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Dissertations / Theses on the topic 'Didactic games and tools'

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1

Stergianopoulos, Georgios. "Large non-cooperative games : foundations and tools." Thesis, University of Warwick, 2012. http://wrap.warwick.ac.uk/56809/.

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Following Schmeidler (1973) and Mas-Colell (1984), economists have typically used aggregative games with a continuum of players to model strategic environments with a large number of participants. In these games a player's payoff depends on her own strategy and on an average of the strategies of everyone in the game. Examples include corporate competition in global markets, welfare maximization in multi-period economies, strategic voting in national elections, network congestion, and environmental models of pollution or, more generally, widespread externalities. This study consists of three ch
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2

Börjesson, Veronica, and Karolin Jonsson. "Evaluating the user experience in mobile games using session recording tools." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119989.

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This thesis work examines how the user experience of mobile games can be evaluated with the use of session recording tools. The thesis project was carried out at the mobile games development company MAG Interactive, and the aim was to produce a workflow for the company with guidelines for how to conduct user testing with session recording tools for mobile devices. In order to evaluate the tools and services, and to develop the workflow, several user tests have been conducted. When using mobile session recording tools, it is possible to record the screen of the device, the microphone input and
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Bensiger, Joy. "Perceptions of Pre-service Teachers of Using Video Games as Teaching Tools." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1337363651.

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4

Nilsson, Rikard, and Kevin Kinnunen. "Null Reference Exception : Serious Games som lärverktyg för spelprogrammering." Thesis, Blekinge Tekniska Högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21986.

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I denna artikel kommer vi att gå igenom hur man kan gå till väga med att skapa ett spel somhar syftet att lära ut spelprogrammering. Syftet är att undersöka hur lärandet avspelprogrammering hade kunnat förändras och göras mer tillgängligt genom att använda sigav så kallade Serious Games som undervisningsmaterial. Sättet som vi valt att gå till vägamed denna undersökning är att själva skapa ett Serious Game där spelaren får ändra i delar avspelets kod för att lösa pussel och ta sig vidare i spelet. Vi har haft en dialog tillsammans medprogrammeringsläraren Martin Svensson på Norrevångskolan und
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5

Wood, Kevin R. "Simulation Video Games as Learning Tools: An Examination of Instructor Guided Reflection on Cognitive Outcomes." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/msit_diss/77.

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Simulation video games potentially offer students the opportunity to participate in activities designed to bring about higher order thinking. Gee (2005b, 2007) elucidates that without the guidance of instructors, humans involved in a simulation experience have a high probability of finding creative but spurious patterns and generalizations that send learners down miseducative paths. The focus of this study is an examination of the function of instructor guided reflection and prior participant interest and exposure to video games in promoting affective and cognitive learning during participan
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6

Hallros, Per, and Niklas Pålsson. "SIMULATING A SYSTEM : Using video games as tools to promote self-directed learning." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447884.

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As a response to finding innovative ways of using games as tools for learning we explore the design process of creating a game system meant to promote self-directed learning. This thesis explores what design pillars a game system needs to follow when making a game that is meant to promote self-directed learning through reflection on cause and effect relations. We use a theoretical framework based on procedural rhetoric and self-directed learning in video games to inform our design process when creating an eco-adapted game system that provides experimentation opportunities. We adapt an ecosyste
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Wessinger, Alyssa L. "A Deconstruction of Horror, Fear and Terror: Using Horror Films as Didactic Tools in Art Education." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/art_design_theses/85.

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This arts-based study discusses using the horror film and monsters as a means of exploring the personification of fear in contemporary society. The paper incorporates the viewing and dissection of horror films into an artistic process to explore fears in order to further artistic expression. It additionally shows how this process can be used in an art classroom within the context of contemporary art to empower students and facilitate art criticism discussions.
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8

Васько, Ольга Олександрівна, Olha Oleksandrivna Vasko, Марія Олексіївна Лебеда та Mariia Oleksiivna Lebeda. "Комп’ютерні дидактичні ігри: сутність, структура, створення". ФОП Цьома С. П, 2019. http://repository.sspu.edu.ua/handle/123456789/8146.

