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Dissertations / Theses on the topic 'Educational online game'

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1

Hess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.

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The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the i
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Conrad, Shawn (Shawn S. ). "Experiment centered design in a massively multiplayer online educational game." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85411.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 73-74).<br>With the United States of America suffering from a lack of scientifically literate grade and secondary school students, educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Learning assessment techniques coupled with machine learning algorithms can be utilized to record stude
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Van, Ryneveld Linda. "Surviving the game interaction in an adult online learning community /." Pretoria : [s.n.], 2004. http://upetd.up.ac.za/thesis/available/etd-03082005-220804/.

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4

Zhang, Mark (Mark A. ). "Ecology and evolution simulation and quest design for an educational massive multiplayer online game." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85535.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 74-75).<br>In this design-based research project, I developed two simulations to be used as student tools in a massively multiplayer online game targeted at STEM education, the Radix Endeavor. I designed both the underlying agent-based model as well as the user interface for each simulation, and furthermore designed quests for my simulations for the purposes of playtesting. My final ecolog
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LaVan, Michaela (Michaela S. ). "Multiplayer prototyping and quest design for an educational massively multiplayer online role-playing game." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85438.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 52-53).<br>Digital games have proven to be powerful learning tools, and may hold the key to closing the STEM (Science, Technology, Engineering, and Mathematics) achievement gap in the United States. Multiplayer play in particular can foster peer instruction, mentorship, and other productive learning interactions. However, few models of effective multiplayer mechanics exist for educational
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Jacobs, Jennifer A. "Gamification in an Online Course: Promoting student Achievement through Game-Like Elements." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1468512095.

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7

Abu, Dawood Sumayah Mohammadlutfi. "Students' Attitudes toward Educational Gamification in Online Learning Environments." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1505265/.

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This study explored undergraduate and graduate students' attitudes toward the pleasurability of educational gamification in online learning environments. The study is a sequential explanatory mixed-methods research that investigated students' attitudes quantitatively, then qualitatively. In the quantitative phase, an online survey, the Pleasurable Learning Experiences scale (PLLEXs), was administrated at one of the largest public southwestern universities in the U.S. (N = 119). The qualitative phase involved conducting eight semi-structured interviews with selected participants. The PLLEXs use
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Arpin, Rachel Ann. "The Effectiveness of Digital Escape Rooms to Deliver Leadership Training: A Mixed-Methods Study." Franklin University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=frank1620315747289854.

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9

Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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10

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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Suarez, Caraballo Lisa M. "Using Online Mathematics Skills Games To Promote Automaticity." Cleveland State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=csu1426793987.

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Mendoza, Sean Henry Veloria. "Massively multiplayer online games as a sandbox for leadership| The relationship between in and out of game leadership behaviors." Thesis, Pepperdine University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3619793.

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<p> Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create highly complex ecosystems that can mimic some of the largest out of game organizations. In game they can potentially gain valuable insights, which can later be applied to the workplace. This study explores Leadership characteristics appearing in a
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13

Bell, Kevin R. "Online 3.0---The rise of the gamer educator the potential role of gamification in online education." Thesis, University of Pennsylvania, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3635727.

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<p> As online courses become more established, there has been a clear impetus to build interactivity, personalization, and real-time feedback into courses. Faculty and course designers have cast envious eyes at video and online games that engage and enthrall players for hours and some are experimenting with gamification&mdash;a blanket term that covers all manner of attempts to build student intrinsic motivation into online courses. In this study I analyze four cases of gamified online courses at accredited institutions of higher education. I've looked at game elements the course builders are
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Bilyeu, Bruce A. "Design, Development, and Evaluation of Learning Games and an Interactive Science Lab in a 3-D Online Virtual World to Support Middle School Science Education." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1260976297.

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15

Robertson, Andrew David. "Massively multi-player online role-playing games in the secondary school classroom." Thesis, University of Canterbury. Education, 2007. http://hdl.handle.net/10092/1943.

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This research suggests applications in an instructional design programme that makes use of Massively-Multiplayer Online Role-playing Games (MMORPGs) in a classroom setting. The report suggests that teaching and learning programmes which use MMORPGs should cross curricula and pedagogical theorems within literacy learning. It hypothesises that without the clear and effective development of instructional design which embodies good planning; the involvement and engagement of students in preparatory work, questioning, rich learning tasks, goal setting and evaluation, and prospective activities, few
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Parsons, Jeffrey Michael. "An examination of massively multiplayer online role-playing games as a facilitator of internet addiction." Diss., University of Iowa, 2005. http://ir.uiowa.edu/etd/98.

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Peng, Liz Shihching. "p5.Polar - Programming For Geometric Patterns." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1353.

