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1

Didyk, Y. V. "Business game as the method of foreign language teaching future factors." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/10501.

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Дегтярьова, Тетяна Олегівна, Татьяна Олеговна Дегтярева, Tetiana Olehivna Dehtiarova, Ганна Вікторівна Дядченко, Анна Викторовна Дядченко, and Hanna Viktorivna Diadchenko. "Game Method As A Way Of Intensification Of Teaching Ukrainian Language As Foreign." Thesis, Sumy State University, 2021. https://essuir.sumdu.edu.ua/handle/123456789/84396.

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In the process of teaching the Ukrainian language of foreign students, the game is the most effective form of learning, as it promotes the development of interest in foreign language communication, creates a certain information base, forms the necessary language mechanisms. The game method is the pedagogical tool that is able to remove the language barrier and intensify the process learning Ukrainian as foreign language. In the game students acquire personal knowledge that becomes meaningful and emotionally colored to them, and it helps them to understand and feel the situation better.
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Fraenkel, Linda Anne. "Learning about water through the African catchment game : the refinement of a role playing simulation game." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1005518.

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This research has undertaken two key mandates. One was to develop modifications to the African Catchment Game (ACG), a role playing simulation game, in order to simulate rainfall and water management processes representative of the southern African context. The other was to understand what, if any, learning associated with water management issues had taken place as a result of playing the ACG. The modification process took the form of an action research process. The initial modifications were trialed with South African students as part of their undergraduate Geography course offered at Rhodes
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Christofoletti, Danielle Ferreira Auriemo [UNESP]. "O xadrez nos contextos do lazer, da escola e profissional: aspectos psicológicos e didáticos." Universidade Estadual Paulista (UNESP), 2007. http://hdl.handle.net/11449/96045.

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Made available in DSpace on 2014-06-11T19:27:59Z (GMT). No. of bitstreams: 0 Previous issue date: 2007-05-18Bitstream added on 2014-06-13T19:57:09Z : No. of bitstreams: 1 christofoletti_dfa_me_rcla.pdf: 1277836 bytes, checksum: ccb9b870e115e8e57faad8ab606064d6 (MD5)<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)<br>A presente pesquisa, de natureza qualitativa, teve seu objetivo centrado na reflexão acerca dos aspectos psicológicos e didáticos referentes à prática do jogo de xadrez nos contextos escolar, competitivo e no lazer, focalizando a atuação de profissionais en
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Швіндіна, Ганна Олександрівна, Анна Александровна Швиндина та Hanna Oleksandrivna Shvindina. "Деловые игры как катализатор процесса обучения". Thesis, Издательство СумГУ, 2010. http://essuir.sumdu.edu.ua/handle/123456789/10062.

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Trulsson, Sara. "Active Learning : a Supportive Teaching Method to Address Climate Change in Higher Education." Thesis, KTH, Industriell ekologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-191308.

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Universities world wide do efforts to integrate education on climate change in the educational programs, but teaching about climate change is challenging: the climate system is complex, future prognoses include difficult terms of likeliness and the topic as such awakes emotions. Simulations and games are sometimes used to address climate change matters, and along with an increasing number of available interactive online simulations there is an on-going revolution in how online-material is used to provide students with information in higher education. Some practitioners move parts of the inform
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Lee, Robert. "Teaching Algebra through Functional Programming:An Analysis of the Bootstrap Curriculum." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3519.

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Bootstrap is a computer-programming curriculum that teaches students to program video games using Racket, a functional programming language based on algebraic syntax. This study investigated the relationship between learning to program video games from a Bootstrap course and the resulting effect on students' understanding of algebra. Courses in three different schools, lasting about six weeks each, were studied. Control and treatment groups were given a pre and post algebra assessment. A qualitative component consisting of observations and interviews was also used to further triangulate findin
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Tirén, Stina. "Digital Games in English Language Learning : A Mixed Method Study of Teachers' and Students' Attitudes to Digital Games and Its Effects in English Language Learning." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36072.

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The possible benefits of digital games for English language learning and teaching have received increasing attention in recent years as more research shows that digital games can affect students’ learning and motivation within formal education. A great deal of the integration of digital games in school contexts depends on the attitude of teachers and students. The aim of this study is to investigate upper-secondary teachers’ and students’ attitudes toward digital games in the English language classroom in a Swedish context. Additionally, this study will also examine teachers’ and students’ vie
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Pasovic, Petrovic Ema. "Games in the Language Classroom-To Play is to Learn." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-32839.

