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1

Jenkins, Dave A. "Teaching First-Semester General Chemistry Using 3D Video Games following an Atoms First Approach to Chemistry." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1248376/.

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The unified learning model (ULM) focuses on students' engagement, motivation, prior knowledge, and working memory. This study employs the use of video games to assess students' learning through a 3D chemistry gaming environment. In this human-subjects research, students carried out missions and applied reasoning to solve problems appropriate for general chemistry content. For learning to occur, students must be engaged and motivated as stated in the ULM. Learning cannot necessarily be accomplished by experience alone, and critical thinking is required to turn the experience into learning. The interpretation of educational theory applied to video games and this proposed study are discussed. A moderately positive correlation was found between exam score and study time (playing the game). Essentially the more time spent playing the game or an online activity the higher the exam scores. There was an alpha level less than 0.05 (p < 0.05) between the experimental group and non-traditional group (no game or online activity). Supporting that there was a statistically significant difference between groups, the null hypothesis was accepted between the game and online activity. Furthermore, as stated under the ULM, engagement is necessary for optimal learning.
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2

Silva, Ana Paula Medeiros. "Geometria molecular: elaboração, aplicação e avaliação de uma sequência didática envolvendo o lúdico." Niterói, 2017. https://app.uff.br/riuff/handle/1/5030.

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Submitted by Maria Bernadete Dos Santos (mariabpds@id.uff.br) on 2017-10-10T15:24:01Z No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação Ana Paula Medeiros.pdf: 1550631 bytes, checksum: c2c0de6ab5e7ff2729db59698506250d (MD5) Produto Ana Paula Medeiros.pdf: 429625 bytes, checksum: 68103f66bcbc45cf18db01326bb82852 (MD5)<br>Approved for entry into archive by Biblioteca Central do Valonguinho Biblioteca Central do Valonguinho (bcv@ndc.uff.br) on 2017-10-27T19:43:25Z (GMT) No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação Ana Paula Medeiros.pdf: 1550631 bytes, checksum: c2c0de6ab5e7ff2729db59698506250d (MD5) Produto Ana Paula Medeiros.pdf: 429625 bytes, checksum: 68103f66bcbc45cf18db01326bb82852 (MD5)<br>Made available in DSpace on 2017-10-27T19:43:25Z (GMT). No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação Ana Paula Medeiros.pdf: 1550631 bytes, checksum: c2c0de6ab5e7ff2729db59698506250d (MD5) Produto Ana Paula Medeiros.pdf: 429625 bytes, checksum: 68103f66bcbc45cf18db01326bb82852 (MD5)<br>Esse trabalho apresenta uma sequência didática sobre Geometria Molecular, elaborada após análise de uma diagnose aplicada, levando-se em consideração a opinião dos participantes envolvidos nesta pesquisa. Utilizou-se a Teoria Cognitiva de David Ausubel e as Obras de Paulo Freire, para fundamentar a pesquisa. A sequência foi desenvolvida em duas turmas de 1ºsérie do Ensino Médio no município de Belford-Roxo, buscou-se envolver os alunos através de uma pesquisa bibliográfica sobre “A importância e tipos de Geometria Molecular”, assim como a elaboração de modelos com materiais alternativos, juntamente com uma ficha contendo informações sobre a molécula. Para reforçar a construção do conhecimento, foram elaborados e utilizados dois jogos didáticos, um Dominó Geométrico e um Cara-Cara Geométrico. Ambos abordaram o assunto estudado em sala de aula durante o 4º bimestre. Posteriormente ao processo envolvendo o lúdico, os alunos participaram de uma avaliação escrita. Após todo desenvolvimento do processo de ensino-aprendizagem, os discentes responderam a um questionário, onde puderam expor suas opiniões sobre as atividades desenvolvidas, permitindo ao docente analisar o processo ensino- aprendizagem e os benefícios do uso de atividades lúdicas associado a teoria para abordagem do conteúdo de geometria molecular. Após análise e reflexão docente, foi obtido a versão final da sequência didática, envolvendo atividades lúdicas para o processo de ensino-aprendizagem de geometria molecular no Ensino Médio. Configurando-se como produto final dessa Dissertação, podendo contribuir no processo de ensino-aprendizagem de Química à medida que permite a construção do conhecimento em conjunto professor-alunos.<br>This paper presents a didactic sequence of molecular geometry, drawn up after analysis of an applied diagnosis, taking into account the opinion of the participants involved in this research. We used the Cognitive Theory of David Ausubel and the works of Paulo Freire to support the research.The sequence was developed in two groups of the freshman year of high school in Belford-Roxo city. It was sought to engage students through a literature search about "The importance and types of molecular geometry” as well as the development of models with alternative materials along with a form containing information about the molecule.In the consolidation of knowledge, two educational games were used: a Geometrical Domino and Geometrical Guess Who. Both addressed the subject studied in class during the 4th quarter. As soon as the process involving the recreational activities was finished, students participated in a written assessment.After the whole development of the teaching-learning process, the students answered a questionnaire where they could express their opinions on the activities evolved, allowing the teacher to analyze the teaching-learning process and the benefits of using recreational activities associated with theory to the content of molecular geometry approach.After analysis and teaching reflection, It was obtained the final version of the didactic sequence involving recreational activities for the process of teaching and learning of molecular geometry in high school. Configured as the final productofthiswork, it cancontribute in Chemistryteaching-learningprocess as it allowstheconstructionofknowledge in teacher-studentsinteraction.
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3

Santana, Eliana Moraes de. "O uso do jogo autódromo alquímico como mediador da aprendizagem no ensino de Química." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/81/81132/tde-31052012-150554/.

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O objetivo dessa pesquisa foi analisar um jogo didático intitulado Autódromo Alquímico e como esse tipo de metodologia pode contribuir para o Ensino de Química. As hipóteses de trabalho a priori são que atividades lúdicas e jogos desse tipo podem (i) favorecer a motivação dos alunos e o interesse dos mesmos em aprender (ii) desenvolver nos educandos habilidades cognitivas através das Funções Psicológicas Superiores (FPS) tais como: Emoção, Imaginação, Percepção, Atenção, Memória, Pensamento, Linguagem, Abstração e Generalização, por fim,(iii) possibilitar a significação e o aprofundamento do conhecimento a respeito da Alquimia e da Química. A pesquisa foi realizada na perspectiva do método de análise qualitativa, sendo desenvolvida nos moldes do estudo de caso. O Referencial Teórico utilizado e em relação à função do jogo é baseado em Vygotsky e seus alunos, Leontiev e Elkonin principalmente. A atividade lúdica trabalhada foi o Jogo Autódromo Alquímico e todas as suas etapas de aplicação inseridas no contexto da Educação em Química. Os colaboradores do trabalho foram 263 estudantes de nove turmas do 9º ano do Ensino Fundamental de uma escola particular da cidade de Itabuna no estado da Bahia. A obtenção dos dados foi realizada através de análises diagnósticas (iniciais, continuadas e finais) com perguntas abertas, além de filmagens digitais e entrevistas com os educandos sendo, posteriormente, tratados com a utilização de ferramentas da análise de conteúdo. Os resultados encontrados corroboraram as três hipóteses (i) (ii) e (iii). Os dados encontrados demonstraram existir uma relação direta entre a aplicação da atividade lúdica e uma maior ressignificação e aprofundamento do conhecimento em Química. Conclui-se que o Jogo foi benéfico para o processo de ensino e aprendizagem em Ciências, pois houve aprendizagem e ressignificação do conhecimento da Alquimia e da Química. Também foi perceptível o desenvolvimento de várias habilidades apontadas como importantes para a formação de um cidadão crítico e reflexivo.<br>The objective of this research was to analyze a didactic game titled Alchemical Speedway and how such a methodology can help to teach chemistry. Working hypotheses are that play activities and games of that type may (i) foster students\' motivation and interest in learning the same (ii) to develop in students the higher psychological functions (FPS) such as: Emotion, Imagination, Perception, Attention, Memory, Thought, Language, Abstraction and Generalization, finally, (iii) enable the significance and deepen the knowledge of alchemy and chemistry. The survey was conducted in view of the method of qualitative analysis, being developed as a case study. The theoretical basis and in relation to the function of the game is based on Vygotsky and his students, Leontiev and Elkonin mainly. Leisure activity was crafted game Alchemical Speedway and all stages of application placed in the context of Education in Chemistry. Employees of the study were 204 students from nine classes in 9th grade of elementary school to a private school in the city of Itabuna in the state of Bahia. Data collection was performed through diagnostic tests (initial, continuing and final) with open questions, in addition to digital footage and interviews with the students and subsequently treated with the use of tools of content analysis. The results corroborate the three hypotheses (i) (ii) and (iii). The data showed a direct relationship exists between the application of leisure activity and a major reframing and deepening of knowledge in chemistry. We conclude that the game was beneficial to the process of teaching and learning in science, because there was learning the knowledge of Alchemy and Chemistry. Also noticeable was the development of various skills identified as important for the formation of a critical and reflective citizen.
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4

Fernandes, Marcelo. "Aplicação do jogo ludo atomística no ensino de química." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/7188.

