Dissertations / Theses on the topic 'Game-based learning'
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Friis, Nicolai. "Computer game based learning - SimComp." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9207.
Full textThis report is the result of a computer architecture simulation game development project. The goals of the project were to develop conceptual ideas for a game that could be used in teaching computer architecture at a university level and develop a prototype of game. The game should be based on simulation and the BSPlab simulator. Two types of simulation games were identified; observer and participant. The observer type puts the player outside the simulation and the participant type puts the player inside the simulation. The observer type of simulation game was selected as best suited for a game about computer architecture and simulation. Three conceptual ideas for types of observer simulation games were developed; Computer Tycoon, which puts the player in charge of a company. Computer Manager, which puts the player in the role of manager of a computer team and Computer Builder, which lets the player construct a computer city. The Computer Manager idea was developed further. The player is put in the role of the manager of a computer team. The team competes in a league against other teams, playing a series of matches against each other. A ranking system shows how well the teams have done and in the end of the series a winner will be declared. This is similar to a football-league. A simple prototype of the Computer Manager idea was designed and implemented in Java for use in evaluation of the idea.
De, Kock Elizabeth Catharina. "Game-based learning and library instruction." Diss., University of Pretoria, 2013. http://hdl.handle.net/2263/37275.
Full textDissertation (MSc)--University of Pretoria, 2013.
gm2014
Information Science
unrestricted
Diab, Madeleine, Helge Fischer, Bettina North, Josefin Müller, and Maik Arnold. "Game-Based Learning in der beruflichen Bildung." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73708.
Full textCovalciuc, Marina, and Gautier Kerleguer. "Leadership Competencies Development through Game-Based Learning." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85164.
Full textDeRouin-Jessen, Renee. "GAME ON: THE IMPACT OF GAME FEATURES IN COMPUTER-BASED TRAINING." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3142.
Full textPh.D.
Department of Psychology
Sciences
Psychology PhD
Wendel, Viktor Matthias [Verfasser], Ralf [Akademischer Betreuer] Steinmetz, and Wolfgang [Akademischer Betreuer] Effelsberg. "Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts / Viktor Matthias Wendel. Betreuer: Ralf Steinmetz ; Wolfgang Effelsberg." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2015. http://d-nb.info/111191060X/34.
Full textWendel, Viktor [Verfasser], Ralf [Akademischer Betreuer] Steinmetz, and Wolfgang [Akademischer Betreuer] Effelsberg. "Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts / Viktor Matthias Wendel. Betreuer: Ralf Steinmetz ; Wolfgang Effelsberg." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2015. http://nbn-resolving.de/urn:nbn:de:tuda-tuprints-46541.
Full textCosta, Liliana Filipa Vale. "Game-based learning for active ageing: co-designing, developing and assessing a game-based tool." Doctoral thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23250.
Full textCurrent demands for the Information and Communication Society often exclude certain groups either by their age, lack of participation in the labour workforce, health status or learning difficulties. In fact, active ageing and lifelong learning have been central issues for the Political Declaration and Madrid International Plan of Action on Ageing and the World’s Health Organisation. Although debate continues about the best strategies for increasing the participation of older adult citizens in economic, cultural and social affairs, few studies have addressed the potential of a game-based approach to encourage healthier habits, a sense of security and participation in society. The purpose of this mixed-method study is to assess the effectiveness of game-based learning to encourage active ageing. In this thesis, thirty-three adult learners (G0) at a University of Third Age were involved in the design process of two learning programmes (game-based learning – GBLP and computer-assisted learning – CALP). The field research deployed an array of longitudinal methods, including surveys, group discussions, and participant observation. Sixty adult learners at four Universities of Third Age were then assigned to three different groups: The Experimental Group (G1), who tested firstly the GBLP and then the CALP; The Comparison Group (G2), who tested firstly the CALP and then the GBLP; and the Control Group (G3) that did not take part in the intervention. Before and after each experiment, the participants were assessed on their perception of health-related wellbeing and quality of life, using the SF36v2 and WHOQOL-BREF scales. Semi-structured interviews with ten Subject Matter Experts from the Industry and the Educational Sector in the fields of Games, Human-Computer Interaction and Psychology and/or Ageing studies were carried out in order to get their perspective on the use of games for learning and meet the challenges of the ageing process and changes in behaviours. Findings suggest that although no significant differences between the type of experiment undertaken by each group and their health-related wellbeing and quality of life were observed, there were significant differences between the group type and their perception on mental health (F(2,57) = 3.771, p= .029) and general health-related wellbeing (F(2,57) = 5.231, p= .008) in which the GBLP showed improvements relative to the CALP. When designing such learning programme, the environment, mental and psychological wellbeing and quality of life domains should be considered whereas metamemory, immediate feedback, context-aware challenges, storytelling/bios and role-playing, imagery-based techniques and social engagement are important design factors to foster the participants’ confidence to solve daily-life problems, decrease ageing bias and encourage participation in society. Two prototypes of the learning programmes are provided as a result of the co-design sessions and a set of design recommendations are also included.