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Traditional teaching methods are often passive and do not interactively engage students, and this is even more challenging when teaching programming to beginners. In recent years, tech companies such as Google, and academic institutions like MIT, have introduced online learning environments to schools for teaching programming. Most of these learning environments are web-based, interactive, and provide visual feedback. Our project follows these trends and builds on p5.js, a JavaScript library that provides software sketching features and rapid visual feedback to reduce the barrier for learning
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Silva, Marcelo Claro. "Curso online ludificado e o processo de Gamification como recurso educacional." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/18133.

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Made available in DSpace on 2016-04-29T14:23:23Z (GMT). No. of bitstreams: 1 Marcelo Claro Silva.pdf: 3639113 bytes, checksum: 5333b658cdcd7e79e8ae965e40c9b175 (MD5) Previous issue date: 2013-10-28<br>This research of master s degree aims to analyze, to contextualize and to understand how the process known as Gamification is applied in game digital design techniques in business and challenges of social impact. Everybody knows the power of the game under peoples, as well as your engagement power and the motivation that fascinate the player. Based in these and in another elements, games are us
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Koptur, Evren. "TRANSFERABLE LEARNING SKILLS OF AN MMORPG: A WORLD OF WARCRAFT QUEST." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1459175932.

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Damián, Ortega Eiderd Axcel, Osorio Ruth Stephany Gallardo, Amaya Mara Alejandra García, Diaz Lucia Jimena Lucar, and Aguilar Müller Iván Yamunaqué. "History Games." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656925.

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El presente proyecto de investigación consiste en el desarrollo del aplicativo History Games, el cual consiste en la creación del juego con temática de historia del Perú como una nueva metodología de aprendizaje. Este trabajo nos permite ver la viabilidad del proyecto a corto, mediano y largo plazo, a través de los distintos estudios ejecutados en Lima metropolitana, a niños y jóvenes de 8 a 17 años del sector socioeconómico A y B.  Por ello se pudo evidenciar que el público objetivo desea aprender un poco más de nuestro Perú a través de la experiencia de este aplicativo. Al desarrollar este p
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Varela, Cristina Monteggia. "Jogos online e educação sexual : o que as crianças aprendem quando jogam." Universidade do Estado de Santa Catarina, 2014. http://tede.udesc.br/handle/handle/1013.

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Made available in DSpace on 2016-12-08T16:35:07Z (GMT). No. of bitstreams: 1 118695.pdf: 3263207 bytes, checksum: 2226ad17c2542bbef621c8aa2564ca17 (MD5) Previous issue date: 2014-03-27<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Nesta pesquisa investiga-se o conteúdo de educação sexual presente nos jogos online gratuitos disponíveis na WEB para crianças. Como objetivo geral investigou-se as vertentes pedagógicas de educação sexual subjacentes aos jogos online para crianças, tendo em vista subsidiar estudos e propostas intencionais de educação sexual emancipatória. Para
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Morgan, Mia Lynn. "Developing 21st century skills through gameplay| To what extent are young people who play the online computer game Minecraft acquiring and developing media literacy and the Four Cs skills?" Thesis, New England College, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10020378.

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<p> Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21<sup>st</sup> century skills of critical thinking, creativity, communication, and collaboration? The study employed quantitative and qualitative research methods (pre and posttest, survey, and interview) using a case study design, enabling an opportunity f
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Lewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.

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24

Santos, Julio Cesar Gomes. "O fascinio e a espetacularização como pedagogias corporais no world of warcraft." Faculdade de Educação, 2016. http://repositorio.ufba.br/ri/handle/ri/20295.

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Submitted by Julio Santos (julioparsifal@hotmail.com) on 2016-09-02T23:14:13Z No. of bitstreams: 1 tese final.pdf: 8472411 bytes, checksum: 72cab36c2b81939419657a642cd00d98 (MD5)<br>Approved for entry into archive by Maria Auxiliadora da Silva Lopes (silopes@ufba.br) on 2016-09-08T17:33:59Z (GMT) No. of bitstreams: 1 tese final.pdf: 8472411 bytes, checksum: 72cab36c2b81939419657a642cd00d98 (MD5)<br>Made available in DSpace on 2016-09-08T17:33:59Z (GMT). No. of bitstreams: 1 tese final.pdf: 8472411 bytes, checksum: 72cab36c2b81939419657a642cd00d98 (MD5)<br>“O Fascínio e a Espetacularização
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Müller, Maria, Lars Schlenker, and Moritz Biehl. "Play real – Kollaboratives Mock-Trial-Training in der OpenSim-basierten Virtual Learning World." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2013. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-126071.