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Submitted by Luciana Sebin (lusebin@ufscar.br) on 2016-09-14T18:11:05Z No. of bitstreams: 1 DissMF.pdf: 4470180 bytes, checksum: 46b46e581cf95360c3fc86808b84e68a (MD5)<br>Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-09-15T14:01:26Z (GMT) No. of bitstreams: 1 DissMF.pdf: 4470180 bytes, checksum: 46b46e581cf95360c3fc86808b84e68a (MD5)<br>Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-09-15T14:01:30Z (GMT) No. of bitstreams: 1 DissMF.pdf: 4470180 bytes, checksum: 46b46e581cf95360c3fc86808b84e68a (MD5)<br>Made available in DSpace on 2016-09-15T14:01:38Z (GMT). No. of bitstreams: 1 DissMF.pdf: 4470180 bytes, checksum: 46b46e581cf95360c3fc86808b84e68a (MD5) Previous issue date: 2015-12-17<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)<br>This work presents an experience directed on the construction, development and implementation of a playful activity in the Teaching of Chemistry, with students of the first year of high school State School "Captain Agenor de Carvalho" in the municipality of Estiva Gerbi, State of São Paulo in Brazil. This experience has been a digital board game and given, involving questions of Chemistry, with contents of Atomistic. The game is available on the internet at Portal Education under the name of “Ludo Atomistic”. The game was applied in the computer room of the school, through the system Accesses School during the class of Chemistry. Students were evaluated through a tool in the portal with all information for analysis of hits and errors of the issues, access and frequency. It was as analyzed the performance of students in the classroom, their interests in the contents and their participation in activities in school and in their homes. The idea was to get an attractive and innovative, enjoyable and interesting methodology for teaching. The game Ludo Atomistic demonstrated collaborate in the process of teaching and learning, in a differentiated, attractive and dynamic manner, because with didactic-pedagogical purpose promoted beyond pleasure and fun, the construction of knowledge, to connect various aspects of the learning process as cognition, affection, socialization and creativity.<br>O presente trabalho apresenta uma experiência direcionada na construção, elaboração e aplicação de uma atividade lúdica no ensino de Química, com alunos do 1º Ano do Ensino Médio da Escola Estadual “Capitão Agenor de Carvalho” no município de Estiva Gerbi, estado de São Paulo. Nesta experiência foi desenvolvido um jogo digital com tabuleiro e dado, envolvendo perguntas da disciplina de Química, dos conteúdos de Atomística. O jogo está disponível na internet no Portal Ludo Educativo com o nome de Ludo Atomística. Foi aplicado na sala de informática da escola, através do sistema Acessa Escola durante as aulas de Química. Os alunos foram avaliados através de uma ferramenta disponível no portal, com todas as informações para análise de acertos e erros das questões, frequências de acessos e os seus rendimentos. Também foi analisado o desempenho dos alunos em sala de aula, seus interesses nos conteúdos e suas participações nas atividades desenvolvidas na escola e em suas casas. A ideia foi buscar uma metodologia inovadora e atraente para ensinar de forma mais prazerosa e interessante. O jogo Ludo Atomística demostrou colaborar no processo de ensino e aprendizagem, de forma diferenciada, dinâmica e atrativa, pois com finalidade didático-pedagógica promoveu além de prazer e divertimento, a construção do conhecimento, ao conectar vários aspectos do processo de aprendizagem, como cognição, afeição, socialização e criatividade.
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5

Silva, Filho Supercil Mendes da. "Desenvolvimento de jogos digitais por alunos do ensino médio para o desenvolvimento de conceitos químicos." Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/5389.

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Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2016-03-29T13:07:19Z No. of bitstreams: 2 Dissertação - Supercil Mendes da Silva Filho - 2015.pdf: 3703290 bytes, checksum: 78d7c9742746e812f8183e0a7dff4f7f (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-03-29T13:09:04Z (GMT) No. of bitstreams: 2 Dissertação - Supercil Mendes da Silva Filho - 2015.pdf: 3703290 bytes, checksum: 78d7c9742746e812f8183e0a7dff4f7f (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Made available in DSpace on 2016-03-29T13:09:04Z (GMT). No. of bitstreams: 2 Dissertação - Supercil Mendes da Silva Filho - 2015.pdf: 3703290 bytes, checksum: 78d7c9742746e812f8183e0a7dff4f7f (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2015-10-28<br>The actual study sought to establish a relation between the digital games development and the learning of chemicals contents, considering that high school students are the digital games developers.The research had been developed with the perspective of an investigation by action where it was established a whole planning of intervention with a group of students that would develop digital games. The process was recorded and the conversations transcribed as well to a data analysis. The students had developed two games related with experimental chemical concepts that are the experiment of cathode ray tube and electrochemical batteries. Two categories were analyzed: conceptual appropriation from the digital game elaboration and the equilibrium between playfulness and learning. During the analysis it was discovered that the development of activities gave a better appropriation of the chemical concepts in a way that the concepts were more inductive and an equilibrium between entertainment and learning was achieved. Last but not least, the development of digital games is a crucial element giving students the possibility to adapt chemical concepts by merging the construction and appropriating of students’ knowledge.<br>O presente trabalho buscou estabelecer a relação entre a elaboração de jogos digitais e a aprendizagem de conteúdos químicos, considerando a elaboração dos jogos digitais por alunos do Ensino Médio. A pesquisa se desenvolveu na perspectiva de uma investigação-ação sendo estabelecido todo um planejamento de intervenção com um grupo de alunos tendo em vista a elaboração de jogos digitais. O processo foi gravado e as falas foram transcritas para a análise dos dados. Os estudantes produziram dois jogos relacionando conceitos químicos do experimento de tubo de raios catódico e pilhas eletroquímicas. Foram analisadas duas categorias: apropriação conceitual a partir da elaboração dos jogos digitais e equilíbrio entre ludicidade e ensino aprendizagem. No decorrer da análise percebeu-se que o desenvolvimento das atividades possibilitou a apropriação dos conceitos de forma lúdica e que houve equilíbrio entre a diversão e a aprendizagem. Dessa forma conclui-se que a construção de jogos no formato digital é também um elemento possibilitador da construção e apropriação de saberes pelos estudantes.
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Miranda, Ana Flávia Souza. "Jogos pedagógicos no processo de ensino e aprendizagem em química na modalidade educação de jovens e adultos." Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/4924.

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Submitted by Cássia Santos (cassia.bcufg@gmail.com) on 2015-11-19T12:07:56Z No. of bitstreams: 2 Dissertação - Ana Flávia Souza Miranda - 2015.pdf: 2622386 bytes, checksum: c0ffddd252047d30a850eeb5efb86f93 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2015-11-19T14:16:32Z (GMT) No. of bitstreams: 2 Dissertação - Ana Flávia Souza Miranda - 2015.pdf: 2622386 bytes, checksum: c0ffddd252047d30a850eeb5efb86f93 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Made available in DSpace on 2015-11-19T14:16:32Z (GMT). No. of bitstreams: 2 Dissertação - Ana Flávia Souza Miranda - 2015.pdf: 2622386 bytes, checksum: c0ffddd252047d30a850eeb5efb86f93 (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2015-06-19<br>This paper proposes the use of strategies in order to make the game learning, in order to promote learning through play in teaching chemistry, taking advantage of this existing form of social interaction in the classroom.For the implementation of the proposal, used as target students mode of Youth and Adults (EJA), belonging to public schools of the city of Trindade-GO. The selection of classes occurred after a period of 15 days of observations and notes of the characteristics of each, at the end were chosen two groups from different periods, each of which has its particularities. These were divided into groups, with varying number of students and then was proposed as an initial activity, the application of two pedagogic games chemicals, related to a content taught in the classroom by the teacher of the course, which are applied on different days. After was asked to students, the construction of pedagogic games in chemistry, based on content that had not been seen by them. The results presented were relevant and could emphasize that it is possible, students of this public school learn through play Chemistry-related content. Throughout the research was possible to raise some important elements such as the fact that the students express an initial disinterest and then be replaced by the interest and enthusiasm for the proposal; initial difficulties regarding the understanding of the rules, but to be understood provided a better use of the proposal; there was discussion of content related to chemistry, and students active agents of this process and finally noticed some particularities related faults and defection of some students. These and other factors led to the lifting of the categories of analysis of our work, namely: the Interest, the Rules, the Competition, the Content, Collaborative Learning and the Particularities of the EJA. As data collection instruments, field diaries and filming were used.<br>O presente trabalho tem como proposta a utilização de estratégias de modo a tornar a aprendizagem lúdica, objetivando promover a aprendizagem por meio de jogos no ensino de Química, aproveitando-se desta forma, da interação social já existente em sala de aula. Para a execução da proposta, utilizamos como público alvo alunos da modalidade de Educação de Jovens e Adultos (EJA), pertencentes à rede pública estadual da cidade de Trindade-GO. A seleção das turmas ocorreu após um período de 15 dias de observações e anotações das características de cada uma delas, ao final foram escolhidas duas turmas de períodos diferentes, tendo cada uma suas particularidades. Estas foram divididas em grupos, com número variável de alunos e então foi proposta como atividade inicial, a utilização de dois jogos pedagógicos de Química, relacionados a um conteúdo trabalhado em sala de aula pelo professor da disciplina, sendo estes aplicados em dias diferentes. Posteriormente foi solicitado aos alunos, a construção de jogos pedagógicos em Química, baseados em um conteúdo que ainda não havia sido visto por eles. Os resultados apresentados foram relevantes, podendo ressaltar que é possível sim, alunos deste público de ensino aprenderem de forma lúdica conteúdos relacionados à Química. Durante toda a pesquisa foi possível levantar alguns elementos importantes tais como o fato dos alunos manifestarem um desinteresse inicial e posteriormente ser substituído pelo interesse e entusiasmo pela proposta; dificuldades iniciais com relação ao entendimento das regras, mas que ao serem compreendidas propiciaram um melhor aproveitamento da proposta; verificou-se discussão do conteúdo relacionado à Química, sendo os alunos agentes ativos deste processo e por último notamos algumas particularidades relacionadas à faltas e desistência de alguns alunos. Esses e outros elementos propiciaram o levantamento das categorias de análises do nosso trabalho, sendo elas: o Interesse, as Regras, a Competição, o Conteúdo, a Aprendizagem Colaborativa e as Particularidades da EJA. Como instrumentos de coleta de dados, foram utilizados os diários de campo e as filmagens.
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Borges, EciÃngela Ernesto. "ContribuiÃÃes dos jogos e atividades lÃdicas para a aprendizagem significativa em quÃmica orgÃnica no 3Â ano do ensino mÃdio." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=15771.