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This thesis investigated why games are a helpful tool in the teaching classroom and what methods could be used when teaching with the help of games. The research method was a small-scale research synthesis where former studies were summarized and compared. In addition to this, interviews (with two teachers who had focused on developing their teaching with the help of games) were conducted in order for the research to become as sufficient as possible. An overview of the ways in which games could be beneficial in the classroom has been provided and also the reasons to why they should be used.The
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Christofoletti, Danielle Ferreira Auriemo. "O xadrez nos contextos do lazer, da escola e profissional : aspectos psicológicos e didáticos /." Rio Claro : [s.n.], 2007. http://hdl.handle.net/11449/96045.

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Orientador: Gisele Maria Schwartz<br>Banca: Antonio Carlos Carrera de Souza<br>Banca: Alessandro Batezelli<br>Resumo: A presente pesquisa, de natureza qualitativa, teve seu objetivo centrado na reflexão acerca dos aspectos psicológicos e didáticos referentes à prática do jogo de xadrez nos contextos escolar, competitivo e no lazer, focalizando a atuação de profissionais envolvidos, sob a perspectiva da motricidade humana. O estudo foi realizado em duas etapas, constando de uma revisão bibliográfica acerca da temática em foco seguido pela pesquisa exploratória, desenvolvida por meio de entrevis
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Drummond, Iain Donald. "Exploring the role of tactical decision games as a novel method of developing medical students' non-technical skills." Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/28825.

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Introduction Clinical decision-making, situation awareness, task management, and teamwork are key non-technical skills (NTS) required by junior doctors. However, research has demonstrated that new doctors have difficulty demonstrating effective NTS behaviours. Tactical decision games (TDGs) are low-fidelity classroom-based activities designed to develop proficiency in NTS. They have been used in other safety-critical industries to develop NTS but their use in undergraduate medical education has been very limited. This aim of this thesis was to explore the potential role of TDGs as a novel meth
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Del, Perugia Alexandre. "La présence dans l'ailleurs : réflexions sur l'art du Jeu." Thesis, Montpellier 3, 2016. http://www.theses.fr/2016MON30061.

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L'expérience d'artiste et de pédagogue d'Alexandre Del Perugia l'a mené à élaborer une théorie et une pédagogie sur la présence de l'artiste en scène. La première partie relate la trajectoire du pédagogue A. Del Perugia depuis son enfance et met en évidence ses capacités précoces en matière de perceptions, intuitions et transmission, ainsi que son parcours professionnel du Théâtre-École du Passage avec Niels Arestrup à la codirection du CNAC en passant par la création du lieu culturel de l'Hostellerie de Pontempeyrat. La deuxième partie expose la manière d'être du pédagogue A. Del Perugia. Pro
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Pretto, Fernando Natal de. "Pedagogia participativa na formação de administradores." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/12/12139/tde-20042007-085536/.

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Este trabalho foi desenvolvido tendo como tema principal a metodologia de simulação chamada Jogos de Empresas. Este tema ganhou destaque no cenário empresarial e acadêmico nas últimas décadas e tem sido utilizado como ferramenta de treinamento no meio empresarial e de aprendizagem no meio acadêmico, além de ser amplamente discutido em artigos, dissertações e teses. Tendo isto em vista, destaca a relevância dos jogos de empresas como metodologia de aprendizagem no ensino de Administração. Seu enfoque está baseado no conceito de aprendizagem vivencial, no qual o aluno participa ativamente do pro
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Завгородній, Віктор Анатолійович, Виктор Анатольевич Завгородний та Viktor Anatoliiovych Zavhorodnii. "Методична цінність використання ігрових завдань на уроках української мови як іноземної". Thesis, Сумський державний університет, 2016. http://essuir.sumdu.edu.ua/handle/123456789/48693.

