Dinosaur Discovery" (Jacaranda) One male and one female pair of year five students were assigned to each game. Grounded Theory was selected as the methodology as it enabled categorization of the skills and strategies to emerge from the data without locking the researcher into previously identified categories. It was found in this study, and supported
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Lee, 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.

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7

Magnuson, 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.

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8

Hedenskog, 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.

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The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes. The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game
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9

Moser, 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.

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10

Raková, Michaela. "Historie a kontext produkce počítačových her žánru adventure v České republice." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-322012.

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The thesis deals with the historical development of computer adventure games in the Czech Republic. It focuses on the period that started in 1994 with the production of the first commercial PC game Tajemství Oslího ostrova (The Secret of Donkey Island), and ended in 1998. It also touches an earlier period and factors that influenced the production of the adventure genre in the nineties. Researched titles belong to the genre of 2D point-and-click adventure. The paper brings the analysis of the games according to the theories of game studies, context of their production, information about their
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11

Kracík, Radim. "Vliv herních mechanismů na uživatelskou zkušenost." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312260.

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The work deals with the relationship between game mechanics and user experience. Identifies the basic gameplay mechanics and elements that have the most important influence on the quality of user experience. Research is realized on the example of a specific game using the concept of game design patterns. Part of the work deals with the introduction of this concept. Furthermore, the work deals with the general theories of games, models of classification and history of computer games. Part of the work is a description of the author's practical experience in creating games as a school project.
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12

ČISLAKOVÁ, Patricie. "Výuková počítačová hra, její tvorba a využití při opakování chemie kovů." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-395123.

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The diploma thesis is focused on the creation and use of chemical computer game (adventure) in chemistry teaching, specifically in practice of metals. The aim of this game is to motivate, activate and develop crosscurricular relationships among students of the second grade of elementary schools and lower grades of multi-year grammar school. Adventure brings players to the city of Jihlava, where they learn about the history and monuments of this city.
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KŘÍŽOVÁ, Šárka. "Výuková počítačová hra, její tvorba a využití při opakováni chemie nekovů." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-375457.

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This diploma thesis is concerned on the creation and use of computer game (adventure). It´s purpose is usability in repeating the teaching of nonmetal chemistry. The game is designed especially for pupils of elementary schools. The adventure takes place in Prachatice. Pupils learn history of the renaissance town during the playing of didactic game. The game contributes to the activation of teaching and the development of interdisciplinary relations.
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NERAD, Oldřich. "Výuková počítačová hra, její tvorba a využití při opakováni učiva chemie přírodních látek." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-395124.

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This diploma thesis is focused on the creation and usage of a computer game (adventure) for chemistry of natural compounds. The game was developed especially for students of the second grade of elementary and lower grades of grammar school. The aim of this adventure game is to motivate and activate during chemistry lessons. This adventure game is embedded to picturesque town Pelhřimov and its surroundings.
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15

Wang, Ching-Yung, and 王敬詠. "The Effects of Computer Adventure Game-Based Learning on Learning Achievement, Motivation and Attitudes in “English for Educational Technology” Course." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/30159153382818249175.

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碩士<br>淡江大學<br>教育科技學系碩士班<br>100<br>With the advances in technology, computers are widely used to support instruction and learning. Many studies showed that game-based learning had highly positive impact on learning outcomes and learning attitudes. Therefore, computer games are invented not only for entertainment but also for educational purpose. Computer games, especially adventure games, provide learners a challenging environment as well as motivate learners to accomplish the tasks. The purpose of this study was to investigate students’ learning achievement, motivation and attitudes by impleme
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16

Zhao, Mei-Hua, and 趙梅華. "The Influence of Computer Adventure Game Instruction on Creativity Ability, Problem Solving Ability and Achievement Motives on Elementary Fifth Grade Students." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/69693137279551336226.

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碩士<br>臺南師範學院<br>國民教育研究所<br>90<br>The purpose of this study was to assess the effect of computer adventure game instruction on the creativity ability, problem solving ability and achievement motives of the fifth grade students in elementary school. In the initial stage of the research, the researcher sifted fitter computer adventure games such as 「Legend of Kyrandia」 and 「Escape from Monkey Island」as the research software, and then the researcher choose three kinds of tests:「Williams Creative Test」(including: Williams Creative Thinking Ability Measurement and Williams Creative Attitude Measurem
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