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O Ensino de QuÃmica aplicado nas escolas à invariavelmente identificado como tradicional, abstrato e descontextualizado. A literatura tem sido prÃdiga na afirmaÃÃo dessa assertiva, de modo que o Ensino de QuÃmica nÃo tem contribuÃdo de forma significativa para a aprendizagem e formaÃÃo cidadà dos discentes. Daà o recorrente reclamo para que o docente renove seu modo de ensinar, necessitando-se de metodologias de ensino capazes de proporcionar o desenvolvimento cognitivo dos alunos e fomentar a Aprendizagem Significativa. Neste contexto, a utilizaÃÃo de jogos didÃticos constitui-se como um importante instrumento de aprendizado capaz de tornar o trabalho docente mais dinÃmico, atraente e interativo. Assim, esta pesquisa teve como objetivo elaborar, aplicar e analisar a contribuiÃÃo dos jogos didÃticos como ferramenta pedagÃgica no ensino de QuÃmica OrgÃnica, à luz da Aprendizagem Significativa. A presente pesquisa teve como suporte teÃrico os trabalhos, principalmente, de AUSUBEL, 2003; KISHIMOTO, 1994; MOREIRA, 2011; SOARES, 2013; MELO, 2005 e SANTANA, 2006. Suas anÃlises assumiram a forma de uma pesquisa descritivo-bibliogrÃfica, de cunho qualiquantitativo com estudo de caso e realizado em campo, aplicado em uma escola pÃblica de Fortaleza-CE, localizada no Bairro Henrique Jorge em duas turmas de 3 ano do Ensino MÃdio. Uma das turmas foi denominada de controle na qual foi aplicada a metodologia tradicional e a outra, denominada pesquisada, na qual foram utilizados os jogos elaborados que contemplaram o conteÃdo funÃÃes orgÃnicas, vinculado ao cotidiano dos estudantes. Os instrumentos utilizados foram trÃs questionÃrios, um teste de sondagem, duas avaliaÃÃes, alÃm da observaÃÃo e registro fotogrÃfico. Os resultados obtidos, a partir dos questionÃrios e das avaliaÃÃes aplicadas antes e apÃs a utilizaÃÃo dos jogos, indicaram que os mesmos atuaram como um instrumento facilitador e eficiente na compreensÃo do conteÃdo abordado, fomentando uma Aprendizagem Significativa. Constatou-se ainda que, o uso dos jogos didÃticos no ensino de QuÃmica OrgÃnica proporciona a participaÃÃo e a interaÃÃo entre os alunos, podendo potencializar a promoÃÃo de uma aprendizagem prazerosa e eficaz.<br>The Chemistry Teaching applied in schools is identified invariably as traditional, abstract and out of context. Literature has been prodigal in affirming that the Chemistry Teaching has not contributed significantly to the learning and civic education of pupils, whence the recurrent complaint against teachers to make them renew their teaching performance. There are also teaching methodologies demands for providing the cognitive development of learners, as well as fostering meaningful learning. In this context, the use of educational games constitutes as an important learning tool to make teaching more dynamic, attractive and interactive. Thus, this research aimed to formulate, implement and analyze the contribution of educational games as a pedagogical tool for Organic Chemistry Teaching in the light of meaningful learning. This research was theoretically supported by AUSUBEL, 2003; KISHIMOTO, 1994; MOREIRA, 2011; SOARES, 2013; MELO, 2005 and SANTANA, 2006. The analysis took the form of a descriptive research of quantitative and qualitative nature with case study and it was held in a public school in Fortaleza City, located in Henrique Jorge district into two high school last period classes. One of them was called controlada, in which was applied traditional methodology. The other, called pesquisada, had elaborate games that contemplated content bodily functions, linked to studentsâ daily lives. The tools used were three questionnaires, one pump test, two evaluations, as well as class observation and photographic record. The results obtained from the questionnaires and evaluations applied before and after the games have indicated that they acted as a facilitator and they were effective for the understanding of the approached content by promoting meaningful learning. It was also found that the use of educational games in Organic Chemistry Teaching provides participation and interaction among students and must enhance the promotion of an enjoyable and effective learning.
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Gondin, Carolyne de Oliveira. "Sequência didática para o ensino de ácidos e bases: da experimentação ao jogo numa abordagem contextualizada." Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/2478.

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Acompanha: Sequência didática - Ensino de ácidos e bases: da experimentação ao jogo numa abordagem contextualizada<br>Esta pesquisa teve como objetivo avaliar a contribuição de uma sequência didática, para a aprendizagem de estudantes, no ensino de funções ácidos e bases, em que se utilizou da experimentação, e, de um jogo, numa abordagem contextualizada. A abordagem metodológica foi qualitativa de natureza interpretativa, com observação participante, de sua natureza aplicada. Participaram da pesquisa, 26 estudantes, do primeiro ano do ensino médio, do turno matutino, de um colégio da rede estadual de ensino da Região Centro Sul do Paraná, Brasil. A análise de dados foi realizada, a partir de categorias, e subcategorias, estratificadas do conteúdo das respostas dos estudantes, no programa MAXQDA. A análise e interpretação, dos dados foram realizadas a partir do desenvolvimento da sequência didática, que integrou diferentes atividades, em oito momentos, articulada desde uma experimentação problematizadora, a um jogo didático, numa abordagem contextualizada. Indicou contribuições da atividade experimental problematizadora, como uma estratégia eficiente, para problematização, contextualização, e, o estímulo a questionamentos de investigação. Possibilitou a realização de discussões, reflexão, registros, e, levantamento de hipóteses a respeito do tema, que foram fundamentais para geração de dados, a respeito das concepções iniciais dos estudantes, sobre ácidos e bases. Despertou a curiosidade dos estudantes para os acontecimentos experimentais, fazendo com que agissem como protagonistas na construção de seu conhecimento na busca de respostas, numa atitude cientifica. O desenvolvimento do jogo didático elaborado estimulou de forma unânime a motivação dos estudantes, potencializou o interesse, a curiosidade, participação ativa nas atividades, melhorando o relacionamento entre estudantes, e como consequência a evolução conceitual, social e emocional. De forma geral, a sequência didática, contribuiu para que os estudantes estabelecessem relações entre os conteúdos científicos de ácidos e base, e o seu contexto, sendo instigados na busca pelo saber. De forma que, foi possível observar contribuições nas dimensões de abrangência conceitual, procedimental, e atitudinal, previstas nas intenções educacionais.<br>The aim of this research was to evaluate the contribution of a didactic sequence for the learning of students in the teaching of acid functions and bases, in which experimentation and a game in a contextualized approach were used. The methodological approach was qualitative of an interpretative nature, with participant observation, of its applied nature. Twenty-six students participated in the study, from the first grade of high school, of the morning term, of a state school in the Southern Center Region of Paraná, Brazil. The data analysis was carried out, from categories, and subcategories, stratified of the content of the students' answers, in the MAXQDA program. The analysis and interpretation of the data were obtained from the development of the didactic sequence, which integrated different activities, in eight moments, articulated from a problematizing experimentation, to a didactic game, in a contextualized approach. It indicated contributions of problematizing experimental activity, as an efficient strategy, for problematization, contextualization, and the stimulation of research questions. It made possible the accomplishment of discussions, reflection, registers, and hypotheses about the subject, which were fundamental for data generation, regarding the initial conceptions of the students about acids and bases. It aroused the curiosity of the students for the experimental events, causing them to act as protagonists in the construction of their knowledge in the search for answers in a scientific attitude. The development of the elaborated didactic game unanimously stimulated students' motivation, enhanced interest, curiosity and active participation in activities, improving students’ relationships and as consequence a conceptual, social and emotional evolution has arisen. In general, the didactic sequence contributed to the students establishing relationships between the scientific contents of acids and base and their context, being instigated in the search for knowledge. Thus, it was possible to observe contributions in the dimensions of conceptual, procedural, and attitudinal scope, foreseen in educational intentions.
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9

Zanin, Jeferson Lucas. "Na trilha da aventura : contribuições do Role Playing Game (RPG) como um guia didático para o ensino de química." Universidade Federal de Mato Grosso, 2015. http://ri.ufmt.br/handle/1/265.

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Submitted by Jordan (jordanbiblio@gmail.com) on 2017-04-24T13:16:45Z No. of bitstreams: 1 DISS_2015_Jeferson Lucas Zanin.pdf: 8584710 bytes, checksum: 18482800d13e706bdabaa541a17b22bb (MD5)<br>Approved for entry into archive by Jordan (jordanbiblio@gmail.com) on 2017-04-27T12:31:48Z (GMT) No. of bitstreams: 1 DISS_2015_Jeferson Lucas Zanin.pdf: 8584710 bytes, checksum: 18482800d13e706bdabaa541a17b22bb (MD5)<br>Made available in DSpace on 2017-04-27T12:31:48Z (GMT). No. of bitstreams: 1 DISS_2015_Jeferson Lucas Zanin.pdf: 8584710 bytes, checksum: 18482800d13e706bdabaa541a17b22bb (MD5) Previous issue date: 2015-08-28<br>Este trabalho apresenta os ganhos e as contribuições do jogo de intepretação de papéis, ou Roleplaying Game (RPG), voltado para o ensino de Química, utilizando o formato de um Guia Didático. Enquanto joga RPG, cada participante representa o papel de uma personagem dentro de uma aventura fantástica. Um dos jogadores assume o papel de mestre do jogo, ou simplesmente mestre, e possui um papel único e especial entre todos do time. É ele que descreve as cenas e segue a trama. Os jogadores então, atuam de acordo com suas personagens, interferindo e construindo a história. Pesquisado no Brasil como ferramenta pedagógica desde a década de 90, Marcatto (1996) e Schmit (2008) apontam o RPG como uma ferramenta pedagógica capaz de desenvolver inúmeras habilidades e competências entre os jogadores. Cavalcanti (2009) relatou êxito da sua utilização na avaliação do conhecimento químico. Com essa base, realizou-se uma pesquisa bibliográfica para criação de um banco de dados dos trabalhos científicos e livros impressos, concomitantemente a uma análise das obras que levantam as contribuições do RPG na educação. Posteriormente, realizou-se uma pesquisa sobre os materiais de RPG e sistemas de jogo gratuitos, assim como conceitos básicos de narrativa e construção de histórias, para elaboração de aventuras pedagógicas que visem a construção de conceitos utilizados na disciplina de Química. O resultado dessa pesquisa indicou que, em sua maioria, os narradores de RPG são os próprios pesquisadores já com certa experiência no jogo, sem relatos de experiências com outros professores assumindo o papel de mestre do jogo. Elaborou-se então, um produto educacional contendo uma aventura, um sistema de regras adaptado e informações sobre a condução de um jogo de RPG para professores de Química leigos no assunto. Após ser submetido a testes, o produto educacional se tornou um Guia Didático, denominado Na Trilha da Aventura: Ensinando e Aprendendo Química com RPG. Ele foi avaliado por jogadores experientes de RPG, integrantes do Programa Institucional de Bolsa de Iniciação à Docência (PIBID) Interdisciplinar em Ciências Naturais e Matemática e professoras formadoras do Centro de Formação e Atualização dos Profissionais da Educação Básica – Cefapro. A avaliação considerou o aspecto técnico, lúdico, didático e pedagógico do Guia Didático. Os resultados da avaliação foram positivos, demonstrando que o material prepara o professor para utilizar o RPG em suas aulas. O Guia Didático ajuda a criar aventuras, fornece subsídios para que o professor leigo sobre RPG possa ensinar os alunos jogando a aventura proposta, permitindo que se inclua outros conceitos de Química e adapte os desafios propostos de acordo com sua realidade.<br>This paper presents the gains and contributions of a Roleplaying Game (RPG) to chemistry teaching, presented as a Teaching Guide. While playing RPG, each player undertakes a character role in a fantastic adventure. One of the players assumes the role of Game Master (GM), who holds a unique and special role among all in the team. The GM describes the scenes and follows the plot. The players then, act according to their characters, interfering and building up the history. Researched in Brazil as a pedagogical tool since the 90s, Marcatto (1996) e Schmit (2008) point out the RPG as pedagogic capable of develop a number of skills among its players. Cavalcanti (2009) reports success of its use in natural sciences teaching. With this foundation in mind, a research was done over the literature to create a database of scientific papers and physical books, concomitantly to an analysis of the works regarding the contributions of the RPG in teaching. Later on, it was carried out a research on free RPG materials and game systems, as well as basic concepts for storytelling and plot build focused on construction of chemical concepts. The result of this research indicated that major parts of RPG game masters are the researchers themselves, who already has some experience with the game. Then, it was produced an educational product containing an adventure, an adapted system of rules and information concerning how to drive a RPG game for Chemistry teachers who have no experience with the game itself. After undergoing tests, the educational product became a Teaching Guide, called "Na Trilha da Aventura: Ensinando e Aprendendo Química com RPG". It was rated by experienced players of RPGs, members of Programa Institucional de Bolsa de Iniciação à Docência (PIBID) Interdisciplinar em Ciências naturais e Matemática and teachers of the Centro de Formação e Atualização dos Profissionais da Educação Básica – Cefapro. The evaluation found the technical aspect, playful, didactic and pedagogical of the Teaching Guide. The evaluation results were positive, demonstrating that the guide prepares the teacher to use the RPG in his classes. It helps to create your own adventures, provides subsidies so that the teacher who never had experience with RPG may teach the by playing the proposed adventure, allowing the teacher to add other chemistry concepts and adapt the proposed challenges according to their realities.
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Silva, Janduir Egito da. "Pistas org?nicas: uma atividade l?dica para o ensino das fun??es org?nicas." Universidade Federal do Rio Grande do Norte, 2013. http://repositorio.ufrn.br:8080/jspui/handle/123456789/17691.