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Представлено алгоритм сторвення комп'ютерних дидактичних ігор з орієнтуванням на дітей молодшого шкільного віку<br>В матеріалах розкривається сутність і структура комп'ютерних дидактичних ігор, а також алгоритм їх створення.<br>The materials reveal the nature and structure of computer didactic games, as well as an algorithm for their creation.
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9

Bawa, Papia. "Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10681049.

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<p> The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners&rsquo; performance outcomes, as well as stakeholders&rsquo; (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings strongly suggest that MMOGs helped enhance learner performances in statistically significant ways, and provided valuable insights into elements of interest and concerns of stakeholders about MMOG usage in classrooms. Based on these insights,
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10

Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025/document.

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Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptu
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11

Kamadia, Gopi. "The use of modeling tools in the analysis of functional requirements." Birmingham, Ala. : University of Alabama at Birmingham, 2008. https://www.mhsl.uab.edu/dt/2008m/kamadia.pdf.

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12

Pettersson, Mona, and Fredrik Stöckel. "Everyone is invited : How access to development tools influences innovation democracy and bridges the digital divide." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122513.

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Indie studios, which used to have a challenging time creating and releasing games, are on the rise. In the past, these studios have had a hard time getting their hands on useable tools. Indie developers at the time had to work with basic tools in order to create games less technologically advanced. This created a gap between triple-A and indie studios that, at the time, was widely disregarded. This stands as the lens for our study. We begin by conducting a prestudy that looks at the statistics behind games on steam. After this we form our interview questions and conducted both standardized ope
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13

Neil, Katharine. "Game Design Tools : Can They Improve Game Design Practice?" Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1025.

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Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptu
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14

Heinemark, 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.

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This master thesis discusses three different parts of adventure game development. The first part is about the usage of existing development environments; which one we selected and how we selected it. The second part discusses the development of the game using the selected development environment from the first part. The third and last part discusses the benefits from using skilled story writers when developing an adventure game. In this work the story writers were students from the English Department at Blekinge Institute of Technology.
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15

Holmgren, Zack. "Creating the Challenge Creator Platform Independent Usability Design Principles and Heuristics for Level Editor Tools in Games." Thesis, Umeå universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-112514.

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Objectives. In this thesis I have, together with game developer and publisher Paradox Interactive, designed and implemented a level editor tool for use in their game Magicka 2. With this tool users can create, edit and share custom Challenge levels in the game. I have also done a more in-depth scientific study of usability in such level editor tools, especially pertaining to the disparity between various controller input schemes and platforms. Methods. I have performed a literary study of articles and books relevant to the field of game design, user interface design, general usability, control
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van, der Heide Ewoud. "Using games as educational tools : An evaluation of a game for children to train facial expression recognition." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231478.

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Facial expressions play a large role in non verbal communication. Research shows promising results for using games to improve facial expression recognition in children with autism spectrum disorder. Games are effective educational tools and are successful in motivating students. Using a game to improve facial expression recognition could be beneficial for all children as it reduces the risk for problematic behavior and mental health issues. For this study a game to train facial expression recognition to children was developed and evaluated. The goal of the evaluation was to determine which fac
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17

Winn, Joshua D. "Integration of Massive Multiplayer Online Role-Playing Games Client-Server Architectures with Collaborative Multi-User Engineering CAx Tools." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/6209.

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This research presents a new method for integrating client server architectures that are used for the development of Massive Online Role Playing Games (MMORPG) into multi-user engineering software tools. The new method creates a new architecture named CAx Connect by changing the client-pull-server communication pipeline to a server-push-client communication pipeline, effectively reducing the amount of bandwidth consumed and allowing these tools to utilize multiple server processors for complex calculations. This method was used on the new NX Connect multi-user CAx prototype developed at BYU.
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18

NolÃto, Carleandro de Oliveira. "An authoring tool for location-based mobile games with augmented reality features." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=17053.

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Conselho Nacional de Desenvolvimento CientÃfico e TecnolÃgico<br>Location-based mobile games are a special type of game where location technologies are employed to track players and to alter the rules of the games. Such games are a subclass of pervasive games whose playability advances according to the location of players. This work proposes an authoring tool to develop location-based mobile games enhances with augmented reality features. This tool was conceived from research studies on authoring tools and pervasive games. By analysing the related works, we have compiled the most common featu
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19

Jonsson, Mårten. "Digital tools for the blind : How to increase navigational capabilities for visually impaired persons." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9735.