As exigências atuais que decorrem da Sociedade da Informação e Comunicação, por vezes, excluem certos grupos, quer pela idade, quer por não fazerem parte da população ativa, quer pelo estado de saúde ou dificuldades de aprendizagem. De facto, o envelhecimento ativo e a aprendizagem ao longo da vida têm sido temas centrais da Declaração Política de Ação Internacional para o Envelhecimento de Madrid e da Organização Mundial de Saúde. Apesar de, recentemente, se ter verificado um interesse crescente na utilização de estratégias que visem responder aos desafios de uma sociedade envelhecida, grande parte dos estudos parece não considerar os jogos como estratégia de aprendizagem para motivar hábitos saudáveis, segurança e participação na sociedade. Trinta e três alunos de uma Universidade Sénior (G0) foram envolvidos no processo de design de dois programas de aprendizagem (baseado em jogo – GBLP e assistido por computador – CALP). O trabalho de campo teve como base os seguintes métodos longitudinais: inquérito, discussões em grupo e observação participante. Sessenta alunos de quatro Universidades Sénior foram posteriormente divididos em três grupos: Grupo Experimental (G1) que testou primeiro o GBLP e depois o CALP; Grupo de Comparação (G2) que testou primeiro o CALP e depois o GBLP; e o Grupo de Controlo (G3) que não teve intervenção. Antes e pós cada experiência, foi avaliada a perceção sobre o bem-estar de saúde e qualidade de vida, utilizando as escalas SF36v2 e WHOQOL-BREF. Entrevistas semiestruturadas foram também concretizadas com dez especialistas da Academia e Indústria nas áreas dos Jogos, Interação Homem-Máquina, Psicologia e Envelhecimento, de modo a obter as suas perspetivas sobre o uso de jogos e mudanças comportamentais e envelhecimento ativo. Os resultados sugerem que embora não tenham sido encontradas diferenças estatisticamente significativas entre grupos sobre o estado de bem-estar sobre saúde e qualidade de vida, verificaram-se diferenças entre cada grupo e perceção sobre a saúde mental (F (2,57) = 3.771, p = .029) e bem-estar geral (F (2,57) = 5,231, p = 0,008) em que GBLP foi eficaz em relação ao CALP. Relativamente ao design de jogos, os fatores ambiente, bem-estar mental e psicológico dos domínios de bem-estar e qualidade de vida devem ser considerados, enquanto os fatores de design como metamemória, feedback imediato, desafios adaptados ao contexto, narrativa e bios dos personagens, imagética e engagement social são importantes para aumentar a confiança dos participantes na resolução de problemas do dia-a-dia, diminuir o medo de envelhecer e incentivar a participação na sociedade. Dois protótipos que resultam das sessões de co-design são apresentados tais como um conjunto de recomendações para o seu desenvolvimento.
Tobar, Muñoz Hendrys Fabián. "Supporting technology for augmented reality game-based learning." Doctoral thesis, Universitat de Girona, 2017. http://hdl.handle.net/10803/450519.
Full textEn esta tesis el Aprendizaje Basado en Juegos con Realidad Aumentada (ARGBL) se explora y se presentan argumentos en favor de su aplicación. La tesis explora el concepto y propone tecnologías, teorías y recomendaciones que ayudan a profesores y diseñadores a incluir el ARGBL en sus actividades de aprendizaje. Contiene un estado del arte en AR y GBL mostrando conceptos y trabajos relacionados. Este estado del arte también muestra estrategias que han sido usadas para diseñar y crear experiencias de AR y GBL. Se describe un escenario exploratorio donde un juego ARGBL fue usado en una actividad de comprensión de lectura en un salón de clase; un libro con AR que incluía un juego fue desarrollado y usado. La tesis propone un método para guiar a profesores y diseñadores en la creación, despliegue y evaluación de experiencias ARGBL. Finalmente, la tesis argumenta en favor de la validez del método
Martens, Alke. "Game-based Learning : der Prof. mit der Pappnase?" Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/2963/.
Full textGåsland, Magne Matre. "Game Mechanic based E-Learning : A case study." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13692.
Full textHaas, Jason M. (Jason Matthew). "SANCTUARY : asymmetric interfaces for game-based tablet learning." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/91430.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 109-119).
This thesis describes the production of Sanctuary, a multiplayer learning game to be played on two tablet computers. Sanctuary's principle innovation is the splitting of the user interface onto two tablets, separating player tools in separate roles and thus providing players with obtainable epistemologies. The designed intention of this interaction is to force communication and interaction and thus metacognition in players. By requiring players to express their beliefs about the game world to one another in language in order to be successful, the design of the game encourages players to formalize their intuitions and experiences. If this approach is successful, then it may be applied further to an increasing range of epistemological frames and better science education. This has the potential to build cooperative, thriving learning communities with shared experiences. The game was tested with a non-random stratified sample of high school students, suggesting new directions for the intervention, and demonstrating the value of co-design.
by Jason M. Haas.
S.M.