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Made available in DSpace on 2014-12-17T15:42:04Z (GMT). No. of bitstreams: 1 JanduirES_DISSERT.pdf: 2266375 bytes, checksum: c9d10fe73c5e9796337be1a7e3030bc4 (MD5) Previous issue date: 2013-02-15<br>Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior<br>Educational games can work as a complementary tool in teaching and learning chemistry, playing an important role in the development of the students cognitive structures, familiarizing them with certain conceptual content, which may arouse interest in the study of such content. In this work, we made an analysis of organic chemistry textbooks recommended by Programa Nacional do Livro Did?tico 2012, for high school students in order to verify the existence of methodological proposals using educational games. From this analysis, we proposed an educational game to be developed for students on 3? year of high medium and undergraduate chemistry, that are in 1? semester of the course, which is constituted of a tray and 48 letters, which work various concepts concerning organic functions, such as: structural characteristics, physical properties, chemical and properties diverse of the compounds used for the confection of the letters. The game was applied to a class degree in chemistry, period 2012.1 to a Federal Education of Rio Grande do Norte and a group of students of the 3rd year of the state schools of Rio Grande do Norte, in the period the months of April and May 2012. The analysis of the performance of the game proposed was made using visual observations, photographic records and testimonials of students who participated in the games. The instrument used for the data collection was the student questionnaire, which was similar for both groups, differing only in the amount of questions, because one of them had one more question. During application of the game it was observed that it constitutes a dynamic strategy in the teaching and learning of chemistry concepts, given that students actively participated in the classes as well, demonstrated more motivation in the construction of concepts, furthermore, it was possible to observe evidence of other possibilities of the game. This could be verified through visual observations and testimonials at the end of each game, by reading the answers to the questionnaires<br>Os jogos educativos podem funcionar uma ferramenta complementar no processo de ensino e aprendizagem da qu?mica, desempenhando importante papel no desenvolvimento das estruturas cognitivas dos alunos, familiarizando-os com determinados conte?dos conceituais, podendo despertar interesse pelo estudo de tais conte?dos. Neste trabalho, realizou-se uma an?lise nos livros did?ticos de qu?mica org?nica recomendados pelo Programa Nacional do Livro Did?tico 2012, para alunos do ensino m?dio, a fim de verificar a exist?ncia de propostas metodol?gicas utilizando jogos educativos. A partir desta an?lise, foi proposto um jogo educativo para ser desenvolvido a alunos de 3? ano do ensino m?dio e de gradua??o em qu?mica, que estejam no 1? semestre do curso, o qual ? constitu?do de um tabuleiro e 48 cartas, onde s?o trabalhados diversos conceitos relacionados ?s fun??es org?nicas, tais como: caracter?sticas estruturais, propriedades f?sicas, qu?micas e propriedades diversas dos compostos utilizados para a confec??o das cartas. O jogo foi aplicado em uma turma de licenciatura em qu?mica, per?odo de 2012.1 de uma Institui??o Federal de Educa??o do Rio Grande do Norte e em uma turma de alunos do 3? ano da rede estadual de ensino do Rio Grande do Norte, no per?odo compreendido entre os meses de abril e maio de 2012. A analise do desempenho da atividade l?dica proposta foi feita a partir de observa??es visuais, registros fotogr?ficos e depoimentos dos alunos que participaram das partidas. O instrumento utilizado para a coleta dos depoimentos dos alunos foi o question?rio, o qual era semelhante para ambas as turmas, diferindo apenas na quantidade de quest?es, pois em um deles havia uma pergunta a mais. Durante a aplica??o do jogo foi poss?vel observar que o mesmo se constitui de uma estrat?gia din?mica no processo de ensino e aprendizagem de conceitos da qu?mica org?nica, haja vista que os alunos participaram ativamente das aulas, bem como, demonstraram mais motivados na constru??o dos conceitos, al?m disso, foi poss?vel observar evid?ncias de outras potencialidades do jogo. Isso p?de ser constatado atrav?s das observa??es visuais e dos depoimentos dos mesmos ao final de cada partida, atrav?s da leitura das respostas dos question?rios
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11

Garcez, Edna Sheron da Costa. "O lúdico em ensino de química: um estudo do estado da arte." Universidade Federal de Goiás, 2014. http://repositorio.bc.ufg.br/tede/handle/tede/4699.

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Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2015-10-21T14:10:39Z No. of bitstreams: 2 Dissertação - Edna Sheron da Costa Garcez - 2014.pdf: 2535209 bytes, checksum: f929c1a94b93a66f7d6bda91ad15073d (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2015-10-21T14:44:02Z (GMT) No. of bitstreams: 2 Dissertação - Edna Sheron da Costa Garcez - 2014.pdf: 2535209 bytes, checksum: f929c1a94b93a66f7d6bda91ad15073d (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Made available in DSpace on 2015-10-21T14:44:02Z (GMT). No. of bitstreams: 2 Dissertação - Edna Sheron da Costa Garcez - 2014.pdf: 2535209 bytes, checksum: f929c1a94b93a66f7d6bda91ad15073d (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2014-10-20<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The objective of this work is to present a literature review of the academic research undertaken in games and playful activities in the teaching of chemistry in the country, in order to map, inventory and analyze the productions. We analyze academic productions of graduate programs, journal articles and conference publications in the area. Were selected theses and dissertations Bank of thesis of CAPES and the Digital Library of Theses and Dissertations of IBICIT; Journal articles: New Chemistry (Química Nova), Chemistry New School (Química Nova na Escola), Brazilian Journal of Chemistry Teaching (Revista Brasileira de Ensino de Química) and Brazilian Journal of Research in Science Education (Revista Brasileira de Pesquisa em Educação em Ciências); and papers published in National Meetings Teaching of Chemistry at the Annual Meeting of the Brazilian Chemical Society and the National Meetings of Research in Science Education. The results obtained from the processing of data produced dissertations, theses, articles and works of events were analyzed in three categories General Aspects, Pedagogical Aspects and Nature of Work. There is a relative amount of production increasing every year, characterized with to the prevalence of work experience reports, exploration of card games and board games and an emphasis on contents of the first year of high school. There is also traits of endogeny in productions graduate who reflect on the events of the area; little interaction with the work at the level of research at postgraduate; plus little or no theoretical foundation related to the playful teaching. Viewing the general framework of production and the characteristics that have distinguished themselves in their development understand that the field of research on the play in the teaching of chemistry is still being structured and requires further theoretical development, as well as a better understanding of the potential of playfulness and the importance and need for their exploitation forward to discussions and theoretical study in teaching and chemistry.<br>O objetivo deste trabalho é apresentar uma revisão bibliográfica das pesquisas acadêmicas desenvolvidas em jogos e atividades lúdicas no ensino de Química no país, no intuito de mapear, inventariar e analisar as produções. Analisamos produções acadêmicas de programas de pós-graduação, artigos de periódicos e publicações em congressos da área. Foram selecionados teses e dissertações do Banco de Teses da CAPES e da Biblioteca Digital de Teses e Dissertações do IBICIT; artigos dos periódicos: Química Nova, Química Nova na Escola, Revista Brasileira de Ensino de Química e Revista Brasileira de Pesquisa em Educação em Ciências; e trabalhos publicados nos Encontros Nacionais de Ensino de Química, nas Reuniões Anuais da Sociedade Brasileira de Química e nos Encontros Nacionais de Pesquisa em Educação em Ciências. Os resultados obtidos a partir do tratamento dos dados produzidos das dissertações, teses, artigos e trabalhos de eventos foram analisados em três categorias Aspectos Gerais, Aspectos Pedagógicos e Natureza dos Trabalhos. Observa-se uma quantidade relativa de produção crescente a cada ano, sendo essa caracterizada quanto à abordagem pela predominância de relatos de experiência, exploração de jogos de cartas e tabuleiro e ênfase em conteúdos do primeiro ano do ensino médio. Verifica-se também traços de endogenia nas produções de pós-graduação que se refletem nos eventos da área; pouca interação dos trabalhos com pesquisas em nível de pósgraduação; além de pouca ou nenhuma fundamentação teórica referente ao lúdico no ensino. Visualizando o quadro geral das produções e as características que têm se destacado em seu desenvolvimento compreendemos que o campo de pesquisa sobre o lúdico no ensino de química ainda está em estruturação e necessita de um maior aprofundamento teórico, bem como de uma melhor compreensão do potencial do lúdico e a importância e necessidade de sua exploração frente a discussões e aprofundamentos teóricos no ensino e em química.
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Figueiredo, Márcia Camilo [UNESP]. "Aplicação de um jogo digital e análise de conceitos da teoria cinética dos gases." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/138177.