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The development of human-computer interaction (HCI) systems, usable by people withvisual impairments is a progressing field of research. Similarly, the creation of audio-onlygames and digital tools has been investigated somewhat thoroughly, with many interestingresults. This thesis aims to combine the two fields in the creation of an audio-only digital tool,aimed at aiding visually impaired persons to navigate unknown areas. This is done by lookingat the field of HCI systems, and games for blind, and by looking at the concept of mentalmaps and spatial orientation within cognitive science. An a
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20

Henrique, Alexandre Bagdonas. "Controvérsias envolvendo a natureza da ciência em sequências didáticas sobre cosmologia." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/81/81131/tde-14092015-112555/.

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Nesta pesquisa realizamos estudos sobre história da cosmologia, buscando estimular discussões a respeito de aspectos controversos da ciência, ou sobre a chamada \"natureza da ciência\". A partir de uma revisão de pesquisas que buscaram subsídios da história e da filosofia das ciências para o ensino de ciências, apresentamos e problematizamos a chamada \"visão consensual sobre a natureza da ciência\". Essa visão, que tem aparecido em muitas pesquisas recentes, considera que somente os aspectos não controversos dos debates sobre a natureza da ciência devam ser ensinados na educação básica. Com o
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Searwar, Nicole. "Paper One: Learning to play, playing to learn: Using electronic games as educational tools. Paper Two: "What's a journal like you doing in a class like this?": writing in mathematics class. Paper Three: An introduction to ethnomathematics /." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ36177.pdf.

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22

Lollato, Roberta Maria <1994&gt. "Lexicon acquisition and students with specific learning disorders: analysis of a didactic unit in an English textbook, tools and supportive activities to achieve educational success." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/16930.

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Learning a foreign language is a challenging task for everyone, especially for students with specific learning disorders (SLD). This work will try to explain the main difficulties encountered by these students when dealing with FL learning, focusing in particular on those related to lexicon acquisition. In addition, some useful tools for supporting and helping them acquire this skill will be seen, taking the Italian Law 170/2010 Nuove norme in materia di disturbi specifici di apprendimento in ambito scolastico (New rules about specific learning difficulties in the teaching environment) as refe
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Chamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.

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Thesis (MSc (Computer Science))--University of Stellenbosch, 2009.<br>ENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supp
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Rocha, Hélio Roberto da. "Uso de jogos e materiais concretos no ensino e expressões algébricas e equações do 1º e 2º grau no ensino fundamental." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/7113.

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Submitted by JÚLIO HEBER SILVA (julioheber@yahoo.com.br) on 2017-04-07T17:26:01Z No. of bitstreams: 2 Dissertação - Hélio Roberto da Rocha - 2017.pdf: 12908480 bytes, checksum: cf34cacec991537b8fd2c1890c83aebc (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2017-04-10T11:26:19Z (GMT) No. of bitstreams: 2 Dissertação - Hélio Roberto da Rocha - 2017.pdf: 12908480 bytes, checksum: cf34cacec991537b8fd2c1890c83aebc (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<b
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Шако, В. О. "Дидактичні ігри на уроках історії". Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/67001.

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Дидактичні ігри, ігрові заняття і прийоми підвищують ефективність сприймання учнями навчального матеріалу, урізноманітнюють їхню навчальну діяльність, вносять у неї елемент цікавості і як наслідок підвищують рівень успішності учнів. Гра є багатовимірним та складним явищем, ключовим поняттям у таких соціогуманітарних науках, як філософія, психологія, етнографія, антропологія, історія.
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Косенко, Юрій Миколайович, та Yurii Mykolaiovych Kosenko. "Дидактична гра як метод формування історичних понять у розумово відсталих учнів". Thesis, Інститут спеціальної педагогіки НАПН України, 2013. http://repository.sspu.sumy.ua/handle/123456789/7062.