Eftekhari, Zahra. "Preana: Game-theory Based Prediction with Reinforcement Learning." OpenSIUC, 2014. https://opensiuc.lib.siu.edu/theses/1552.
Full textSilva, Renan Gomes Trindade da. "Game-based learning: Brincando e aprendendo conceitos de evolução com o game SPORE." Universidade Estadual da Paraíba, 2016. http://tede.bc.uepb.edu.br/tede/jspui/handle/tede/2434.
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Due to the numerous obstacles in the teaching of biological evolution and the inefficiency of traditional methods of learning for a generation that lives in a society where the flow of information is frantic and steady, because of digital technologies, there are large and intense challenges for teachers who They need to learn to use existing resources and enter new methodological practices to motivate students in their classes. Among these practices, we can highlight the game-based learning and gamification as efficient alternatives to solve this problem because the games are digital resources that can stimulate learning because of the obvious preference of students for existing interactivity and the dynamic these artifacts in relation to unilateral learning methods practiced in some schools. From this perspective, this research aimed to evaluate the use of SPORE, a commercial game, as a facilitator in introducing the concepts of evolution to students in the eighth grade of elementary school. The research was conducted in three schools from rural and urban zone of the cities of Campina Grande, Alcantil and district of Lagoa do Juca. To achieve the objectives of this research, it was divided into five stages: literary research, game analysis, application of the methodology in the classroom, intervention with teachers through a short course, production of a digital manual and data analysis. The analysis of the data made it clear that this game, despite its flaws, can serve as a tool to stimulate the learning of students and to promote interest in science, assisting in the introduction and discussion of biological evolution with elementary school students. However, signaled that although it has the potential to stimulate learning, teachers need, first, master the content, have ability to use digital resources and evaluate the resource previously before introducing it into the classroom. The research also showed that there are many factors that affect education in our country and not only with the implementation of digital resources such as games, that problems will be solved. Considering the analysis here woven, we hope that this research can contribute in some way to the SPORE and other games are used in the educational context.
Devido aos inúmeros obstáculos no ensino da evolução biológica e à ineficiência dos métodos tradicionais de aprendizagem para uma geração que vive em uma sociedade onde o fluxo de informação é frenético e constante, por causa das tecnologias digitais, surgem grandes e intensos desafios para os docentes que precisam aprender a utilizar os recursos atuais e inserir novas práticas metodológicas para motivar os alunos em suas aulas. Entre essas práticas, podemos destacar a game-based learning e a gamification como alternativas eficientes para resolver esse problema, pois os games são recursos digitais que podem estimular a aprendizagem devido à evidente preferencia dos alunos pela interatividade e pela dinâmica existentes nesses artefatos em relação a métodos unilaterais de aprendizagem praticados em algumas escolas. Nessa perspectiva, esta investigação objetivou avaliar a utilização do SPORE, um game comercial, como facilitador na introdução dos conceitos de evolução com alunos do oitavo ano do ensino fundamental. A pesquisa foi desenvolvida em três escolas da zona rural e da urbana das cidades de Campina Grande, Alcantil e Distrito de Lagoa de Jucá. Para atingir os objetivos desta investigação, ela foi dividida em cinco etapas: a pesquisa literária, análise do game, aplicação da metodologia em sala de aula, intervenção com os professores através de um minicurso, produção do manual digital e análise dos dados. A análise dos dados deixou claro que esse game, apesar de suas falhas, pode servir de ferramenta para estimular a aprendizagem dos discentes e promover o interesse pela ciência, auxiliando na introdução e na discussão da evolução biológica com alunos do ensino fundamental. Contudo, sinalizamos que, embora tenha potencial para estimular a aprendizagem, os professores precisam, primeiramente, dominar o conteúdo, ter destreza para utilizar os recursos digitais e avaliar o recurso previamente antes de introduzi-lo em sala de aula. A pesquisa mostrou, ainda, que existem muitos fatores que afetam a educação em nosso país e não é apenas com a implementação de recursos digitais, como os games, que os problemas serão resolvidos. Considerando as análises aqui tecidas, esperamos que esta investigação possa colaborar, de alguma forma, para que o SPORE e outros games sejam utilizados no contexto educacional.
Deniozou, Thaleia. "Investigating the potential of mobile games as learning environments for independent adult skill development." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/22926.
Full textEsquivel, Karla Cristina Munoz. "Playphysics: an emotional student model for game-based learning." Thesis, Ulster University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.582814.
Full textNorén, Thomas Terning. "musARum - A game based system for promoting reflective learning." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-27044.
Full textPiller, Yulia. "Factors influencing parental attitudes toward digital game-based learning." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849636/.
Full textHess, 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.
Full textPh.D.
Other
Education
Education PhD
Diao, Zhuo, and Yuan Gao. "The feasibility of computer games in learning theory based subjects." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-17480.
Full textLindberg, Jesper, and Andreas Reyier. "Utformningen av en utvärderingsmodell för utbildningsverktyg : Till hjälp för en tillämpning av Game Design Based Learning inom utbildning." Thesis, Högskolan Dalarna, Informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-28171.