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Багато методистів вважають, що гра містить значні резерви для ефективного вивчення іноземних мов, проте наразі вона не стала обов'язковим компонентом навчального процесу. Можна сказати, що в практиці викладання англійської мови гра давно посідає тверді позиції і вважається обов'язковим видом роботи, в той час як на уроках української мови як іноземної використання ігрових завдань – «аматорська справа», «справа окремих викладачів-ентузіастів». Ця ситуація виглядає дещо дивною, оскільки українська мова більш складна для оволодіння, ніж англійська.
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Richardson, Thomas J. "First responder weapons of mass destruction training using massively multiplayer on-line gaming." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://handle.dtic.mil/100.2/ADA425028.

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Ferraz, Junior Wilton Moreira. "Métodos ágeis, dilema e rerroupagem no desenvolvimento de jogos educacionais em sala de aula." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/635.

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Made available in DSpace on 2016-06-02T19:07:10Z (GMT). No. of bitstreams: 1 FERRAZ_JUNIOR_Wilton_2015.pdf: 16420702 bytes, checksum: 618d7c194c6a9fff0f67ef9767ad5f99 (MD5) Previous issue date: 2015-06-29<br>This work aims to develop a novel method to design educational games, following Extreme Programming and Scrum Agile Methods and screenplays under the dilemmas and mechanical game re-guise concepts, which are already widely accepted in the literature. Workshops using the proposed method were conducted in order to identify the demands of educators and students from elementary and middle sc
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Malaspina, Jurado Uldarico. "Elements for teaching game theory." Pontificia Universidad Católica del Perú, 2014. http://repositorio.pucp.edu.pe/index/handle/123456789/96892.

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This article is a lecture accepted for presentation and publication in the proceedings of the 2nd International Conference .on the Teaching of Mathematics, held in Crete on July 2002. Some elements to have in mind for the teaching of Game Theory are given, using the author's teaching experience that relies on the viewpoint that encourages the formal development of mathematical concepts after proposing students problems related with these concepts and after stimulating and analyzing their intuitive approaches to the solution of these problems.
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Pourmorshed, Hormat Saadat. "Superstitious Behavior Classroom Game Teaching." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc862844/.

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Superstitions flourish in cultures around the word and in everyday life. Superstitions are so prevalent and influence personal and political decisions, therefore, we sought to develop a classroom demonstration of superstitious behavior that could be used to show quickly and effectively how powerful adventitious reinforcement could be in modifying behavior. An online game was developed and played by one hundred thirteen university students enrolled in a class on critical thinking. Participants gained points (reinforcement) arbitrarily during either 25% or 50% of each game's (A or B) 3 minute du
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Laskemoen, Kristian. "Pyception : Teaching Python with a Serious Game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23906.

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This thesis set out to study how an online serious game could affect users? motivation on learning Python. One of the projects core goals is to find out whether learning Python is more motivating when having an effortless start through a web based game. A second goal is to find out if Python as a programming language are well suited for a serious game.After the development and implementation of the game, it was performed a user experiment in order to receive feedback. Data from this user experiment were collected in a questionnaire and the results regarding usability were collected in a System
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Різниченко, А. В. "Впровадження інтерактивних методів навчання у викладанні іноземної мови в сучасному вищому навчальному закладі". Thesis, Харківський національний університет ім. В.Н. Каразіна, 2014. http://essuir.sumdu.edu.ua/handle/123456789/59479.

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Тези присвячені питанню впровадження інтерактивних методів у викладанні іноземної мови в системі вищої освіти.<br>Thesis are devoted to the question of introduction of interactive methods in teaching foreign language in the system of higher education
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Blanié, Antonia. "Evaluation expérimentale du raisonnement clinique dans le cadre des jeux sérieux pour la formation des professionnels de santé. Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students Assessing validity evidence for a serious game dedicated to patient clinical deterioration and communication." Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASS092.

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L’amélioration du raisonnement clinique (RC) est un enjeu essentiel pour la Médecine de demain car il est établi que son utilisation imparfaite conduit à des résultats de soins insuffisants. Le RC est un processus cognitif complexe. Cette activité intellectuelle synthétise l’information obtenue à partir de la situation clinique et l’utilise pour faire une analyse diagnostique et prendre une décision de prise en charge du patient en intégrant les connaissances et expériences antérieures. La formation à cette compétence est donc essentielle. Pour améliorer le raisonnement, une connaissance des m
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Ying, Tiancheng. "CandyFactory: Cloud-Based Educational Game for Teaching Fractions." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/90218.