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Дисертаційна робота присвячена дослідженню дидактичної гри як методу формування історичних понять у розумово відсталих учнів.<br>У дисертації розкрито ознаки, структурні компоненти, класифікації та функції методів навчання взагалі та методу дидактичної гри зокрема. Теоретично обґрунтовано та розроблено зміст дидактичної гри як методу формування історичних понять у розумово відсталих школярів: модель методу дидактичної гри з формування історичних понять у дітей із розумовою відсталістю, класифікацію ігор для уроків історії спеціальних шкіл, ігрові комплекси та методику їх застосування; визначе
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Pinheiro, Paulo Geovane Ramalho. "Cria??o e adapta??o de jogos para GeoGebra." UFVJM, 2017. http://acervo.ufvjm.edu.br/jspui/handle/1/1640.

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Submitted by Raniere Barreto (raniere.barros@ufvjm.edu.br) on 2018-04-12T16:38:17Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) paulo_geovane_ramalho_pinheiro.pdf: 16283773 bytes, checksum: 3b14af12b1f3e2c447d8903e47fc9051 (MD5)<br>Approved for entry into archive by Rodrigo Martins Cruz (rodrigo.cruz@ufvjm.edu.br) on 2018-04-20T13:51:28Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) paulo_geovane_ramalho_pinheiro.pdf: 16283773 bytes, checksum: 3b14af12b1f3e2c447d8903e47fc9051 (MD5)<br>Made a
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Wyn-Jones, Caspian, and Jacob Blomqvist. "Pedagogers resonemang kring digitala spel i verksamheten." Thesis, Högskolan i Gävle, Didaktik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-33096.

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Denna studie har som mål att utforska de attityder som pedagoger har till lärandet genom digitala spel i användningen inom skolverksamheten. Det studien mer specifikt kommer att undersöka “Hur förhåller sig pedagoger till användningen av digitala spel i skolverksamheten”. Vi har använt semistrukturerade intervjuer för att samla in vårt empiriska material. Ett sociokulturellt perspektiv användes för att analysera det empiriska materialet som hade samlats in.  Slutsatsen av denna studie är att pedagoger har en positiv inställning till lärandet genom digitala spel samt att lärandet och utveckling
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Hadin, Joacim. "Learning by Gaming : Investigating the Influence of Playing Video Games on Vocabulary Level among Swedish ESL Learners." Thesis, Högskolan i Gävle, Engelska, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29142.

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The video game industry is one of the fastest growing markets in the world today. The fact that playing video games has become such a popular recreational activity among youths and adolescents has created a need for research investigating the effects of video game playing. Because of the role of the English language as a global lingua franca, most video games are released in English. Since most video games are released in English, many believe that the utilization of video games can help learners of English to improve their knowledge of how to utilize the English language. The aim of this stud
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Ignatovskaja, Julija. "Intelekto sutrikimus turinčio vaiko emocinė raida didaktinio žaidimo metu." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2008. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20080924_174411-54295.

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Didaktiniai žaidimai vaidina svarbų vaidmenį, siekiant pamoką padaryti įdomesne, didinant mokinių motyvaciją dalyvauti mokymosi procese. Pedagoginėje literatūroje ir mokslinėje bei mokyklinėje praktikoje jau daugelį metų diskutuojama apie šio metodo taikymo mokyme galimybes. Žaidimo tinkamumą mokymui savo pasisakymuose minėjo Platonas ir Aristotelis. Mokslinėje literatūroje, pedagoginėje publicistikoje plačiai aptariamas didaktinių žaidimų naudojimas mokymosi procese. Mokslininkai, pedagogai praktikai (Montessori M., 2004, Pokrovskis A., 1994, Grinevičienė N., 2002, Kontautienė Z.,1978 ir kt.)
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Coasne, Joëlle. "Pour une approche artistique du cirque au collège : élaboration d’une ingénierie didactique collaborative en EPS en classe de 5ème." Thesis, Rennes 2, 2013. http://www.theses.fr/2013REN20018/document.

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Notre recherche est une ingénierie didactique de type coopératif (Sensevy &amp; 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
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Westman, Prevell Mathilda. "Vilka möjligheter och hinder möter dagens lärare när de ska använda sig av digitala verktyg i matematikundervisningen? : En kvalitativ studie." Thesis, Södertörns högskola, Lärarutbildningen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-28961.