Full textDigital games in today's society are becoming more common and have in the past few years been used in education and teaching around the world. Using games and technology in an education has both positive and negative impact on the students as well as the school. The positive aspects of technology lead to increased motivation and commitment among the students, but at the same time can lead to more negative factors, such as social isolation, expensive costs or a distraction that may adversely affect other courses in education. This report aims to be a support in selecting educational tools to be used for Game Design Based Learning (GDBL). This support consists of an evaluation model that can be used, for example, by teachers who wish to apply GDBL in their education. The work has been carried out with the support of the research strategy design and creation, where the development and the production of an artefact has taken place. The evaluation model has been designed using the current research strategy. The data collection for the work has been done by searching for training tools, including the search engine Google Search, along with relevant terms for the work, such as drag & drop. When applying GDBL and the choice of training tools, it takes into account both the opportunities offered by GDBL, but also the negative risks that exist. The evaluation model has also been tested on five different training tools to validate the evaluation model. These five training tools are Scratch, Kodu Game Lab, Kahoot, Quizizz and Twine. Finally, we found that two of the training tools are the most suitable for educational purposes. These were Kahoot and Quizizz, which are simple quiz games, that is, they do not require education or programming to be used in a classroom. This was based on an established scenario, which was to find a training tool for a program that focuses on graphic design.
Cao, Lu. "Learning Genetics in Game-Based Learning Environments: Productive Failure and the Transfer of Knowledge." Thesis, University of Sydney, 2020. https://hdl.handle.net/2123/23423.
Full textToro-Troconis, Maria. "Game-based learning for virtual patients in Second Life®." Doctoral thesis, Luleå tekniska universitet, Arbetsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-25863.
Full textGodkänd; 2011; 20111110 (andbra); DISPUTATION Ämnesområde: Genus och teknik/Gender and Technology Opponent: Professor Jan Gulliksen, School of Computer Scicence and Communication, Kungliga Tekniska Högskolan, Stockholm Ordförande: Professor Ulf Mellström, Centrum för genusforskning, Karlstads universitet/ Luleå tekniska universitet. Tid: Fredag den 16 december 2011, kl 13.00 Plats: F531, Luleå tekniska universitet
Methaneethorn, Jutima. "Towards motivation modelling within a computer game based learning environment." Thesis, Connect to e-thesis, 2008. http://theses.gla.ac.uk/250/.
Full textPh.D. thesis submitted to the Faculty of Education, Department of Educational Studies, University of Glasgow, 2008. Includes bibliographical references. Print version also available.
Gamagedara, Arachchilage Nalin Asanka. "Security awareness of computer users : a game based learning approach." Thesis, Brunel University, 2012. http://bura.brunel.ac.uk/handle/2438/7620.
Full textAslan, Serdar. "Game Based Improvement of Learning Fractions Using iOS Mobile Devices." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/32013.
Full textMaster of Science
Shearer, James D. "Development of a Digital Game-Based Learning Best Practices Checklist." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1303865257.
Full textVieira, Carla Patrícia Pinto. "Digital game based learning." Master's thesis, 2017. http://hdl.handle.net/10400.26/24621.
Full textHospitality can combine game elements and use them to induce certain types of behavior. Companies can use gamification, to motivate their employees to participate in learning and improve their productivity (Negruşa et al., 2015). Gamification in training can be defined as adding elements commonly associated with games to an educational or training program in order to make the learning process more engaging (Negruşa et al., 2015). The project aims the proposal of a training platform based on gamification, with contents that respond to the most common training needs in hotel establishments. And it achieved the following goals: a) the definition of the main training needs in the different units, centered on technical competences, standards of quality of service, languages, sales techniques, complaints management; and also behavioral competences b) perceived the main obstacles felt by managers and employees in the execution of the training plan, such as team downsizing, turnover, time management and demotivation, and c) identified the gamification applied to training as a motivational and engagement strategy to trainning.
Wendel, Viktor Matthias. "Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts." Phd thesis, 2015. https://tuprints.ulb.tu-darmstadt.de/4654/7/VWendel_Dissertation_final__2015_07_21.pdf.
Full textLin, Chia-Yeh, and 林佳曄. "Game-Based Learning Materials Design." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/75322339648958687019.
Full text國立暨南國際大學
資訊管理學系
102
The concept of digital game-based learning is learning from games, while learners will be motivated by interactions and pleasantness, and the efficiency of learning will be also enhanced through learning knowledge from textbooks and skills freely.Concept mapping means learning by images that are like a jigsaw. It helps learners to achieve learning goals and assists learners in memorizing, realizing and linking while the tedium of verbal text is reduced. In this study, teaching materials based on entity relationship diagram of database for digital game-based learning and concept mapping are developed and established on the digital learning platform. The impacts of teaching materials of learning efficiency, pleasantness, satisfaction and continuance of using are reviewed. Through the experimental results, a remarkable difference of continuance use intention is showed between these two different teaching materials. This emphasizes the importance of increasing the continuous use intention.
Franken, Cornelis J. "PSO-based coevolutionary Game Learning." Diss., 2004. http://hdl.handle.net/2263/30166.
