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Dissertations / Theses on the topic 'Game-based tools'

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1

Huang, Duzhi Sherwin. "Cipher cities : creating tools to support and sustain community co-production in the area of mobile game design." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16607/1/Sherwin_Huang_Thesis.pdf.

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My foray into location based gaming started because as a web designer, I felt that I wanted to expand my practice from one that consisted of straightforward interface design, to one that encompassed a wider variety of skills by improving on my knowledge and expertise in the burgeoning field of interaction design. This allowed me at the same time, to incorporate other aspects of design that include the usercentred design of tools for collaboration, content creation and community creation. I take a particular interest in the opportunities afforded by the convergence of web and game based technol
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Huang, Duzhi Sherwin. "Cipher cities : creating tools to support and sustain community co-production in the area of mobile game design." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16607/.

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My foray into location based gaming started because as a web designer, I felt that I wanted to expand my practice from one that consisted of straightforward interface design, to one that encompassed a wider variety of skills by improving on my knowledge and expertise in the burgeoning field of interaction design. This allowed me at the same time, to incorporate other aspects of design that include the usercentred design of tools for collaboration, content creation and community creation. I take a particular interest in the opportunities afforded by the convergence of web and game based technol
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Lindberg, 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.

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Digitala spel i dagens samhälle blir allt vanligare och har de senaste åren börjat användas inom utbildning och undervisning runt om i världen. Att använda spel och teknologi inom en utbildning har både positiv och negativ påverkan på eleverna så väl som skolan. Teknikens positiva delar leder till en ökad motivation och engagemang bland eleverna men kan samtidigt leda till mer negativa delar, till exempel social isolering, dyra kostnader eller en distraktion som kan leda till att det påverkar andra kurser inom utbildningen negativt. Denna rapport syftar till att vara ett stöd vid val av utbild
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Holz, Heiko [Verfasser]. "Design, Development, and Evaluation of Research Tools for Evidence-Based Learning : A Digital Game-Based Spelling Training for German Primary School Children / Heiko Holz." Tübingen : Universitätsbibliothek Tübingen, 2020. http://d-nb.info/1223451437/34.

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5

Hamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.

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6

De, Kock Elizabeth Catharina. "Game-based learning and library instruction." Diss., University of Pretoria, 2013. http://hdl.handle.net/2263/37275.

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The purpose of this study was to investigate to what extent a game can be used as an instructional tool for library instruction. In order to determine the effectiveness of the game for library instruction, it was necessary to do literature research that included both subject fields. The research design therefore includes a literature study on information literacy and a literature study on game-based learning. The game was based on the Big6 information literacy model (Eisenberg, 2008). An in-depth literature review on game-based learning was needed to determine which criteria would be ne
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Costa, 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.

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Doutoramento em Informação e Comunicação em Plataformas Digitais<br>Current 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 affa
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Nord, Anders. "Example Based Procedural Distribution Tool." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112106.

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This report will deal with the process of creating an example based procedural distribution tool. This is accomplished within the Frostbite game engine editor, FrostEd. By using actual placements of objects in the editor as in-data, the tool provides the artist with an unmatched visual feel for calibrating its properties and settings. Note that this is a unique technique and was invented during the creation of this tool. The tool is based on a machine learning approach. It creates a feature vector from the example placements for each type of object. These vectors are then used to create statis
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Patel, Jaitra. "Balance It! : Designing a game-based learning tool for strategic sustainable development." Thesis, Uppsala universitet, Industriell teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-422718.

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In recent times, companies have been motivated to transition towards sustainable development. This motivation is driven by several external and internal factors such as awareness about limited resources, environmental degradation, economic profitability, changes in regulations, etc. Transitioning towards sustainability is not an easy task. There can be several challenges such as the multi-dimensional aspect of sustainable development, changes in workflow , investing in/inventing new technology , etc. T o tackle these challenges, a strategic transition is required. In order to help organization
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10

Mposula, Ntombifikile Fortunate. "Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South Africa." Thesis, Cape Peninsula University of Technology, 2019. http://hdl.handle.net/20.500.11838/3020.

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Thesis (MTech (Business Information Systems))--Cape Peninsula University of Technology, 2019<br>The recent generation of students, often referred to as ‘Millennials’, are generally familiar with computer games and therefore learn mostly through virtual experiences from game playing. A high failure rate due to the lack of critical thinking (CT) skills among tertiary students still persists, despite the implementation of CT enhancing programmes and frameworks. The aim of this research was to explore the effect of gamification on the critical thinking skills of Information and Communications Tech
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Simsek, Orhan. "Use of a Game-Based App as a Learning Tool for Students with Mathematics Learning Disabilities to Increase Fraction Knowledge/Skill." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6390.