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The purpose of this study has been to examine how teachers use and reflect on digital tools in mathematics education and what opportunities and obstacles they feel they come across when it comes to using the digital tools at their disposal. To answer this I asked myself the following questions: How do teachers use digital tools in mathematics education? In what ways do the teachers reflect upon the use of digital tools in mathematics education? What kind of opportunities and obstacles do the teachers come across when using digital tools in mathematics education? The study is based on a qualit
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Carvalho, Vanessa Viana da Silva. "Generation of multi-level and multi-user games through modelling in hierarchical coloured Petri nets." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=13488.

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CoordenaÃÃo de AperfeÃoamento de Pessoal de NÃvel Superior<br>This work presents a method to generate games with multilevel and multiple users using Hierarchical Coloured Petri Nets. The design of a multiuser game containing multiple navigation environments (multilevel) is made from the model of a Hierarchical Coloured Petri Net, in which are specified all of the rules, properties and structures of the game. The created model for the game can be formally analysed, verifying the existence of deadlocks and invalid paths, for example, and others possible conception problems, that can be done with
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Hamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.

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Nolêto, Carleandro de Oliveira. "Uma ferramenta de autoria para o desenvolvimento de jogos móveis baseados em localização com realidade aumentada." reponame:Repositório Institucional da UFC, 2015. http://www.repositorio.ufc.br/handle/riufc/18671.

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NOLÊTO, Carleandro de Oliveira. Uma ferramenta de autoria para o desenvolvimento de jogos móveis baseados em localização com realidade aumentada. 2015. 114 f. Dissertação (Mestrado em ciência da computação)- Universidade Federal do Ceará, Fortaleza-CE, 2015.<br>Submitted by Elineudson Ribeiro (elineudsonr@gmail.com) on 2016-07-12T19:17:21Z No. of bitstreams: 1 2015_dis_conoleto.pdf: 20398755 bytes, checksum: 8d852ec08a3b16e5ddd6271407f0c027 (MD5)<br>Approved for entry into archive by Rocilda Sales (rocilda@ufc.br) on 2016-07-25T11:29:03Z (GMT) No. of bitstreams: 1 2015_dis_conoleto.pdf: 203987
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Struminski, Luciane Aparecida de Freitas. "USO DE JOGOS NO ENSINO DE MATEMÁTICA:UMA PROPOSTA DIDÁTICA PARA O ENSINO DE PROBABILIDADE." UNIVERSIDADE ESTADUAL DE PONTA GROSSA, 2016. http://tede2.uepg.br/jspui/handle/prefix/1507.

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Made available in DSpace on 2017-07-21T20:56:29Z (GMT). No. of bitstreams: 1 Luciane Aparecida Freitas.pdf: 3391719 bytes, checksum: 3fc558aaf7da03629abf6abb769309ed (MD5) Previous issue date: 2016-02-25<br>The games are part of human life since ancient times. The interest in studying them has contributed fundamentally to the development of probability theory. Starting from the premise that teaching and learning mathematics should not be something tiresome and uninteresting, this work aims to propose and present a didactic proposal that combines the activities proposed in the material prepar
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Johansson, Magnus. "Do Non Player Characters dream of electric sheep? : A thesis about Players, NPCs, Immersion and Believability." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-89293.

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This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers towards dynamic and systemic games AI. The primary theme of this thesis considers which means of communication and coordination in terms of norms and rules are present in groups of players and particularly in guilds and clans playing Massively Multi Online Games (MMOGs) and First Person Shooters (FPSs) respectively. The presence of norms in these types of groups
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Davies, Huw. "Towards a more versatile dynamic-music for video games : approaches to compositional considerations and techniques for continuous music." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:3f1e4cfa-4a36-44d8-9f4b-4c623ce6b045.

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This study contributes to practical discussions on the composition of dynamic music for video games from the composer’s perspective. Creating greater levels of immersion in players is used as a justification for the proposals of the thesis. It lays down foundational aesthetic elements in order to proceed with a logical methodology. The aim of this paper is to build upon, and further hybridise, two techniques used by composers and by video game designers to increase further the reactive agility and memorability of the music for the player. Each chapter of this paper explores a different techniq
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Carlan, Francele de Abreu. "O uso de ferramentas de informática e sua implicação em atividades didáticas experimentais para melhoria do ensino de biologia." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/17302.