Full textDissertation (MSc)--University of Pretoria, 2005.
Computer Science
unrestricted
Lu, Cheng-Yu, and 呂承祐. "Adding Competitive Game-Based Learning to Cooperative Learning." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/25698526508292754017.
Full text中原大學
資訊工程研究所
99
Most research has shown that cooperative learning improves students’ motivation and heightens their learning achievements. Yet in many cases, it is found that traditional cooperative learning processes can develop into centralized learning. The students not participating in discussions lose their motivation towards learning which in turn affects their achievements. In recent years, game-based cooperative learning has been used in teaching in order to attract students’ attention, to enhance their motivation, and to improve their achievement in learning. This paper discusses game-based cooperative learning as an attempt to improve traditional cooperative learning. In my research, it is shown that students concentrated on cooperative learning activities better when playing games. In order to win, they showed more interest in the contents of the assigned course, which resulted in higher self-motivation and thus improved their achievements in learning.
CHIEN, CHEN-HSIN, and 陳信慊. "Game-based English Vocabulary Collaborative Learning." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/ejc479.
Full text中原大學
資訊管理研究所
98
This study proposes to combine graffiti game vocabulary and incentive mechanism to attract learners to participate collaborative vocabulary learning. Their learning environment adopt RIA, development of basic technology network of vocabulary learning environment .If also has function of evaluations learning environment, English vocabulary graffiti games, incentive mechanism and collaboration function, motivation for vocabulary learners . Taiwan is a country that sees English as a foreign language, so there's a lack of English learning environment in Taiwan and if also lock the motivation of learning English learning will be less than ideal. E-learning can build a English learning environment, but the traditional e-Learning method can't interest learners. Because of that many English e-Learning, import teacher interaction, collaboration and other kinds of hybrid digital learning are some of the successful methods. This study build a fun collaboration English learning environment, using vocabulary graffiti games to attract learners to participate in collaborative learning, though incentive mechanism to increase the will of vocabulary learning. The assessment objective of this research is the motivation of learners English .Using ARCS as assessment element AHP architecture as method, assess the satisfaction of the evaluator. The results showed that the learning environment proposed by the research mainly needs attention on motivation. Secondly success opportunities and natural consequences, English vocabulary graffiti games combined incentive mechanism and collaborative learning and between them some motivations has complementary characteristics. Mainly to provide positive consequences , followed by success opportunities, familiarity and inquiry arousal.
Guo, Ting-Lun, and 郭庭綸. "Integrating Game-based Learning and Problem-based Learning to Build Flipped Learning Platform." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/36542749616441681111.
Full text淡江大學
資訊工程學系碩士班
103
At present, most students do homework that is the way of traditional. Teachers design homework in most cases. It lacks of interactivity, so that students with poor willingness learn and lack of thought. They wait for teacher to tell the next step. When students encounter new problems, because they lack the ability of interpreting the subject, they can’t effectively applied the knowledge on new problems. In this thesis, using game learning system to improve learning motivation, then using problem-based learning to design game problem. Through situational problem, students can interpret the meaning of problems and then solve the problem. In addition, students can view the self-learning process and build learning goal. Finally, they are able to reach self-directed learning. In this thesis, using item response theory to analysis the response of patients in questionnaires and further investigate its causes and subsequent coping. Using of the decision tree algorithm to analysis the correlation between students'' performance and game performance. Finding the factor of student learning efficiency through specify classification module. These factors can provide teachers and students with suggestions.
TSENG, MEI-HUI, and 曾美惠. "Effects of the Physical Game-Based Learning and the Desktop Game-Based Learning on Elementary School Students' Learning Achievement and Learning Attitude." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/49273789324025598944.
Full text育達科技大學
休閒事業管理系碩士班
104
Mathematics is not only the predecessor of science, but also the one often applied in daily life. Traditional lecture instruction, characterized by systematic repetition of concepts, is not always helpful for the improvement of the learning achievement in Mathematics and probably results in decreasing learning willing and learning motivation. Thereby, with conducting an 8-week quasi-experiment, this study aims at exploring the effect of three instruction strategies (i.e. the physical game-based learning, the desktop game-based learning and the traditional lecture instruction) on learning achievement and learning attitude. Experimental results from a Math course with 60 second-grade elementary school participants indicated that game-based learning significantly impacts participants’ learning achievement, as compared to the traditional lecture instruction. The physical game-based learning did significantly better than the desktop game-based learning and the traditional lecture instruction. Further investigating effects of the instruction strategies on the improvement of participants’ learning attitude indicated that the game-based learning performs significantly better than the traditional lecture instruction. The physical game-based learning performed the best, and then the desktop game-based learning and the traditional lecture instruction followed. Implications for practice and recommendations for future research are presented in this study.
Chia-LingWu and 吳佳伶. "A Meaningful Learning Evaluation Method for Game-Based Learning." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/12524401716395008251.