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Der vorliegende Beitrag setzt sich mit den Möglichkeiten problemorientierten Lernens in kollaborativen virtuellen Umgebungen am Beispiel eines Mock-Trial-Trainings in der OpenSim-basierten Virtual Learning World auseinander. Ausgangspunkt der Auseinandersetzung stellen die Motivation des Einsatzes virtueller Trainings und grundsätzliche Handlungsangebote kollaborativer virtueller Umgebungen einschließlich ihrer Potentiale aus bildungstheoretischer Perspektive dar. Bestehende Mehrwerte und Herausforderungen beim Einsatz virtueller Trainingsumgebungen werden anschließend anhand einer empirischen
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Sun, Tzu-Hsiang, and 孫子翔. "The Study of Combing the Online Educational Game with Learning Management System." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/11057370110981215271.

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碩士<br>東吳大學<br>資訊管理學系<br>102<br>In recent years, Information technologies drove the rapid development of online game. As more and more scholars engage in the research field of online educational game, they focused on effectively integrate the games and curriculum, it could enhance learning performance. But less scholars used Learning Management System to integrate the games and curriculum. Thus, we build a web-based platform which combine game with Learning Management System. Learning Management System is responsible for the integration of teaching materials and helping student evaluate self-pe
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Floyd, Joel Eugene. "Making a case for the learning game : if everyone plays, everyone wins." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-05-2900.

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This is a description of and rationale for The Learning Game, a cross platform Web application that will act as a portal into an online social network built around education. The application provides a space for users to create, share, modify, translate, and play online multiplayer educational games and simulations. Upon launch language learning will be the focus (specifically Mandarin Chinese and English initially), but The Learning Game is designed to expand to potentially any subject through user created content and regular updating of the application itself. This paper establishes a need
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Wei, Yu-Che, and 魏毓哲. "Online Interactive Game-Based Learning in High School History Education:Impact on Educational Effectiveness and Student Motivation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/nf3744.

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碩士<br>國立中興大學<br>資訊管理學系所<br>100<br>Online games have become a part of our modern life. They are especially attractive to children and teenagers. A series of studies also show that e-learning not only triggers users&apos;&apos; intrinsic motivation, but also arouses peer cooperation and coordination. As for underachievers, it boosts their learning motivation and academic performance. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an ancillary tool to enhance users&apos;&apos; learning motivation and academic performance. After a four-wee
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"Promoting Self-Regulation and Metacognition through the Use of Online Trace Data within a Game-Based Environment." Doctoral diss., 2015. http://hdl.handle.net/2286/R.I.35974.

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abstract: Computer-based environments provide a window into the complex and multifaceted learning process. These systems often collect a vast amount of information concerning how users choose to engage and behave within the interface (i.e., click streams, language input, and choices). Researchers have begun to use this information to gain a deeper understanding of users’ cognition, attitudes, and abilities. This dissertation is comprised of two published articles that describe how post-hoc and real-time analyses of trace data provides fine-grained details about how users regulate, process, and
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Vallam, Rohith Dwarakanath. "Game-Theoretic Analysis of Strategic Behaviour in Networks, Crowds and Classrooms." Thesis, 2014. http://hdl.handle.net/2005/2955.

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Over the past decade, the explosive growth of the Internet has led to a surge of interest to understand and predict aggregate behavior of large number of people or agents, particularly when they are connected through an underlying network structure. Numerous Internet-based applications have emerged that are as diverse as getting micro-tasks executed through online labor markets (also known as crowd sourcing) to acquiring new skills through massively open online courses (also known as MOOCs). However, there has been a major inadequacy in existing studies with respect to evaluating the impact of
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Dai, Rong Sie, and 謝岱融. "The Effect of Grouping Method between Face-to-Face and Online Synchronous Collaborative Learning on the Flow Experiences and Cooperative Learning''s Attitudes of Learner’s use of Educational Mobile Game ──A Factor of Personality." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7hn256.

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碩士<br>淡江大學<br>教育科技學系碩士班<br>106<br>Due to the popularity of smart phones in recent years, the download amount of educational mobile games has increased significantly. According to the literature, having learning partners will have more learning outcomes in game based learning. Effective and successful cooperative learning can awaken students’ needs for learning, improve students&apos;&apos; self-awareness learning concepts, and promote the realization of attitudes and values. When the learner’s skills and challenges are balanced, they can enter the flow state. The flow experiences created thr
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Cheng, Yun Chieh, and 鄭昀杰. "The Incorporation of Multiplayer Online Game into Civil Engineering Education." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/75169286643949992517.

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碩士<br>淡江大學<br>土木工程學系<br>92<br>Due to the popularity of Internet and the decreasing price of computer hardware, the Internet has become a major part of people’s life. Online games are growing fast and flourishingly in the meantime. Traditionally, students have to follow a sole pace of learning. Nowadays, they can decide their own rate of learning. Also the emphasis is that students should explore knowledge by themselves and teachers just play the auxiliary roles of instruction. The purpose of this thesis is to enhance students’ learning motivations that include intrinsic and extrinsic ones
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Reese, Curtis Lee 1971. "Second language learning in an online computer game: insights from theories of social interaction, practice, and nonlinear dynamics." Thesis, 2007. http://hdl.handle.net/2152/3808.