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Submitted by MÁRCIA CAMILO FIGUEIREDO null (marciacamilof@gmail.com) on 2016-04-28T13:27:25Z No. of bitstreams: 1 TESE_UNESP_SP_BAURU_MARCIA_CAMILO_FIGUEIREDO_DEFESA_04_03_2016.pdf: 8905822 bytes, checksum: 7ea8b928aabd49b34c0aefc4bdbe536f (MD5)<br>Approved for entry into archive by Felipe Augusto Arakaki (arakaki@reitoria.unesp.br) on 2016-05-02T12:40:38Z (GMT) No. of bitstreams: 1 figueiredo_mc_dr_bauru.pdf: 8905822 bytes, checksum: 7ea8b928aabd49b34c0aefc4bdbe536f (MD5)<br>Made available in DSpace on 2016-05-02T12:40:38Z (GMT). No. of bitstreams: 1 figueiredo_mc_dr_bauru.pdf: 8905822 bytes, checksum: 7ea8b928aabd49b34c0aefc4bdbe536f (MD5) Previous issue date: 2016-03-04<br>Fundação Araucária de Apoio ao Desenvolvimento Científico e Tecnológico do Paraná (FAADCT/PR)<br>Esta pesquisa objetivou investigar se licenciandos em química enunciam e compreendem os conceitos de aleatoriedade e irreversibilidade, presentes na Teoria Cinética dos Gases, por meio de etapas construídas para um jogo digital e da sua aplicação após finalizado. Participaram da pesquisa vinte e um acadêmicos do curso de licenciatura em química de uma universidade tecnológica federal no Paraná, separados em: grupo 01, 02 e 03. Para a coleta de dados, cada grupo, em determinados momentos, respondeu questionários, elaborou desenhos e participou de entrevistas semiestruturadas. O desenvolvimento da pesquisa foi orientado pela abordagem qualitativa e por alguns estudos realizados por Piaget. Para tratar e analisar os dados, optamos pelos princípios da análise de conteúdo. A partir do conteúdo dos desenhos construídos nas etapas do jogo digital, foi possível constatar que, os participantes do grupo 01 e 02 buscaram ilustrar em alguma etapa do jogo, uma aproximação de distribuição homogênea do sistema. Nos desenhos dos níveis, verificamos que a maioria (quatorze) dos participantes levou em consideração as experiências obtidas durante o jogo, porque mudaram a maneira de prever em algum nível, as trajetórias de partículas no sistema; dentre os vinte e um sujeitos, apenas oito ilustraram nos quatro níveis do jogo, as primeiras previsões de colisões do lado esquerdo, alcançando o padrão de análise estabelecido. No conteúdo obtido nos discursos dos participantes, referente ao conceito de irreversibilidade, foi possível verificar que este conhecimento não está bem construído nas estruturas cognitivas dos participantes do grupo 01 e 02, porque cinco apresentaram discurso não elucidativo nas quatro etapas do jogo e dois não souberam elucidar o conceito investigado em três etapas. Com relação ao conceito de aleatoriedade, verificamos que os participantes utilizaram palavras diferentes em cada contexto de aplicação das etapas e dos níveis do jogo digital, apresentando distintos discursos, como de gênero científico, próximo do gênero científico, de senso comum, não elucidativo e elucidativo ao jogo. Depreende-se que os recursos didáticos digitais utilizados podem proporcionar aos estudantes compreenderem e apreenderem conteúdos de caráter microscópico e submicroscópico. Portanto, as etapas e os níveis do jogo digital poderão contribuir para que os sujeitos apreendam cientificamente os conceitos da teoria cinética dos gases, como também em outras áreas do conhecimento.<br>This research aimed to investigate whether licentiate in chemistry enunciate and understand the concepts of randomness and irreversibility present in Kinetic Theory of Gases, through the construction of steps of a digital game and its application after finalized. The participants were twenty-one academics in chemistry degree course of a federal technological university in Paraná, separated into: Group 01, 02 and 03. For the collection of data, each group, at certain times, answered questionnaires, prepared drawings and participated in semi-structured interviews. The development of the research was guided by a qualitative approach and some studies conducted by trough the ideas of Piaget. To process and analyze the data, we chose the principles of content analysis. From the content of the drawings built on the steps of digital game, it was found that the participants of group 01 and 02 sought to illustrate in some stage of the game, a homogeneous distribution approach of the system. In the drawings levels, we found that the majority (fourteen) of the participants took into account the experiences gained during the game because it changed the way to predict to some degree, the particle trajectories in the system; among the twenty-one subjects, only eight illustrated in the four levels of the game, the first predictions of collisions on the left side, reaching the established pattern analysis. The content obtained in the speeches of the participants, referring to the concept of irreversibility, it was found that this knowledge is not well built in cognitive structures of group members 01 and 02, because five had not been elucidated speech in the four stages of the game and two did not know how to elucidate the concept investigated in the three steps. Regarding the concept of randomness, we found that participants used different words in each application context of the stages and the digital game levels, with different speeches, as scientific genre, close to the scientific genus, common sense, not enlightening and instructive the game. It appears that digital teaching resources used can provide students understand and grasp microscopic and submicroscopic character content. Therefore, the steps and levels of the digital game can contribute to the subject scientifically seize the concepts of kinetic theory of gases, as well as in other areas of knowledge.
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13

Gibson, Benjamin Ian. "Educational Games for Teaching Computer Science." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9239.

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Much work has done on teaching Computer Science by having students program games, but little has been done on teaching Computer Science by having the students learn from playing educational games. The current work in this field does not seem to be particularly cohesive, so there is no clear idea of what has already been done, and what works. The focus of this thesis is to provide a clearer picture of the range of games available for teaching Computer Science, and to provide guidelines for designing and evaluating them. The first and primary part of the thesis was to find and provide detailed information on as many of the existing educational games that teach Computer Science as possible. An extensive search was performed, and 41 games were found. From these it can be seen that while a few topics, mainly binary and introductory programming concepts, have sufficient coverage, most topics in Computer Science have barely been touched. Of the games for teaching Computer Science that were found, most were available online, at no cost, and only required a short time investment to play. The second part of the thesis focuses on growing the number of games that could be used for teaching Computer Science. This is achieved by providing guidelines on producing new work, and an example game is produced to test the guidelines.
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Farhanieh, Iman. "A Study in History Teaching Using Serious Games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12948.

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The goal of this study is to observe if having more interactivity and media richness in teaching will lead to more meaningful learning and remembering information longer, compared to more traditional teaching such as books and slideshow presentations. It has been revealed that using multimedia tools such as video games, which use different cognitive load-reducing methods, can help the learner use less irrelevant cognitive process. This will lead to more cognitive load being assigned to more relevant materials. Two groups of participants were compared to each other, where one group was asked to play a video game containing historical information about the city of Skövde, while the second group was presented with a slideshow containing the historical information but only as simple text. The results from the experiment suggested that there is a significant difference between the two groups, meaning the participants who were asked to play the video game has less difficulty in recalling information after 7 days compared to the group who only read the slideshow presentation.
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15

Rezende, Felipe Augusto de Mello. "Jogos no ensino de Química: um estudo sobre a presença/ausência de teorias de ensino e aprendizagem à luz do V rpistemológico de Gowin." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/7960.

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Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2017-11-13T12:02:56Z No. of bitstreams: 2 Dissertação - Felipe Augusto de Mello Rezende - 2017.pdf: 1633545 bytes, checksum: 2e91fc8e23125fe366083f252dcbaca6 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2017-11-13T12:03:25Z (GMT) No. of bitstreams: 2 Dissertação - Felipe Augusto de Mello Rezende - 2017.pdf: 1633545 bytes, checksum: 2e91fc8e23125fe366083f252dcbaca6 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Made available in DSpace on 2017-11-13T12:03:25Z (GMT). No. of bitstreams: 2 Dissertação - Felipe Augusto de Mello Rezende - 2017.pdf: 1633545 bytes, checksum: 2e91fc8e23125fe366083f252dcbaca6 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2017-08-15<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>From the first decade of the century it was noticed a significant increase in the quantity of games applied to the teaching of Chemistry, however, there are games without pedagogical objectives. In this sense, a documentary analysis was used (in the main periodicals of Chemistry Education/Teaching) a heuristic instrument in the light of the Gowin’s Epistemological V, which consists of analyzing the structure and process of knowledge construction, in order to identify possible theories of teaching and learning in the game construct, the results indicated the presence of Piagetian epistemology (48.14%) and Vigotskian (25.93%), with the predominance of conceptions related to Jean Piaget's Equilibrium Theory, which in most cases appeared implicitly. Among the works classified within the PHc, the predominance of the implicit Vigotsky reference was also identified, in which the researchers explore aspects related to ZDP/ZDI and to the Psychological Functions. In addition to the two referentials mentioned, about 25,93% of the articles were classified as Absence of Epistemological Referential, a matter of great concern, since the absence of theoretical/epistemological references hinders the construction of Chemical knowledge, and tends to make games strategies that exploit onlythe playful function. However, we identify the need for a deeper understanding of the references used, since most of the Piagetian articles explore only the question of ass summarizing the game to a tool to fix the concepts worked in the expository classes, as well as the Vygotskian articles, which use problematic references translated from North American versions, which do not fit the work of Vygotsky. Thus, the results obtained in the research indicate the imminence of the use of learning theories, and it is not possible to speak in an epistemology of the game, for even if we have identified the predominance of Piagetian epistemology, we are still slowly moving towards the use of teaching and learning theories.<br>A partir da primeira década do século XXI, percebeu-se um aumento significativo na quantidade de jogos aplicados ao ensino de Química, contudo, tem-se utilizado jogos sem objetivos pedagógicos. Neste sentido, realizou-se uma análise documental (nos principais periódicos de Educação/Ensino de Química) à luz do V Epistemológico de Gowin, que consiste em um instrumento heurístico para análise da estrutura e do processo de construção do conhecimento, com o intuito de identificar possíveis teorias de ensino e aprendizagem no construto dos jogos. Os resultados indicaram a presença da epistemologia Piagetiana (54,17%) e Vigotskiana (29,17%), sendo verificado a predominância de concepções relacionadas à Teoria da Equilibração de Jean Piaget, que na maioria dos casos apareceu de forma implícita. Dentre os trabalhos classificados dentro da PHC, identificou-se a predominância do referencial Vigotskiano implícito também, no qual os pesquisadores exploram aspectos relacionados à ZDP/ZDI e às Funções Psicológicas. Além dos dois referenciais mencionados, cerca de 16,66% dos artigos foram classificados como Ausência de Referencial Epistemológico, um dado bastante preocupante, visto que a ausência de referenciais teórico/epistemológicos dificultam a construção do conhecimento Químico, e tende a tornar os jogos estratégias que exploram apenas a função lúdica. Contudo, identificamos a necessidade de um maior aprofundamento acerca dos referenciais utilizados, pois a maioria dos artigos Piagetianos exploram apenas a questão da assimilação, resumindo o jogo a uma ferramenta de fixação dos conceitos trabalhados nas aulas expositivas, assim como os artigos Vigotskianos, que utilizam referenciais problemáticos traduzidos de versões norte- americanas, que não condizem com a obra de Vigotski. Desta forma, os resultados obtidos na pesquisa indicam a iminência da utilização de teorias de aprendizagem, não sendo possível ainda falar em uma epistemologia do jogo, pois mesmo que tenhamos identificado a predominância da epistemologia Piagetiana, ainda estamos caminhando lentamente no sentido da utilização de teorias de ensino e aprendizagem.
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Habgood, Matthew Peter Jacob. "The effective integration of digital games and learning content." Thesis, University of Nottingham, 2007. http://eprints.nottingham.ac.uk/10385/.