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Nowadays cross platform software development is more expensive than ever before in terms of time and effort. Meantime with increasing number of personal devices, it is harder for local applications to synchronize and connect to the Internet. In terms of educational games, they can be divided into "local educational game" and "web educational game." "Local game" indicates the ones either on tablets, mobile devices or PC, which is an application on the corresponding platform. This kind of game mostly does not have backend support nor cross platform features such as the iPad version of CandyFac
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Tursic, Arslan. "TEACHING MOTION SKILLS WITHIN GAME TUTORIALS : Discovery learning theories tested on game tutorial design." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8354.

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This thesis explores the dynamic field of motion skill acquisition and uses discovery learning as means for learning motions. Differences are discussed between a virtual game environment and a real environment and how this can relate to motion skill acquisition. By testing different instructions for a created serious game, this thesis aims at exploring if there are significant differences in gameplay and motion skill acquisition. Respondents were exposed to different instructions before playing a game based on motion skill. In-game time was measured in order to understand if the time results c
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Lindskog, Jonas, and Michelle Stavroulaki. "What's their game? - A study of teacher preparation for using digital game-based teaching." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29552.

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The purpose of this study is to examine perceptions regarding digital game-based teachingand the extent to which teachers of English in Sweden have been prepared to use thisapproach. The basis for this study is the research on the effects of digital games for language learning and the perceived lack of the incorporation of these in teaching, creating a gap between student interests and teaching methods. Therefore, this study investigates the approach of teacher educators who are involved in the design of teacher training programs, as well as the perceptions of in-service teachers at secondary
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Ahmad, Faten. "Etude des déterminants anthropo-didactiques de l'usage des jeux à l’école maternelle dans l’enseignement des mathématiques." Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0238/document.

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L’objectif de la thèse est d’étudier l’usage du jeu dans l’enseignement des mathématiques à l’école maternelle ; il s’agira de :* Décrire le rôle du jeu à visée didactique dans le domaine des mathématiques en grande section d’école maternelle. Permet-il de construire les connaissances ? À quelle condition ? Donne-t-il un sens aux connaissances visées ? Nous décrirons ces situations dans la perspective de la théorie des situations didactiques qui considère la situation comme un système au sein duquel interagissent un certains nombre de sous-système (Brousseau, 1998) : l’élève, le maître, la con
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Dzikevych, A. V., and L. V. Roienko. "Holography as a teaching method." Thesis, Таврійський державний агротехнологічний університет імені Дмитра Моторного, 2021. https://er.knutd.edu.ua/handle/123456789/18853.

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У статті мова йде про використання інноваційних технологій, а саме голограм, у навчальному процесі. У дослідженні описано можливість створення тривимірних об'єктів, що є подібними до реальних за допомогою голографічних технологій.<br>The article deals with the issue of using innovative technologies, namely holograms in the educational process. The possibility of creating three-dimensional objects that are similar to real ones with the help of holographic approach has been analysed in the given research.
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Костеневич, Егор, та Мария Хасеневич. "Современные методы проектирования образовательных учреждений как неотъемлемая часть педагогических технологий в образовательном процессе". Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18185.

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Исследуются функциональные и эстетические особенности планировки образовательных учреждений и их возможности в усовершенствовании доступности и качества образовательного процесса. Приведен анализ игровой педагогической технологии, как современной составляющей процессов обучения.<br>The functional and aesthetic features of the layout of educational institutions and their possibilities in improving the accessibility and quality of the educational process are investigated. The analysis of the game pedagogical technology as a modern component of the learning processes is given.
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Chatzilias, Dimitris. "A Hybrid Difficulty Balancing Method on “Casual” Mobile Game." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-173953.

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A new hybrid Video Game Difficulty Balancing method which stands in between the two traditional methods (Static and Dynamic) has been suggested in this project aiming to discreetly estimate the player’s difficulty preference and make the respective in-game adjustment. This method has been based on the hypothesis that the user’s difficulty preferences can be to some extent predicted by some of their in-game actions. A casual mobile game containing a User Testing part has been developed for this purpose and played by 56 participants. The extracted results offer some insights on various gamers’ d
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Іванова, Тетяна Володимирівна, Татьяна Владимировна Иванова, Tetiana Volodymyrivna Ivanova, and J. Nwosu. "Method of teaching in nigerian universities." Thesis, Sumy State University, 2013. http://essuir.sumdu.edu.ua/handle/123456789/30811.