Full text國立成功大學
工程科學系專班
101
This case study examined Shengli Elementary School in the East District of Tainan City in order to assess the learning effectiveness of a game-based learning approach, based on the theory of meaningful learning. This paper adopts a macro perspective and uses questionnaires to explore whether game-based learning increased learner motivation. It also uses a micro perspective, based on the theory of meaningful learning and the characteristics of game-based learning, in order to develop a game-based learning evaluation model using the Analytic Hierarchy Process. Based on the results of this, system developers can assess the relative strengths and weaknesses of any game-based learning system from a meaningful learning perspective, and thus make improvements to it.
KuoChunHuang and 黃國鈞. "Learning style and game-based network assessment." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/37086228631181178038.
Full text國立新竹教育大學
數位學習科技研究所
99
Since game-based learning (GBL) in recent studies have been found limited in a small section or chapter of one single subject, this research tries to establish a game-based assessment learning system applicable for various subjects, such as Mathematics, English, and Chinese etc. Compared with traditional assessments, GBL is much more interesting and motivating, even though GBL costs more money and time. The GBL assessment system must be easy for students to use and be effortless for teachers to set the exam questions. And the most important thing is to make a real commercial web game of the GBL assessment system. In order to create a real GBL assessment game, the system is simply introduced to elementary school students in a short time, and the students may have the right to decide whether to use/play the “Game” or not. The results of this research are shown as below: 1.Parents are deeply concerned about the game which their children are playing. Parents will rest assured of it when they find their children are playing the game made by school teachers that its purposes are for assessment and learning. 2.Parents even encourage their children to play the “Game”, but still expect the game maker to design an anti-addiction mechanism (time limit) to avoid excessive exposure to computers, playing the game for too long. 3.Children are really aware that the system is for learning and assessment, but it seems to all students like a “Game”, and they are willing to spend their leisure/after-school time in the “Game.” 4.Through peer assessment of the system, students are highly motivated to learn and accordingly have higher correct answer rate in the GBL assessment. The GBL assessment system helps student master various subjects, like Mathematic, English and Chinese. It makes children feel happy by learning in an informal style. Teachers and parents as well feel satisfied at the positive influence of the system.
Fan, Fang-Ling, and 范芳綾. "A WWW-Based Competitive Game Learning System." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/20050085755844112434.
Full text國立中央大學
資訊工程研究所
85
This thesis describes a distributed competition game system, called DWest, for learning. The system was implemented in Java on World Wide Web. DWest can be regarded as the fourth version of computer assisted system classic, West, originally implemented in Plato. The current design of the system is for a dyad on the Internet to play the game against each other. Any one who reaches the destination first will win the game. But in order to win, one has to answer multiple choice questions correctly. Experimental trails of the system show that students are highly motivated in using the system.
Chiu, Chen-ping, and 邱鎮平. "Game-based Learning System: Interactive games design." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/55950227191520766422.
Full text國立屏東教育大學
資訊科學系
100
In recent years, the mobile devices development very fast whether the Iphone, Ipad, Android smart phone or Tablet PC, and almost everyone have. Therefore, the mobile device application become more and more popular, the Google Play have more than 300 thousand applications, and application downloads in December 2011 reached 10 billion times. The game development is also fast, regardless of the single games, online games, mobile devices applications are very popular. Therefore, the learning content combine with the game and mobile devices, the users can learn anytime and anywhere, achieve the purpose of the mobile learning. In this study, we based on the game-based learning to design a mobile learning system combined with the interactive game and the android App.
Shih, Yu-Cheng, and 施昱誠. "Incorporating Usability into Game-based learning systems." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/32792071476659187627.
Full text國立中央大學
網路學習科技研究所
100
Nowadays, game-based learning has become popular because it can provide many benefits for student learning. For example, students’ motivation can be enhanced and their learning effectiveness can be promoted. However, existing research has not paid much attention to improving the usability of game-based learning systems. In this vein, this dissertation aims to incorporate usability into the design of game-based learning systems by conducting two studies. Study One examines an existing game-based learning system based on Nielsen’s ten heuristics while Study Two implement solutions for improving the usability of game-based learning systems. A set of guidelines, which are produced based on the results of Study One, are further verified by proposed two game-based learning systems in Study Two. One game-based learning system is implemented based on Nielsen’s ten heuristics and the implementation of the other game-based learning is on the basis of Nielsen’s ten heuristics as well as a new heuristic, i.e., sufficient game elements. An empirical study is conducted to examine learners’ reactions to the proposed game-based learning systems. The results show that the proposed game-based learning system which considers usability and sufficient game elements is generally appreciated by students.
Yu-HanCheng and 程鈺涵. "CodeGame : A Game-Based Learning Platform forProgramming." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/n8vmx7.
Full textChiang, Ming-Hsien, and 江明憲. "Using photon game server build multiplayer online game-based learning environment." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/29228038547511932774.