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This thesis is concerned with how the coveted user-engagement of digital games can be usefully harnessed for educational goals. Educational software has traditionally used gaming elements as a separate reward for completing learning content. The early "edutainment" sector became synonymous with this cursory "chocolate-covered broccoli" approach (Bruckman, 1999): tagging games on to learning content in order to make it more palatable. However, such methods have often proved ineffective (Kerawalla & Crook, 2005; Trushell, Burrell, & Maitland, 2001) and have been criticised for combining the worst elements of both games and education (Papert, 1998) as well as for following extrinsically motivating design models (Lepper, 1985; Parker & Lepper, 1992). This thesis provides a theoretical and empirical exploration of game designs that follow a more integrated approach. Five studies are described which detail the development and evaluation of a new theory for creating intrinsic integration based on integrating learning content with the game mechanics of a game. This includes the development of Zombie Division: a game that teaches mathematics to children through swordplay with skeletal opponents. Two experimental studies examine the motivational differences between integrated and non-integrated versions of Zombie Division by measuring time-on-task. Two more examine the educational effectiveness of integrated and non-integrated versions by measuring learning gains for a fixed amount of time-on-task. Statistically significant results are found which suggest that the integrated version is motivationally and educationally more effective than the extrinsic equivalent. Full results and implications are discussed.
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Wong, Christopher M. Eng Massachusetts Institute of Technology. "Kid's Survey Network : teaching data literacy with multiplayer online games." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/53130.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.<br>Includes bibliographical references (p. 66).<br>Current advancements in technology have permeated modern society, especially among the younger generations of computer users. Today's youth have grown up accustomed to video games and online social networking as standard elements of life. In contrast, many people of all ages today do not have a good grasp of data literacy. Many people simply do not understand statistics, charts, graphs and other survey data, which are all very commonly used in all aspects of everyday life. Kids' Survey Network is a large project that aims to focus the comfort and proficiency that middle school students have with web technology into an effective education tool to teach data literacy. This thesis project entails the creation of a suite of multiplayer learning games that reinforce the various other components of Kids' Survey Network.<br>by Christopher Wong.<br>M.Eng.
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Miranda, Nilson Fonseca. "Digital technologies in Teaching Chemistry." Universidade Federal do CearÃ, 2007. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=20173.

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CoordenaÃÃo de AperfeiÃoamento de Pessoal de NÃvel Superior<br>This work analyzes the speech of the Chemistry professors of Universidade Federal do Piauà about the use of digital technologies, educational sites and softwares, conceived as tools applied to the teaching of Chemistry. It also analyzes the usage of softwares in the classroom: Spartan; origin; organic Chemistry II and the sites: nautilus; chemkeys; ucs; qmc.ufsc and quark. The main goal is to verify how the use of such tools contribute pedagogically to the teaching/learning in the area of Chemistry. The theoretical contribution used supports that the digital technologies themselves donât stablish nor catalyze the changes on the pedagogical practice, but the way which it is conceived by the teacher and the way it is used at the teaching system, intensifies the development of successive innovations and later change in the posterior change in the educational paradigm. As for the development of this research a qualitative methodology was used in order to make the search of chemical knowledge possible bearing in mind that this production also comes from the exchange, the socialization, sometimes conflicting, that the different agents involved promote when theyâre facing and representing their realities, completing them with various definitions. In this sense, (a) the speech of the teachers obtained through interviews, (b) the data about educational sites and softwares used on the chemistry teaching obtained through a grid of analysis produced for this purpose have been analyzed. The result of the collected data analysis aims at some positive reasons that justify the use of digital technologies on the Chemistry teaching: quickness and efficiency in the obtainment of information; access to new acquirements and higher agility at learning. Besides, it makes the simulation through virtual experiments possible, gives the opportunity to teachers and students to acquire modern information and possibilities of access to new acquirements.<br>Este trabalho analisa o discurso dos professores de quÃmica da Universidade Federal do Piauà acerca do uso das tecnologias digitais, sites e softwares educativos, concebidas como ferramentas aplicadas ao ensino de quÃmica. Analisa tambÃm a forma de utilizaÃÃo na sala de aula dos softwares: spartan; origin; quÃmica orgÃnica II e dos sites: nautilus; chemkeys; ucs; qmc.ufsc e quark. O objetivo fundamental à verificar como o uso dessas ferramentas contribui pedagogicamente para o processo de ensino/aprendizagem na Ãrea da quÃmica. O aporte teÃrico utilizado sustenta que as tecnologias digitais por si sà nÃo estabelece, nem catalisa mudanÃas na prÃtica pedagÃgica, mas a forma como à concebida pelo professor e utilizada no sistema de ensino, potencializa a eclosÃo de sucessivas inovaÃÃes e posterior mudanÃa no paradigma educacional. Para o desenvolvimento desta pesquisa foi utilizada uma metodologia qualitativa a fim de possibilitar a busca do conhecimento quÃmico compreendendo que essa produÃÃo tambÃm se elabora na troca, na socializaÃÃo, Ãs vezes conflituosas, que os diferentes atores envolvidos promovem ao enfrentarem e representarem suas realidades, preenchendo-as de significaÃÃes diversas. Neste sentido, foram analisados: (a) o discurso dos professores obtido atravÃs de entrevista; (b) os dados sobre sites e softwares educativos utilizados no ensino de quÃmica obtidos atravÃs de uma grade de anÃlise produzida para esta finalidade. O resultado da anÃlise dos dados gerados aponta para algumas razÃes positivas que justificam a utilizaÃÃo das tecnologias digitais no ensino de quÃmica: rapidez e eficiÃncia na obtenÃÃo de informaÃÃes; acesso a novos conhecimentos e maior agilidade no aprendizado. AlÃm disso, possibilita fazer simulaÃÃo mediante experimentos virtuais, oportunizando professores e alunos a adquirirem informaÃÃes recentes e possibilidades de acesso a novos conhecimentos.
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Liu, Yuk-kwong R. "The implementation of a cognitive teaching approach to games in Hong Kong." Thesis, Loughborough University, 1998. https://dspace.lboro.ac.uk/2134/6872.

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The purpose of this study is to provide a more reflective climate for the teaching of games in Hong Kong and if appropriate, to start the process of introducing a different teaching approach. The current climate of games teaching in Hong Kong was evidenced by the review of the P. E. syllabus, the feedback collected from the P. E. lecturers, national governing bodies and P. E. teachers who are in favour of the traditional approach. Interestingly, 47 out of 155 teachers (30.4%) found difficulty with the existing teaching approach. A pilot study and two workshops provided encouraging results to pave the road for the main and second trial teachings. To suit the culture in Hong Kong, the modified cognitive approach was adopted in the main trial teaching and then followed by the cognitive approach (teaching games for understanding) in the second trial teaching. Two groups of 8 experienced and inexperienced P. E. teachers (4 male and 4 female) were invited to teach Basketball and Volleyball to 420 students in two trials of teaching. Two sets of questionnaires were distributed to study the affective aspects of the teachers and students after each approach. A follow-up interview was designed to study teachers' changes one year after the workshop. For the teachers' responses in the Basketball group, significant results indicated that the teachers (t value 3.29 p<0.05) gained more enjoyment with the modified cognitive approach. The results in the follow-up interview indicated that they had different changesin fluencedb y the new approach.F or the students' responses of the Basketball and Volleyball groups, significant result showed that the boys obtained more enjoyment with the modified cognitive approach taught by the male teachers than the girls taught by the female teachers. No significant difference was found in the Basketball group but in the Volleyball group, the students were more enjoyable with the modified cognitive approach taught by the experienced teachers. The findings imply that since both the teachers and students felt comfortable and enjoyed teaching games with the understanding approach, it is an appropriate time to introduce it to Hong Kong.
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Walls, Richard. "Using Computer Games to Teach Social Studies." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-183039.

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This study investigates the effectiveness of two computer games as learning tools in comparison to established learning tools teaching two different topics in the course Social Studies 1b of the Swedish Upper Secondary School Curriculum. The use of computer games in education is placed in the context of changing ideas of the aims for education systems in the 21st Century with regard to student skills rather than content, including digital skills. The findings indicated that using these particular computer games as learning tools for these topics was at least as effective as the alternative, more established, lessons. Focus group discussions with students after the study lesson indicated a preference for variation in teaching methods and the desire for learning activities that require active student participation.
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Che, Pee Naim. "Computer games use in an educational system." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12297/.