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Contemporary society requires learners to develop abilities and skills besides having a basic knowledge of a discipline. This is because knowledge and technology becomes outdated rapidly and is updated constantly; much of what students will need to know in their future career after graduation has not yet been generated! This knowledge explosion cannot be solved by adding more courses. Therefore, the responsibility of teachers in university or college is not only to teach the students with the particular or professional knowledge of their discipline but also to help them develop successful life
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Cotton, Reanna Leigh, and Reanna Leigh Cotton. "Teaching Inclusivity: The Cotton Method (AIR)." Thesis, The University of Arizona, 2017. http://hdl.handle.net/10150/624952.

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Currently, diversity education is offered at college campuses across America, which gives young adults an open mindedness and creates an accepting environment so all students are recognized and respected that the K-12 public education system cannot provide. With the evolving diverse population of this country, it would follow that public education would integrate curriculum that fosters the same accepting environment in order for all students to feel welcomed in the classroom. This thesis looks at the effects that acceptance in the classroom can have on a student as well as a new method
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Hensley, Eric Charles. "The Direct Method of Teaching Latin." Thesis, The University of Arizona, 2015. http://hdl.handle.net/10150/579266.

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This paper examines the Direct Method of language instruction and how it has been implemented in Latin pedagogy. It shows that the method has been used in Latin instruction throughout history and that it has been proven as an effective method. A section of textbook reviews also shows how the Direct Method has evolved and is used today in the classroom. Further, a study was conducted where direct methodology was used in a classroom setting which showed it as an effective means of instruction.
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Hollenberger, Jason. "A qualitative study on the use of computer gaming teaching methods in a high school social studies curriculum." Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009hollenbergerj.pdf.

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Ljungvall, Anton. "Video Game Narratives in Swedish EFL Teaching : A Study of How the Use of Video Game Narratives Could Potentially Aid or Hinder Swedish EFL Teaching." Thesis, Jönköping University, Högskolan för lärande och kommunikation, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-52297.

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This study aims to explore the potential benefits and disadvantages of utilizing video game narratives in Swedish EFL teaching. The subject is approached through a qualitative literature review of previous research on the use of video games in the process of L2 acquisition. The results are then discussed from a sociocultural perspective, in relation to the frameworks introduced in the background and to the Swedish steering documents. The results indicate that video games are likely to be part of many students’ out-of-school experiences of the English language and that playing video games can b
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Liu, Xuan. "Functions Fun: An iPad Educational Game for Teaching Mathematical Functions and Graphs." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/90289.

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Teaching and learning mathematical functions and graphs pose significant challenges for teachers and students. Students often have difficulty in understanding a functional relationship between two quantities such as distance and time, temperature and precipitation, and gas price and number of gallons. Teaching students to have quantitative thinking about functions can help them understand the rate of change for complicated functions and later succeed in learning Calculus. Traditional educational methods such as static graph images and some learning tools usually have some limitations. Teaching
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Ye, Zhen. "Using TPR Method in Teaching English Adjectives." Thesis, Högskolan Kristianstad, Sektionen för lärande och miljö, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-8744.

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The topic of this study is using Total Physical Response (TPR) in teaching English adjectives to 11-year-old pupils. The objective of this study is to investigate whether the TPR method is effective in teaching English adjectives. The researcher used a quasi-experiment to design this study. The population was the pupils aged 11 in a middle school in Kristianstad. 30 pupils were selected as samples and divided into two groups: one experimental group and one control group. The steps of this experiment were: (1) the experimental group was taught by the TPR method; (2) the control group and the ex
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Caulfield, Craig. "Shall we play a game?" Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2011. https://ro.ecu.edu.au/theses/447.

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In response to real and perceived short-comings in the quality and productivity of software engineering practices and projects, professionally-endorsed graduate and post-graduate curriculum guides have been developed to meet evolving technical developments and industry demands. Each of these curriculum guidelines identifies better software engineering management skills and soft, peopleware skills as critical for all graduating students, but they provide little guidance on how to achieve this. One possible way is to use a serious game — a game designed to educate players about some of the dynam
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Ye, Zhineng. "Solving Eight Treasures Of Game Theory Problems Using Bi-criteria Method." Case Western Reserve University School of Graduate Studies / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=case1454062652.