Full text樹德科技大學
資訊工程系碩士班
102
In recent years, the rapid development and evolution of information technology, smart phones and tablet PCs have been increasingly popular development close to the point of manning a machine. This study builds online game-based learning system, using Unity 3D game engine and Photon game server consolidation application, build learning by game system. Question bank materials will be subject to import materials to make SQL Server Exam diverse learning environment, will start online game mode to promote learning effectiveness. Most scholars are very concerned about E-Learning and game-based learning, and E-Learning and game-based learning is widely used in the various disciplines. Most market-Digital game-based learning systems are single-player game, single study makes the boring, Will be a lack of motivation to learn in the future. No matter how a single player game and then design, after all, the single-player game using artificial intelligence is limited, aren’t like online games can be updated at any time, modify the game bug, and single game play to the final pattern of behavior will eventually be seen through, rules of the game will be cracked, then the game has lost playability. With the rapid development and evolution of technology, Internet is a necessity of life, the popularity of broadband networks and Smart phones and tablet PCs are increasingly popular, it is changing the way people use computers habit, so online gaming becomes synonymous with the hottest games, from google play pages, you can find almost will launch a new online game app one week. Undoubtedly, online game is an emerging industry, game software itself is a free service, it is the connection points of trafficking, providing an online virtual world, to meet a wide variety of players to imagine. Since the online game itself was derived in economic behavior, such as: virtual currency, virtual treasure, etc., these products can be used to make real currency trading exchange. This study to build a new multiplayer online game based learning environment, in order to avoid a single person making learning boring, and will cause a lack of motivation to learn in the future, it will be built using photon game server and the game ends with unity build game scene. Through the mobile network, and use readily available smart phones, tablet PCs convenience of game-based learning, so that students interested in increasing the willingness to learn and to avoid boring single player learning environment, and may invite side friends together to play games, to learn the main purpose of online gaming style.
Chang, Kuei-hsiang, and 張逵翔. "Game Editor and Testing Management System for Online Game-based Learning." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/53137431756350872732.
Full text靜宜大學
資訊傳播工程學系
100
Games have the potential for learning. Nowadays, Massively Multiplayer Online Role-Playing Game (MMORPG) becomes a trend to interact with players in real time and provides various kinds of game scenarios and cooperation opportunities. To develop a game is usually more time-consuming and laborious; however, using a game authoring tool will assist game designers in editing and managing game content more efficiently. The benefits of this approach include that game materials are reusable and the users do not need to have programming experiments. One of approaches to evaluate the learning performance is testing. Today, Computer-Based Testing has been adopted as evaluation tool in many examinations, such as TOEFL. All answering activities are completed by computers. The integration of game-based learning and computer-based testing makes it possible to learning by another way. In this thesis, we attempt to develop a game editor and testing management system for multiplayer online game-based learning. The developed system provides instructors to create different games for multiple curriculums. We hope that instructors are more flexibility on planning their learning materials and have a good balance between fun and learning by our authoring system.
Lin, Guan-You, and 林冠佑. "The Impact of Different Media-Rich Learning Methods on Flow Experience and Cognitive Load—Game-based Learning versus Non-game-based Learning." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/3qgbj5.
Full text國立臺灣師範大學
科技應用與人力資源發展學系
101
The purpose of this study was to investigate the impact of different media-rich learning methods on flow experience and cognitive load as well as the correlation between flow experience and cognitive load. The research subjects were first-year students of a general curriculum in a university. A total of 103 students participated in this experiment, 50 of them assigned to the experimental group (game-based learning) and while the remaining 53 to the control group (non-game-based learning). The main findings were as follows: 1. Students engaged in game-based learning had significantly better flow experiences than those engaged in non-game-based learning. 2. No significant difference in intrinsic cognitive load was observed between the two groups. 3. Compared to the control group, students engaged in game-based learning had significantly lower extraneous cognitive load and higher germane cognitive load. 4. Flow experience was significantly negatively related to intrinsic cognitive load and extraneous cognitive load but significantly positively related to germane cognitive load.
Chen, Kuan-chang, and 陳冠璋. "A Digital Board Game Based Learning System for Authentic Learning." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/07096107919095363243.
Full text國立中央大學
資訊工程研究所
99
In this paper, we embedded authentic learning content into a themed board game and presented them by a set of educational equipment- Digital Learning Playground (DLP). DLP applied the idea of mixed reality that students interact to the simulative situations, and also remain some hands-on experience with realia. With this device, we build a digital board game and require students and the teacher to join in to yield the best learning environment- proper assistance and peer cooperation. The showing resulting data depicts that the students were highly engaged and satisfied with learning through a gaming flow. With respect to learning performance, the assessing data indicates an effective learning has been achieved.
Tseng, Hsueh-Ju, and 曾雪如. "Exploring the effects of web-based game-based learning and self-regulated learning." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/66839247406534732942.
Full text世新大學
傳播管理學研究所(含碩專班)
98
Since the information technology evolves, e-learning changes the traditional learning environment into novel environment and allows people learn anytime and anywhere immediately with all mobile equipment to fit in with the modern society. Another new trend is to combine physical classroom and cyber classroom into mixture learning environment, which is why blended learning has become an important research topic in e-learning domain. The research focuses on how game-based learning (GBL) and self-regulated learning (SRL) promote the positive interactions between teachers, students and peers, and contribute to students’ learning effects. In this study, we conducted an experiment, which was conducted in the course of “Media Marketing Management”. The effects of GBL, SRL, and their combination on the students’ learning performances are analyzed with the quantitative and qualitative data of students’ learning. It is found that students who received the treatment of GBL and SRL in the blended learning (BL) environment had the significantly better learning effects than those received traditional GBL in the face-to-face classroom. Moreover, the treatments of web-enabled teaching methods were refined in the design experiment for the future research.