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Teaching a subject which involves a long process and inter-related problems can sometimes be difficult through conventional classroom activities. This is particularly difficult at the UK Key Stage 3 (13-14 years) where students are only beginning to understand the processes of reason. Often what the teacher would like to encourage is group discussion but for many reasons, young students may be reluctant to put forward ideas in a conventional classroom setting. An area where this becomes less of a problem is once they get involved in playing a game together. In addition to this certain subjects are difficult to teach because they involve complex interactions that are largely outside the general knowledge of young students. An example of this is the issue of human contributions to climate change. The subject is one of recent heated debate, much of which involves complex arguments on the relationship between the natural contribution to climate variation and those produced by human beings. In the work reported here a computer game has been developed which tries to incorporate the various processes involved in a realistic way. In principle this game can be used individually. However, it also provides the opportunity for generating group discussion and reasoning processes. The game which has been developed uses a non-player character which is controlled by the teacher. The game is played in a networked environment with a number of teams of two players each trying to provide solutions to a complex climate issue. The non player character is able to monitor the performance of the different teams and provide feedback that will be of a more realistic/less predictable nature. This thesis addresses the design and the implementation of the game as a tool for teaching and learning purposes for learning about the human contribution to climate change. Three experiments have been done using this computer game to investigate the effectiveness of game-based learning towards tackling these issues. The first two studies were carried out in the UK while the third study was carried out in Malaysia to investigate educational cultural background. The initial study involved two groups of Key Stage 3 children in a Geography class. The study was undertaken in the normal teaching sequence. The children were divided into pairs during game-play and each session lasted about one hour. The behaviour of the whole group and individual teams was monitored throughout the game-play. Analysis of this shows that the game not only allowed the students to investigate the science but also to communicate with each other during the process. Overall, it is felt that by introducing an environment with which they were sufficiently familiar (playing a game together) the normal inhibitions to communication were removed. The control based experiment reinforced these findings.
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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 results indicated that games should be used in a more conscious way and that learners can benefit from learning with the help of games.
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Khatibi, Miandouab Ece, and Eva Cowie. "Language learning through interactive games." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29804.

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The purpose of this study was to investigate language learning through the use of interactive games. A research synthesis was considered to be the most effective method as it was our intention to explore the research available on language learning and gaming. Although various studies have investigated the employment of interactive games in language learning, this field of research is still in its infancy. We juxtaposed neural correlates of language learning with that of interactive gaming and the findings indicated that there are both similarities and differences in the brain structures activated by gaming and those that are activated by language learning. Furthermore, we set out to investigate the employment of interactive games in the language classroom. Our findings indicated that interactive games are highly underused tools in language learning. In addition, we were able to identify techniques which could be used to employ interactive games in language learning. The technological advancement in our society which has shown to have a great impact on the youth of today has given rise to an increasing need for incorporating technology such as interactive games in education and for this reason it is necessary for teachers to receive education in implementing interactive games in the language classroom.
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Dawes, A. "Why chemistry teaching? : a narrative approach." Thesis, University College London (University of London), 2017. http://discovery.ucl.ac.uk/1561583/.

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The narrative approach used in this study is a complement to larger scale quantitative studies into teacher recruitment and suggests that chemistry teachers’ relationship with the subject and prior teaching experience can have a large part to play in them entering the profession, whilst the influence of their own teachers is more nuanced than the wider literature suggests. There have been recent international concerns over teacher recruitment and attrition rates, especially in mathematics and the physical sciences. Much has been written about the recruitment of student teachers and the reasons people give for going into teaching, but little on the broader context of these people’s lives and the complex influences on their career decisions. This study concerns eight current UK chemistry teachers and their stories of becoming teachers. These are told through interviews and examine twin research areas: namely, the key influences on becoming a teacher, and what can be learned about teacher recruitment from considering the narratives of teachers at different points in their careers. Two analytic lenses were used for these eight narratives: a broadly inductive thematic analysis and a broadly deductive analysis, using the psychoanalytical idea of the defended participant and attempting to ‘read between the lines’. These lenses were used to both exemplify and challenge each other, providing triangulation of interpretation. Results align with that of the broader literature that family background and interest in, and utility of, studying chemistry influence career life decisions, but that some people experience moments where their career trajectory changes towards teaching whereas others followed a smooth path towards this end. Particularly influential appears to be prior teaching experience which led to changes of trajectory for some of the participants in this study. The narrative approach used complements current perspectives on teaching recruitment as it seeks to consider the wider picture of a person’s life and, through a defended participant perspective, exposes influences that may not have been obvious to the participants themselves.
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Brown, Stacy D., Andy Coop, Paul Trippier, and Eric Walters. "Contemporary Approaches For Teaching Medicinal Chemistry." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/5251.

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As the profession of pharmacy has transitioned from a chemistry-centered profession to a patient-centered profession, the role of medicinal chemistry in the curriculum has evolved. There is decreased emphasis on memorization of chemical structures, and priority placed on relating these structures to ADME, physical properties, and pharmacodynamics. Simultaneously, the delivery of this content has shifted from traditional lecture format to other styles. Here we discuss some new approaches to teaching medicinal chemistry.
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Bensiger, Joy. "Perceptions of Pre-service Teachers of Using Video Games as Teaching Tools." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1337363651.

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Kluge, Jacob, and Jonas Bjärnmark. "Digital Games and Language Learning." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31841.

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With this survey paper we have contrasted and summarized research on digital games and language learning in order to investigate whether digital games can be used to instil communicative competence in students. In addition, we have examined what kinds of considerations that need to be made by teachers when applying digital games in educational settings. In order to acquire an indication of whether games were being used as a language-learning tool in schools today, we conducted a small pilot study in the region of Skåne. In this pilot study, we asked 10 language teachers whether they had ever used videogames in their language teaching. The pilot study suggested that digital games were not being used as a teaching aid. However, the research examined in this survey paper suggests that videogames can be used to instil dimensions of communicative competence. Research also suggested that digital games only inherently supported one or two dimensions of communicative competence. With regard to this, we argued that all four dimensions of communicative competence can be supported through the use of different pedagogical strategies in combination with other approaches. Furthermore, research suggested that there are necessary precautions for teachers to consider before implementing digital games in teaching (e.g. having sufficient knowledge of the games to be used in order to be able to scaffold them according to students’ needs). Since the research explored in this paper suggest that videogames can be used to instil communicative competence in students, we argued that digital games might be an overlooked asset in language learning.
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Reynolds, Lisa Marie. "An Empirical Study of Software Debugging Games with Introductory Students." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804874/.

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Bug Fixer is a web-based application that complements lectures with hands-on exercises that encourage students to think about the logic in programs. Bug Fixer presents students with code that has several bugs that they must fix. The process of fixing the bugs forces students to conceptually think about the code and reinforces their understanding of the logic behind algorithms. In this work, we conducted a study using Bug Fixer with undergraduate students in the CSCE1040 course at University of North Texas to evaluate whether the system increases their conceptual understanding of the algorithms and improves their Software Testing skills. Students participated in weekly activities to fix bugs in code. Most students enjoyed Bug Fixer and recommend the system for future use. Students typically reported a better understanding of the algorithms used in class. We observed a slight increase of passing grades for students who participated in our study compared to students in other sections of the course with the same instructor who did not participate in our study. The students who did not report a positive experience provide comments for future improvements that we plan to address in future work.
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Yip, Wai-man Florence, and 葉慧敏. "Online vocabulary games as a tool for teaching and learning English vocabulary." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29597511.

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Coffrin, Jane S. "Learning while producing : the use of games in teaching statistical process control." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112576.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2017.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (page 26).<br>Statistical Process Control is used daily in factories throughout the world and its use improves the quality of manufacturing parts. But while it is widely used, it is not widely understood by the workers implementing these techniques. Without a strong understanding of Statistical Process Control, it can be misused and cause more harm than if it wasn't implemented. Correctly implemented Statistical Process Control, however, can improve the quality of the implemented parts. To remedy this, a game was designed to teach people with limited exposure to manufacturing and/or statistics an understanding for how Statistical Process Control is used in manufacturing. This game implements a mathematical model that takes factors within the game and raises or lowers the variance based on in-game factors then random gives a number based on the expected values. A paper prototype for this game was made and tested with students from multiple majors, then was turned into a python program. A pre-test and a post-test were developed and then used to test the base knowledge of the participants as well as their learning after playing the game. From the observations of participants playing the game and from their pre-test and post-test results a set of next steps was developed to make this a more viable game for teaching workers about Statistical Process Control.<br>by Jane S. Coffrin.<br>S.B.
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Hiltunen, T. (Tuomas). "Learning and teaching programming skills in finnish primary schools:the potential of games." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201605221873.

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Teaching and learning of programming skills is becoming a mandatory part of Finnish primary school curriculum in the fall of 2016. Teaching of these skills will start from the grade one. The decision of starting teaching programming skills for 6–12 year old students is creating a new situation to the field of basic education in Finland. The current situation is creating challenges for teachers, students and for the planning of the new curriculum. It seems that currently there is not much existing official information and material for Finnish class- teachers considering teaching programming skills. In this study I am trying to map out the new situation from the point of view of teachers. The main research question of this study is: What is the role and importance of teaching and learning programming skills in Finnish primary schools? For this thesis I have reviewed existing literature on the learning and teaching of programming for school children. As a research method I have used qualitative content analysis for analyzing the results of the interviews with teachers. I have mapped out their opinions and suggestions considering the teaching of programming skills, why it is important and how it could be taught. The role of games or game-based environments has been strongly recognized in this study. I have also tried to clarify the position of programming as a learning subject in Finnish basic education. In this study, I am concentrating on learning and teaching of programming skills at grades 1–6 at Finnish primary schools. As results, I will point out that the teaching and learning of programming skills in basic education can be beneficial for society and for the development of children’s cognitive skills, but there are also many challenges involved. In addition, I am introducing two frameworks based on the gathered data.
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Johansson, Gustav. "Concreteness fading for teaching programming." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17372.

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This dissertation presents a study that explores a specific implementation of concreteness fading used in a serious game that teaches programming. Concreteness fading consists of first presenting concepts with concrete representations before swapping them gradually with their concrete, normal counterparts. The goal is to figure out how concreteness fading should be applied to a programming game to have it increase learning. Expert interviews are performed to discuss different aspects of how the technique is utilized in the game Reduct. Participants also play through the game before discussing it. Results show that some found the individual representations of mechanics within the game to be the biggest flaw while others pointed to how it handled the fading aspect. These generally come down to a lack of clarity, and should be considered when developing future games of this style.
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Russell, Emma Margaret. "Mindful physical education : factors that facilitate physical educators’ implementation of Teaching Games for Understanding into their teaching practice." Thesis, University of British Columbia, 2010. http://hdl.handle.net/2429/28257.