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Ferrières, Sylvain. "Four essays on the axiomatic method : cooperative game theory and scientometrics." Thesis, Besançon, 2016. http://www.theses.fr/2016BESA0002/document.

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La thèse propose quatre contributions sur la méthode axiomatique. Les trois premiers chapitres utilisent le formalisme des jeux coopératifs à utilité transférable. Dans les deux premiers chapitres, une étude systématique de l'opération de nullification est menée. Les axiomes de retraits sont transformés en axiomes de nullification. Des caractérisations existantes de règles d’allocation sont revisitées, et des résultats totalement neufs sont présentés. Le troisième chapitre introduit et caractérise une valeur de Shapley proportionnelle, où les dividendes d’Harsanyi sont partagés en proportion d
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WANG, SU-LING, and 王素玲. "An Action Research on the Sixth Grade Math Game Teaching Method in the Elementary Schools." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ggd5d3.

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碩士<br>中臺科技大學<br>文教事業經營研究所<br>107<br>In this study, the researcher applied action research to explore the change of students’ learning attitudes, students’ learning outcomes, the difficulties that teachers may encounter, and the resolutions of using game teaching of ratio with 6th grade students. Sixteen 6th grade students of the researcher were recruited as participants for this experimental study. In order to explore the learning outcomings and learning attitudes, the researcher used self-compiling mathematics pretest, learning achievement test papers, and National Mathematical Attitude Scale
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Dubská, Martina. "Dětské hry a hračky jako pomůcky ve výuce chemie." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312842.

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The thesis is devoted to the study of one of the methods of activation - the game. During the game, the students are involved actively, they are motivated and creative. The main aim is to explore the advantages of the introduction of gaming activities in the teaching of chemistry, as well as the overall topic of gaming activities, the conditions for these activities in chemistry teaching and suggestions for their implementation in education. The part of the thesis is complex of 11 precific games and toys, which are prepared for teaching chemistry at the primary and high schools and universitie
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Kalátová, Anna. "Didaktické hry ve výuce a v učebnicích českého jazyka na prvním stupni ZŠ." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-322999.

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The subject of the thesis is to determine the use of educational games in teaching the Czech language in primary schools, and verify their effectiveness compared with other teaching methods. The work is divided into four parts. The first part is focused on the definition of basic concepts such as play, didactic game, teaching and motivational methods. The second part discusses the occurrence of didactic games in textbooks of Czech language with a focus on the subject matter of the structure of the word. The third part evaluates the results of a questionnaire survey among Czech language teacher
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SHIH, YU-CHEN, and 史郁辰. "An Action Research on the Application of Game-Based Teaching Method in Physical Fitness Learning in Junior High School." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ua6y3d.

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碩士<br>台灣首府大學<br>教育研究所<br>107<br>Respond to the emphasis on the development in physical fitness learning of MOE, the researcher thinks that teachers can carry out an action research on the application of game-based teaching method in physical fitness learning. The researcher is also the teacher in the action research where are twenty-one students in the eighth grade in junior high school. The researcher divides physical fitness learning into four units. There are two classes in each unit where are two warm-up games and two theme games. Finally, the researcher concludes from collecting and analy
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Hoskins, John Montague. "An evaluatin of the effectiveness of a simulation game history teaching for secondary school pupils." Thesis, 2015. http://hdl.handle.net/10539/18196.

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RESEARCH REPORT SUBMITTED TO THE FACULTY OF EDUCATION, UNIVERSITY OF THE W1TWATERSRAND, JOHANNESBURG, IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF EDUCATION JOHANNESBURG 1986<br>This study investigated the effectiveness of a simulation game in the teaching of history to secondary school pupils at matriculation level. History as taught in the schools has for a long time been a source of criticism and many educationists are perturbed by this fact. It is with this in mind that this investigation has been undertaken. In order to facilitate the investigation fifty
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HSIAO, UN-HSIANG, and 蕭雲翔. "A Study of the Game-Based Teaching Method to Students’ Academic Emotion – for the Case of Seventh-grade Junior High Students in History Class." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/axve94.