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The aim of this study was to investigate the effectiveness of a game-based app (Motion Math: Fraction) to help students with Mathematics Learning Disabilities (MLD) to gain fraction skills including comparison, estimation, and word problem solving in an after school program. The researcher used multiple baseline design by extending with follow-up phase to determine whether students retained the knowledge they learned while engaging with the app. Even though six students participated to the study, the researcher withdrew two of them and analyzed data came from four students. The result o the st
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Machado, Nielsen Luiz Rechia. "RACIOCÍNIO BASEADO EM CASOS PARA GERENCIAMENTO COLABORATIVO DE RISCOS." Universidade Federal de Santa Maria, 2015. http://repositorio.ufsm.br/handle/1/5451.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico<br>In a collaborative risk management scenario, project stakeholders often need natural forms of recording and reusing past risk management experiences so that they could better assess whether there are threats to the goals of new projects. The contribution of this dissertation is to propose an enhanced case-based reasoning (CBR) approach to support project participants to exploit such experiences, which are here expressed as collaborative risk management discussion cases. In this context, collaborative risk discussion of software p
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Kao, Hao-Ting, and 郭豪廷. "The Development of Game-Based Teaching Material Generating Tools." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/90922736299911385030.

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碩士<br>明新科技大學<br>資訊管理系碩士班<br>103<br>Integrating information technology into education is prevalent in educational field. However, not every teacher has ability and free time to create the materials he/ she needs and integrate educational technology into his/her teaching. Accordingly, there is an urgent need of helping teachers to produce the teaching material which is suitable for their students. In addition, game-based learning which could enhance students' learning motivation is usually used in preschool and elementary school students' learning. Therefore, in this study, employing FLASH techn
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Wang, Chi-Wei, and 王啓維. "Designing a game-based framework of productivity tools based on procrastination theory." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ms7daa.

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碩士<br>中原大學<br>資訊管理研究所<br>104<br>Procrastination has been the key factor that affects the learning outcomes. With the popularity of the mobile devices, Internet addiction and distracting make the problem even worse. Effective time management skills are usually considered to help avoid procrastination. For apps or software that help to manage tasks or time are classified into a category called productivity tool software. Although most productivity tools provide complete functions of management tactics, the effectiveness of stopping procrastination is still limited. Lack of intention of adopting
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Ho, Pei-Jie, and 何佩潔. "Developing Game-Based Learning Tools for an Elementary School Science Class on Electricity." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/e8txyh.

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碩士<br>淡江大學<br>教育科技學系碩士班<br>106<br>In this era of information explosion, combining digital games with education appears to be not only effective in terms of enhancing in-class interaction, but also helpful in terms of facilitating the exchange of knowledge between teachers, as well as increasing children’s motivation and academic performance. The aim of this research is to apply the Design-Based Research Method (DBR) to design supportive learning tools for fifth- and sixth-grade science classes, and to understand how the development of the learning tools influences students’ study. Three pu
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Scott, Tommi Jo Grace. "Measuring the Effectiveness of Educational Tools and Hyrdologic Metrics in Raising Awareness About Stormwater Sustainability." Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-08-10043.

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Urbanization of watersheds leads to the degradation of watershed health, as increased areas of imperviousness produce alterations in the flow regime of receiving water bodies. While centralized infrastructure improvements, such as detention ponds, are typically implemented to manage excess runoff, a more decentralized approach that utilizes Low Impact Development (LID) design principles may better preserve the predevelopment flow regime. Peak flow is traditionally used to design both of these types of infrastructure, but this does not capture the changes in the flow regime, nor does it convey
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17

Chi, Lou-Yi, and 錡洛誼. "The Effects of AR Learning Assistance Tools and Prior Knowledge on Junior High School Students’ Performance and Motivation toward Scratch Project-based Game Making Learning." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/4c44mh.

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碩士<br>國立臺灣師範大學<br>資訊教育研究所<br>105<br>The purpose of this study was to investigate the effects of different instructional strategies, learning assistance tools and prior knowledge on junior high school students’ performance and motivation toward Scratch project-based game making. A quasi-experimental design was employed and the independent variables were types of instructional strategies, learning assistance tools and prior knowledge. The dependent variables were the students’ learning performance and motivation. The participants were eighth graders. The results revealed that (a) for knowledge c
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Lin, Kuo-Yang, and 林國揚. "Design a Game-Based English Learning Tool via Lyrics." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/10393510335012587185.

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碩士<br>淡江大學<br>資訊工程學系碩士班<br>99<br>The purpose of this paper is to design a game-based English learning tool via lyrics. Learners can listen to music and read the synchronous lyrics using this tool. According to the lyrics, system will make corresponding questions that EFL (English as Foreign Language) learners must answer. The learners will become more familiar with and remember the usage of verb-noun collocations when they answer these questions. The research focuses on retrieving verb-noun collocations and making questions automatically. We choose BNC (British National Corpus) as the corpus s
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Wang, Chien-Chieh, and 王建傑. "Design of A Digital Game-Based Auditory Verbal Therapy Assistive Tool." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9m3rf4.