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Research in second language acquisition has typically focused on classroom and laboratory settings. This study explores second language use in a non-classroom setting. It is based on research from divergent fields including theories of social interaction from sociology, theories of practice from anthropology, and nonlinear dynamics from the physical sciences. This study is a qualitative study, which employs both ethnographic and discourse analytic methods. The study examines native and non-native English speaker interactions on a MUD, a text-based online game. Data was collected for one year.
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Chu, Sarah N. M. "Players as knowledge producers and learners : emergent culture, enculturation, and expertise in massively multiplayer online games /." 2008. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR51518.

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Thesis (M.Ed.)--York University, 2008. Graduate Programme in Education.<br>Typescript. Includes bibliographical references (leaves 106-113). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:MR51518
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YANG, CHUNG-HAO, and 楊忠昊. "Using online games is to enforce the national defense education and to uplift more interest of learning." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/22185276996942069879.

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碩士<br>中華大學<br>科技管理學系<br>104<br>At present, the research is about learning and teaching, there is developing the theoretical system, the computers are widely used in the general teaching. In 1950--1960 years, most the games with concentrated elementary teaching, as well as the games of designs are limited in other countries. English and Mathematics in the phase of the application in the country are rare; Senior high school students now are increasing pressures on employment, that are empty areas for college courses with pluralistic, and then as the Department of information Engineering Technolo
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Huang, Ya-Ling, and 黃雅玲. "The research of using media literacy to carry out human rights and law-related education:a case study of online game commercials literacy teaching." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/81619476186556921766.

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碩士<br>國立臺灣師範大學<br>公民教育與活動領導學系<br>98<br>The purposes of this study are to design literacy curriculum with online game commercials and to discuss the possibility of carrying out human rights and law-related education through using media literacy. This study proceeded in the spring semester of 2009. We selected two 9th-grade classes as research objects and adopted Action Research for this study. In this study, we designed six literacy curriculums and practiced them in the classes actually. By amending and improving the curriculums, the researcher and the collaborative teacher developed appropriat
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唐德生. "The Study on the Relationships Between All-out Defense Education and Online Game : the case of Senior and Commercial & Industrial Vocational High School of Changhua County." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/h9m46y.

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碩士<br>國立彰化師範大學<br>公共事務與公民教育學系<br>104<br>The research discusses mainly that online games involve into the influence of all-out defense education. And I design three online games units of teaching activities. I discuss the teaching of students’ learning interests, effect and teaching ways of military teacher with action research. Besides, I analyse researchers’ curricula design, interactive between students and teachers, expectation advantages and results. Given this, the research indicates that the advantages of games teaching and flipped teaching help current teaching scene by data analysis. I
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Torez, Miguel. "An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD." Thesis, 2019. https://doi.org/10.7916/d8-js7c-nx64.

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The problem that this study addressed is the rise of internet gaming disorder (IGD) globally, including within the United States and countries such as China—and, the resultant need for more data on the prevalence of adult men and women meeting criteria for a diagnosis of IGD, as well as data on related comorbidities and psychosocial issues. A global sample (N=231) met the study inclusion criteria (i.e., play video games at least once a week at a minimum, consider themselves involved in Internet gaming, and have been gaming for the past six months—while of interest were findings with an English
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Hsu, Hao-Shan, and 許浩山. "The Effects of Consumption Attitude and Public Media on Upper-Grade Elementary School Students’ Online Games Consumption Behavior- The Mediate Effects of Financial Education." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/52nh3n.

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碩士<br>樹德科技大學<br>金融系碩士班<br>104<br>Pupils are exposed to a lot of media information through the internet and TV and the fact that online game advertising permeates media has caused mobile internet use to grow at top speed. When children have money at their disposal, the question is whether extensive video game advertising can influence consumer attitudes and behavior among them. This study therefore aimed at exploring how consumer attitudes and media effects influence online game consumption among pupils as well as the effectiveness of financial education as a mediator. First, this study involve
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Blachnitzky, Angela. "Designing typozilla : an online application that appeals to gifted children : a thesis presented in partial fulfilment of the requirements for the degree of Masters in Design at Massey University, Wellington, New Zealand." 2009. http://hdl.handle.net/10179/1241.

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This thesis responds to the specific educational and social needs of gifted children within the context of online applications. Online enrichment activities and social opportunities are only successful if they are able to attract and sustain attention of the advanced interests of gifted children. The aim of the research is to design an online application that appeals to gifted children and recognises the identified intellectual and social needs within the New Zealand context. This was achieved through research through design by establishing a design strategy that uses the findings of investiga
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