Yang, Kai-Lan, and 楊凱蘭. "Effects of Game Theory With Digital Game-Based Learning on Sixth Graders’ Speed Class Learning Performance." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/hk4cwf.
Full text國立臺北教育大學
數學暨資訊教育學系(含數學教育碩士班)
104
Digital Game-based learning have a positive impact on the performance of learning, attitudes and motivation in many learning areas. Thus, digital game-based learning has become one of the important teaching strategy now.Cooperative learning not only helps students obtain basic knowledge and skills, but also help them enhance high-level cognitive abilities. Some scholars put forward that other strategies should be imported in cooperative learning to enhance knowledge sharing between teams. This study hopes to import game theory for improving the sixth graders’ learning performance.To evaluate the effectiveness of the proposed approach,an experiment was conducted on an elementary school Mathematics course by assigning two classes of students to an experimental groups and a control group. The experimental group learned with the game theory integrated digital game-based learning system,while the students in the control group learned with the digital game-based learning system without using game theory strategy.The experimental results show that:1.The experimental group performed significantly better than the control group.2. This strategy enhance math learning attitude effectively in the experimental group.3. This strategy enhance cooperative learning attitude effectively in the experimental group.4. This strategy enhance the acceptance of digital game-based learning effectively in the experimental group. Students have more depth group discussions and better learning performance through this strategy.
Chang, Hung-tien, and 張弘典. "Beenergy: a Game-based Learning on Energy Education." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/22mh24.
Full text國立中央大學
網路學習科技研究所
96
Recent studies on energy education reveal that the textbooks about energy education domain are abundance in Taiwan, but the energy education subjects are usually distributed over textbooks of various subject domains so that the whole effect upon energy conservation is not meet the corresponding result. The energy education has been implemented in Taiwan for years, students'' knowledge of energy has been promoted, but the promotion of the active attitude has not reach a corresponding level. In this study, we proposed a new learning model, which combines the notations of situated learning and digital game-based learning. The new model was employed to develop a digital learning game – Beenergy. We try to use this digital learning game to have the “static” knowledge about energy become active and become relevant and promote learners’ motivation toward learning. An authentic experiment was also conducted to examine if the project mentioned above did effectively meet the aim of this study. What we learned from this study is as follow: 1. The game can help learners to facilitate their motivation. 2. The game can help learners to facilitate the awareness of the energy subject.
Huang, Li Song, and 黃麗松. "Online Engineering Material Laboratory—Digital Game-Based Learning." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/76986824805774075502.
Full text國立交通大學
土木工程學系
99
Engineering Material Laboratory is one of the basic courses of Civil Engineering for undergraduate students. The objective of the course is to introduce the properties and relationship between materials which later will greatly help students in other advanced Civic Engineering courses. In traditional Engineering Material Laboratory class, safety procedure, time management and experiment-material costs are the essential limitations, however, give students neither less nor even no chance to review or repeat the experiments from time to time. Using computer capacity and internet efficiency to create an online Civic Material Laboratory platform, this thesis attempts to overcome the restriction in traditional experiment course for students to be able to review the experiments anytime and anywhere. Furthermore, to increase students’ interest, this learning platform is designed as computer games. It’s aimed that through games, students learns the basic knowledge and skills of Civic Engineering students that shall have. Following, the system is verified via civil students and non-civil students. After work, comparing the grades of the pre-test to the post-test, the positive difference show that students’ learning effects are improving. The results of verification reveal that the system is useful for assisting students in learning the Engineering Material Laboratory course.
Hsu, Chih-Yang, and 許智陽. "A Game-Based Mobile Learning System for Homeland." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/49280656197891146050.
Full text國立新竹教育大學
資訊科學研究所
98
Hand-held devices are widely used in mobile learning researches. For example,the context-aware learning systems and ubiquitous learning (U-Learning) systemsintegrate the PDA, GPS and internet for students to learn the knowledge based on the location. However, there is few discussions address on how to integrate games into a mobile learning application for homeland education for promoting students to learn. This paper constructed a game-based learning system on Android platform mobile devices, and assist students to learn the context-aware knowledge related with the homeland courses. Meanwhile, these games applied gesture operation by a variety of sensor built in Smart Phone, such as touch-screens, accelerometer, and e-compass,which interest students. These gesture operations not only make homeland education activities become more fun, but also motivates students to learn. Clustering tools were employed on analyzing seventeen students’journey routes in Beipu of Hsinchu country. The result illustrates that students get better learning performance in the learning areas with gesture games better than the areas without any games. Students would like to pay more time to stay and take in-deep travel for discovering the local culture and history of the areas with gesture games.