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碩士<br>國立政治大學<br>數位內容碩士學位學程<br>106<br>Auditory Verbal Therapy is one of the early therapies used on hearing-impaired children. The main purpose of this therapy is to help hearing-impaired children learn speaking and listening, and it focuses on practices in daily life. After interviewing some main caretakers to hearing-impaired children, we found that due to the lack of learning resources, the care takers of the children were often bothered by the preparation of teaching materials. Digital Game-based Learning is an innovative way of learning, which may ameliorate the learners’ motivation toward
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Lin, Yi-Ru, and 林益如. "A study on game-based tool for learning three-dimensional space." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/3446rn.

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碩士<br>國立臺中科技大學<br>多媒體設計系碩士班<br>104<br>Spatial cognition ability is closely related with us in the daily life. It helps us to identify the location of objects in space. To training the spatial cognition ability, usually using a combination of push stack operations to construct a virtual space to increase the spatial cognition both of two-dimensional and three-dimensional. For the elementary students, the concept of space is one of the basic knowledge, and in the fourth grade, students are required to be have the capability to calculate the volume of "cubic centimeter" specified in stacked form.
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Chou, Yu-Min, and 周育民. "Interactive Bomberman Game-Based Learning Tool for Programming Language–Take C Language as an Example." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/72365758029170648086.

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碩士<br>中華大學<br>資訊管理學系(所)<br>96<br>Digital game-based learning, motivates learners, is full of entertaining. Learners can practice and challenge themselves in an interactive game. In order to become formal tools in everyday learning process, we create an interactive Bomberman game-based learning tool which is included most concepts in C programming language. It brings modern education concept in concert with the classical learning and laboratory work. Learners can study the learning materials, read/write codes in C Language, solve problems with C Language to control the movement of the Bomberman
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Chen, Pin Hung, and 陳品宏. "The Design and Implementation of Visual Authoring Tool for Reusable Scenario Applied to Game-Based Courseware." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/53647764774464381662.

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碩士<br>國立交通大學<br>多媒體工程研究所<br>100<br>With the progress of science and technology, e-learning is developed rapidly. Learners can’t be satisfied with using traditional textual teaching materials only. More and more learners had transferred their learning platform from the paper to the smart phone or tablet PC. With the composition of text, image, audio and video, multimedia’s teaching materials become more and more popular. Game-based teaching materials are a kind of multimedia teaching materials. Learners will have higher learning motivations and better learning efficiency with the characteristic
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DIANAWATI, ROSWINA, and ROSWINA DIANAWATI. "Development of C++-Based Digital Game as a Computer Science Learning Tool for Vocational High School Students." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2u373s.

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碩士<br>國立雲林科技大學<br>技術及職業教育研究所<br>107<br>Currently, there is a shortage of professionals in Information and Communications Technology (ICT) fields in Indonesia. Career interests are often developed in the high school years. Therefore, to increase the pool of electrical experts who are also qualified in the field of CS, it is necessary to boost interest in CS at an early year of upper secondary level. The Game based learning (GBL) approach was used to increase investment in CS for vocational high school learners. However, there are still very few games offered to vocational high school students i
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Harisa, Ardiawan Bagus, and Ardiawan Bagus Harisa. "Pacing-based Procedural Dungeon Level Generation - A study on a level design tool for satisfying game designer's expectation." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/vmp7jk.

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碩士<br>國立臺灣科技大學<br>資訊工程系<br>106<br>The studies on the Dungeon Crawler games are getting even more attention these days. Many factors such as intense actions, immersive game pacing, and multi-alternative endings of the game, are allowing this action-adventure genre game to give various interesting experiences to the player. In this study, we focus on how to generate dungeon level with the intended game pacing designed by the game designer. We proposed a mixed-initiative tool called “Pacing-based Dungeon Generator” to generate a game level, which corresponds to the game designer's expected game
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Yuen, Timothy Tung-Ming 1978. "Using a game template as a multimedia-based cognitive tool to facilitate novices' conceptual understanding of object-oriented programming." 2008. http://hdl.handle.net/2152/18358.

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This study examined how a multimedia-based cognitive tool (MCT) facilitates novices' conceptual understanding of object-oriented programming (OOP). The tool used in this study was CSNüb, a game template created in Adobe Flash. The MCT design framework guided CSNüb's design. The MCT design framework was synthesized from literature on constructivist, multimedia, and motivation learning theories and computer-based cognitive tool design principles. Students worked with CSNüb to develop a simple role-playing game (RPG). Through clinical interviews and process tracing methods, it was found that CSNü
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Chiang, Yi Ro, and 江沂洛. "Teaching with “Red Riding Hood” : How the Self-designed Game-based Learning Tool Improves Children’s Awareness of Sexual Harassment Prevention." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/06228502163744547059.

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碩士<br>國立臺中教育大學<br>數位內容科技學系碩士班<br>101<br>Red Riding Hood is one of the well-known and popular fairytale classics. Though different versions have been created as time and space change, the issues of sex, gender, violence and morality hidden under the story remain, which perfectly match the concern of sexual harassment. Connecting the hidden issues with sexual harassment prevention, this research lies at the basis of meta-cognition discussed in cognitive-development theory and various learning approaches to deconstruct the meta-morality behind Red Riding Hood. The Red Riding Hood Game-based Tea
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