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碩士<br>銘傳大學<br>教育研究所碩士在職專班<br>104<br>This study aimed to investigate the impacts on students’ academic emotion expressed from the game-based teaching method in history class for junior high students. The research was based on the quasi-experimental design method for a period of 4 weeks, with a total of 105 random samples of seventh-grade students from 4 classes in a Taoyuan junior high school. A dedicated questionnaire for measuring emotion in learning history was used to estimate the difference of students’ academic emotion between the traditional and the game-based teaching method after these
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鄭松欣. "The Effects of the Game Teaching Method on the Seventh Grade Students’ Motivation and Achievement of Science Learning-Taking Biological Classification as an Example." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/20076135715638729185.

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碩士<br>國立彰化師範大學<br>生物學系<br>99<br>Abstract In the twenty-first modern century, how to enhance national competitiveness, to avoid the state disappearing in the torrent of history has become a national goal. Heyneman and Loxley (1983) points out that the country's economic development and student academic achievement are related. Many studies have also pointed out that the academic achievement of students is positively correlated with their learning motivation. This study attempts to explore the teaching strategy game for the seventh grade students in learning achievement of biological science and
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Yang, Min-Chih, and 楊閔智. "The study on volleyball learning performance of teaching games for understanding and traditional teaching method in the elementary school students." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/57963615962838112488.

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碩士<br>臺北市立教育大學<br>體育學系體育教學碩士學位班<br>97<br>The aim of the present study is to investigate and compare students, learning effects and the retention effects in volleyball under-hand serve ability through teaching games for understanding(TGFU) and the traditional teaching method(TTM). 40 subjects are the sixth graders from Fu-Xing Elementary School in Taipei City in Academic Year 97. They are divided into two groups. The t-test and one-way ANCOVA are applied to analyze the data. The results in the elementary-school- students, learning process of volleyball under-hand serve are summarized as follows
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Flachs, Hanna Leonie. "Teaching solidarity economy in Portuguese high schools through a game based on experimental, creative and playful methods." Master's thesis, 2021. http://hdl.handle.net/10071/23951.

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The central question about this thesis is how a game that teaches Solidarity Economy in public high schools in Portugal could be developed by using experimental, creative, and playful methods. Therefore, the thesis showcases the deficiencies of the Capitalist Economy and outlines in which ways a Solidarity-based Economy could improve those shortcomings. It emphasizes on the different aspects of Solidarity Economy and integrates them in an educational context by exploring experimental, playful and creative methods. It incorporates empowerment and active citizenship and considers the curric
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Dugas, Toups Zachary Oliver. "Non-Mimetic Simulation Games: Teaching Team Coordination from a Grounding in Practice." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-08-8492.

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Fire emergency responders work in teams where they must communicate and coordinate to save lives and property, yet contemporary emergency response training expends few resources teaching team coordination. The present research investigates re emergency response team coordination practice to develop a zero- delity simulation game to teach team coordination skills. It begins with an ethnographic investigation of re emergency response work practice, develops the concept of nonmimetic simulation with games, iterates game designs, then evaluates game designs with non- re emergency responders and
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SHIH, PO-LUNG, and 施博隆. "A Study on Elementary School’s Students Learning Effects in Tee ball Throwing Ability through Teaching Games for Understanding and Traditional Teaching Method." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/29386784013443905073.

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碩士<br>臺北市立師範學院<br>體育研究所<br>93<br>Abstract The aim of the present study is to investigate and compare students’ learning effects and the retention effects in Tee ball throwing ability through teaching games for understanding-TGFU and the traditional teaching method-TTM. 78 subjects are the fifth and sixth graders from Dong-Yuan Elementary School in Taipei City in Academic Year 93. They are divided into 3 groups. Each group consists of 26 students. Group A is teaching through TGFU; whereas Group B is through the TTM. Group C is the control group. Descriptive Statistics, t-Test, One-way AN
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Tzeng, Der-Yuh, and 曾德裕. "The Study of Teaching Games for Understanding and Traditional Teaching Method on Volleyball Low Hand Hitting Learning Effects among The Elementary School Students." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/85402968595730791109.

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