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Este estudo relata a utilização da informática como ferramenta auxiliar do professor na prática pedagógica de Biologia no Ensino Médio, envolvendo duas pesquisas: a primeira investigou o nível de conhecimento dos professores de Ensino Médio de escolas públicas e particulares do Município de Santa Maria, Rio Grande do Sul, a respeito de ferramentas de informática e conhecimentos de internet, perfazendo um total de 10 professores. Os professores responderam a um questionário, na forma de entrevista individual, na qual expuseram todas as angústias e experiências frente à utilização das novas tecn
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Nascimento, Alessandra Maria Silva. "Leitura – intertextualidade – jogo : tudo junto e bem articulado." Pós-Graduação Profissional em Letras, 2018. http://ri.ufs.br/jspui/handle/riufs/10268.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>Nowadays, acknowledging and valuing the role of reading in language practices is to contribute to the training of critical and autonomous individuals. Thus, aiming to develop the reading literacyamong 9th grade students, of elementary education, this qualitative research, of intervencionist nature, developped a material, which includes activities, and a didactic game to foster reading strategies and text interpretation, based upon the teaching-learning of parody, one of the types of intertextuality, term originally dis
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Forsling, Karin. "Medielek och digital kompetens i en förskolekontext : Design för meningsskapande." Thesis, Karlstads universitet, Avdelningen för utbildningsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-14561.

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The aim of this thesis is to make a contribution to the field of design oriented theory, regarding young children and their way to digital competence. My research question is: How can a preschool with a certain pedagogical ICT-design give the children affordances for media play and for developing a digital competence? The European Parliament points out digital literacy as one of the Key Competences for life long learning. A digital competence is built on basic ICT (Information and Communication technology) skills. Skills you can develop any time during life, weather you are young or old. Recen
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Hedlund, Sara. "Kan elever utveckla sin taluppfattning vid användandet av digitala spel? : En innehållsanalys av digitala spel med fokus på området taluppfattning." Thesis, Karlstads universitet, Fakulteten för hälsa, natur- och teknikvetenskap (from 2013), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-65180.

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Syftet med studien var att undersöka om digitala spel skapade för underhållning kan erbjuda spelaren färdighetsträning inom området taluppfattning i ämnet matematik. Studien genomfördes på 11 spel som valdes med hjälp av barn i årskurs 4–6 och ramverket baseras på McIntosh tolkning av vad taluppfattning innebär och sex aspekter framarbetades. Ett kodningsschema användes för att undersöka om spelen omfattar situationer som innehåller taluppfattning samt hur spelaren kan använda sig av taluppfattning i dessa situationer. Studien visar att möjligheterna för färdighetsträning finns i spelen men vi
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43

Zugmeyer, Stéphanie. "L'amphithéatre d'Arles." Thesis, Aix-Marseille 1, 2011. http://www.theses.fr/2011AIX10188.

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Cette thèse constitue une étude de l'architecture de l'amphithéâtre antique d'Arles et de ses transformations ultérieures. La première partie traite de l'état actuel du monument et de son évolution aux époques médiévale et moderne, ainsi que des différentes campagnes de restauration des XIXe et XXe siècles. Elle comporte ensuite une description architecturale détaillée du bâtiment et plusieurs hypothèses de restitution des parties disparues. Les étapes de construction et des modes de mise en œuvre du bâtiment sont traités dans une dernière partie<br>This study is an analisis of the architectur
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Němcová, Veronika. "Návrh a experimentální ověření aktivizujících metod v kontextu školní úspěšnosti." Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-360363.

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The diploma thesis is devoted to proposal of activation methods in teaching of accruals at business academies. Firstly there is a theoretical part that deals with the subject of Accounting in general, and researches and articles focusing on activation methods or students' grades. Also, there is an analysis of a textbook that is used in teaching accounting at business academies and a factual analysis and didactic curriculum of accruals. Secondly there is a practical part of the thesis consists of pre-research, which was a base of experimental verification of selected methods in teaching of accr
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Belich, Jerald. "Designing Toolsets for Improving the Accessibility of Immersive Technology." Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1556720229902984.

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46

Santinho, Cristiane Catarino. "A utilização da gamificação para engajamento de equipes: um estudo de caso sobre a aplicação de um jogo empresarial em uma instituição financeira." reponame:Repositório Institucional do FGV, 2018. http://hdl.handle.net/10438/20681.

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Submitted by Cristiane Catarino Santinho (crisantinho@uol.com.br) on 2018-03-19T00:36:03Z No. of bitstreams: 1 dissertacao-santinho vf pos banca.pdf: 885504 bytes, checksum: 492ecd595b0e87501d6f8113d2453df8 (MD5)<br>Approved for entry into archive by Mayara Costa de Sousa (mayara.sousa@fgv.br) on 2018-03-22T18:31:44Z (GMT) No. of bitstreams: 1 dissertacao-santinho vf pos banca.pdf: 885504 bytes, checksum: 492ecd595b0e87501d6f8113d2453df8 (MD5)<br>Approved for entry into archive by Isabele Garcia (isabele.garcia@fgv.br) on 2018-03-22T20:46:33Z (GMT) No. of bitstreams: 1 dissertacao-santinho
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Feliciano, Léa Paz da Silva. "Teoria dos jogos: uma nova proposta para o ensino médio." Pontifícia Universidade Católica de São Paulo, 2007. https://tede2.pucsp.br/handle/handle/11249.

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Made available in DSpace on 2016-04-27T16:58:24Z (GMT). No. of bitstreams: 1 Lea Paz da Silva Feliciano.pdf: 1085931 bytes, checksum: b3db77f9e5d5b1dc08698e9fb97c2817 (MD5) Previous issue date: 2007-09-20<br>The aim of this work is investigate the possibility of introducing the Game Theory of John von Neumann and Oskar Morgenstern in High School and how it could be done. To reach this objective, we elaborate a didactic sequence that was applied on three groups of 3rd year of High School in a public school in São Paulo. In elapsing of the application of this didactic sequence, we tried to deb
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Serrander, Agnes, and Isabelle Larsson. "Digitalisering i bildämnet." Thesis, Malmö universitet, Malmö högskola, Institutionen för kultur, språk och medier (KSM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-39799.

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This study aims to explore how today's digitalization looks in art specific educational research, bylooking at how teaching and teachers act towards digital techniques and tools to developstudents’ knowledge and abilities in arts education. The overview is constructed by a systematicsearch on two different databases. The presentation of the articles is done through three thematicdivisions: (i)The effects of teachers' view on digitalisations’ role in arts education, (ii)Teachers design of digitalarts educationand (iii)Students learning in relation to design of digital arts education. After thet
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Cervellin, Patrice. "Étude critique pour une création vidéoludique non formatée : du coffre à jouets au jeu vidéo." Thesis, Montpellier 3, 2019. http://www.biu-montpellier.fr/florabium/jsp/nnt.jsp?nnt=2019MON30024.

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Patrice Cervellin, en qualité de game designer (créateur de jeux vidéo), et dans le cadre d’une thèse en cours fait un constat sur son travail de concepteur professionnel et sur la réception esthétique des jeux vidéo : les rhétoriques procédurales et les représentations graphiques imposent au joueur une vision du monde stéréotypée, proche du cliché flatteur, véhiculant une vision post-moderne ultra-libérale de la société. Sous couvert du progrès technique, les logiciels d’aide à la création de jeux vidéo orientent en effet, la création et favorisent très largement la reproduction de poncif vid
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Paske, Anna-Eli, and Mia Lundmark. "Följer skolan med i digitaliseringen? : En didaktisk undersökning om lärares kunskap och medvetenhet i ledarskapet och deras förmåga att anpassa svenskundervisningen med digitala verktyg i årskurs F–3." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29976.

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Syftet med det här examensarbetet är att undersöka om lärare skapar en likvärdig svenskundervisning med digitala verktyg. Frågeställningarna utgår från läroplanen som reviderades 2018 för att inkludera digitala verktyg i läroplanen. De frågeställningar som ställts för att besvara syftet är (1) På vilka vis arbetar de kommunala skolorna i en vald kommun i svenskundervisningen utifrån digitala verktyg för att inkludera individer i ett didaktiskt perspektiv? och (2) Vad har och kan det ökade implementerandet av digitala verktyg i läroplanen ha bidragit till i svenskundervisningen hos några lärare
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