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In recent years, some academic scholars have advocated for change within Physical Education (P.E.) and promoted an alternative, Teaching Games for Understanding (TGfU), a teaching method grounded in social constructivist theory. Even though TGfU has met with some success, Butler (2005) suggests, it is still a challenge to transition the TGfU methodology into the practical teaching world. To establish those factors that help the implementation of TGfU into their teaching practices, this researcher interviewed five physical educators enrolled in a Master’s TGfU focused cohort, at the University of British Columbia. Following the completion of their Master’s summer institute, the participants were interviewed twice, at the beginning of the school year and then five to six weeks later. The participants were also asked to complete three Teaching Perspectives Inventories (TPI), one before and one after the summer institute, and a third one month after the start of the school year. The TPI is used to measure the teaching orientation of educators by organizing answers to teaching belief-specific questions into five teaching perspectives. Understanding that implementation of new initiatives requires support from other stakeholders, the researcher interviewed the participants’ primary colleagues and principals. Four main factors emerged from the research findings: transparent communication between stakeholders, teacher and student motivation, time, and professional development. It has become increasingly clear through the research findings that successful implementation is not simply one individual working alone to implement change but rather a complex network of different interrelating factors and stakeholders. When implementation of a curriculum innovation such as TGfU, is viewed as an interrelated entity it can be examined through the lens of complexity thinking. The complexity thinking characteristics of self-organization, feedback loops, decentralized control and complex networks, affects the manner in which new initiative are successful. Therefore, for implementation to be successful the type of complex network that is created is paramount. As Davis and Sumara (2008) suggest, a decentralized network – where stakeholders connect (transparency in communication) and collaborate (motivation) where its goal is to become collectively smarter (professional development) – can be seen as the blue print of a knowing and learning system.
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Drury, Thomas Adam. "The development of courseware for chemistry teaching." Thesis, University of Liverpool, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318269.

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Zakrasek, Mary Margaret. "The effectiveness of NEWSGAME as an educational tool in the teaching of current events." Diss., The University of Arizona, 1989. http://hdl.handle.net/10150/184869.

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The purpose of this study was to determine if an educational tool such as NEWSGAME affects students' learning about current events. To determine the effectiveness of this game, an end-of-year post-test was given to the following groups: (1) students that played NEWSGAME regularly; (2) students that played NEWSGAME occasionally; (3) students that never played NEWSGAME. In addition, demographic data such as age and sex was analyzed to determine if differences in knowledge of various current event categories existed among these groups. A survey measuring students' opinion of NEWSGAME was also collected. This study involved the participation of 350 students in 11 social studies classrooms. Of the total sample, there were 183 males and 157 females. Ten cases were not identified. The students ranged in age from 11 to 19 with the majority being 12-15 year-olds. Instrumentation consisted of a Current Events Questionnaire composed of 81 questions covering 14 areas of international, national and state issues. These consisted of multiple choice and fill-in-the-blank statements. The data analysis indicated that students who played NEWSGAME regularly scored higher than those who played occasionally. Those who played NEWSGAME occasionally scored higher than those who never played NEWSGAME. Males were found to score higher than females whether NEWSGAME was played regularly or in the occasional/none category. Students over the age of 14 who played regularly scored higher than students under the age of 14. An unusual finding was that students under the age of 14 who played occasionally or not at all scored better than students over age 14 who played occasionally or not at all. Overall, it can be concluded that the NEWSGAME experience was most beneficial for males who were older than 14 who played the game regularly. In response to the question whether students liked or disliked NEWSGAME, 91% indicated they liked this educational tool.
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Stinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.

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Vignes, Maéva. "Development and activity of in vitro neuronal networks : learning organic chemistry through games." Thesis, Paris 5, 2013. http://www.theses.fr/2013PA05T080/document.

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Ma thèse comporte deux grandes parties, la première en biophysique et la seconde en science de l’éducation. La première partie présente des travaux à la frontière entre neurobiologie et microfluidique. Le but de ces travaux est de pouvoir reconstruire et étudier des réseaux complexes de neurones in vitro avec une topologie de connections synaptiques bien contrôlées. Une série de micro-structures mécanique et/ou chimique ont été étudiées pour leur capacité à (i) positionner les corps cellulaires des neurones, (ii) orienter la pousse des neurites, et (iii) différencier les axones des dendrites. Un premier réseau comportant trois populations de neurones connectées en série a été reconstruit à l’intérieur d’un circuit microfluidique. Ce réseau qui mime la voie perforante de l’hippocampe pourra être exploité pour des études en physiologie ou en neuro-dégénerescence. Une méthode entièrement optique de stimulation et d’observation de l’activité neuronal a été mise au point. Elle ouvre de nouvelles portes pour étudier des processus cognitifs complexes dans des systèmes simplifiés in vitro. La seconde partie de mon travail a permis le développement et l’étude de jeux pédagogiques pour l’apprentissage de la chimie en licence. Ces jeux, qui peuvent selon les cas remplacer un cours ou une séance d’exercices, donnent des résultats prometteurs pour l’aide à la compréhension et à la mémorisation de concepts tels que la géométrie des molécules ou la réactivité entre molécules organiques<br>My PhD is divided in two parts one on biophysic of neuronal networks and one on science of education. The first part present results at the frontier between neurobiology and microfluidic. The overarching goal of this work was to develop tools and methods to build and study complex neuronal networks controlling the topology of synaptic connexions. Micro-patterning techniques with mechanical and/or chemical constraints were explored regarding their capacity to (i) position cell bodies, (ii) orient neurite outgrowth and (iii) polarize neurons. For the first time, a network comprising three different neuronal populations connected in specified directions was reconstructed in a microfluidic device. This network that mimics the perforant pathway of the hippocampus can be used to study physiological rythms or neurodegenerative processes including Alzheimer’s disease. A novel and fully optical method is presented to stimulate and record neuronal activity in vitro. It opens new routes to study complex cognitive processes in simplified in vitro systems. The second part of my work present the development and assessment of educational games in chemistry at the undergraduate level. These games that can either be used to replace courses or exercises, seem promising to improve the understanding and memorization of chemistry concepts og geometries of molecules and organic reactivity
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Laws, Christopher John. "Physical education, curriculum change and individualism." Thesis, University of Southampton, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.243091.

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Chung, Phan Thanh. "Effects of chemical demonstrations in teaching analytical chemistry." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/mq24223.pdf.

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YING-CHYUAN, LIN, and 林盈全. "Action Research of Implementing Creative Problem Solving in Science Game Teaching: An Example of Chemistry." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/25996712546558664349.

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碩士<br>國立臺中教育大學<br>科學應用與推廣學系科學教育碩士班<br>98<br>Abstract The purpose of this study were developed chemistry-related science games that integrate the creative problem solving (CPS) instructional model. Also, the possible problems and solutions in the processes of designing and implementing these science games, as well as teacher’s professional development during designing and teaching, was investigated in this study. This study adopted action research and carried out for three rounds. The subjects were fifth graders coming from three classes in an elementary school. The subjects in the three rounds were different. In each round, one class of the fifth graders participated in this study. The teaching activities were conducted for a total of 240 minutes (three units) in each round. The data collected in this study included: recorded videotapes in the teaching process, interviews with the students and cooperative teachers, observations by cooperative teachers, activity worksheets form students, student questionnaires, and teaching journals. The major findings of this study were: (1) CPS could be suitably integrated into science games teaching; (2) the effectiveness of science game instruction was influenced by the degree of difficulties of the game, the content of the teaching activities, and students’ learning interests in science, and the interactions within the team members of a group; (3) the researcher improved their professional ability in instructional design, teaching practices, and their research ability. This study also provides several suggestions on the design and implementation of science games as well as some directions for future research regarding applying games in science education.
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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 universities uncommonly. This file contains the rules, methodological instructions, time allocation, and everything needed for the teaching of games. The practical part will also find a list of many previously published and unpublished games and toys, which can serve as inspiration for teachers of chemistry. Making an inquiry carried out in two elementary schools to confirm the presumption that the study results achieved through gaming activities, are more satisfactory than the results, in which gaming activities were not used.
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Marešová, Drahomíra. "Aktivizace žáků ve výuce chemie na základní škole na příkladu tématu Chemické reakce." Master's thesis, 2020. http://www.nusl.cz/ntk/nusl-435233.

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This diploma thesis deals itself with activating teaching methods in chemistry teaching at primary school in the teaching topic - Chemical reactions. It is divided into two parts; theoretical and practical. The Theoretical part of the thesis defines the key terms related to the overall topic, further focuses in detail on selected activating teaching methods, its advantages and disadvantages, as well as criteria for choosing the appropriate method. Diploma more closely focuses on didactic games method in chemistry teaching in elementary schools. Also characterizes topic of educational tools in chemistry teaching in elementary school, and, in the end, closely specifies selected topic of Chemical reaction from FEP EE (Framework Educational Program for Elementary Education) and available, already existing, materials. The Practical part of the work brings a list of suggested materials regarding the topic of Chemical reaction with description of individual activities, application and environment, methodology and support means, including the results of their verification in collaboration with the elementary school of Charlotte Garrigue Masaryk in Lány in the period between months of March and June. KEYWORDS Activation of pupils, teaching chemistry at elementary school, chemical reactions, didactic games.
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Kesnerová, Řádková Olga. "Aktivizační metody ve výuce chemie." Doctoral thesis, 2013. http://www.nusl.cz/ntk/nusl-322235.

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Topic: Methods of Activating Students in Education of Chemistry Author: Olga Kesnerová Řádková Abstract This dissertation work aims at teaching methods in the subject of chemistry and it concentrates mainly on methods with quite a high proportion of activation of pupils. The benefits and disadvantages of activating teaching methods, possible criteria for their choice, conditions for their putting into practice and similar, are described. Later, the work focuses on four chosen activating methods, namely brainstorming methods, project method, didactic games and work with a fictional and another type of a text which is applied here into natural science teaching, namely into chemistry teaching. A story with a chemical experiment can serve as an example. The research part contains a case study of putting project teaching methods into practice which includes a record and analysis of the condition and of the problem connected with its implementation, as well as the initiation of the project with the help of brainstorming methods. Participation observing, questionnaires, mini polls and discussions were used in our case study. Altogether 184 second year students for the teaching profession of the Pedagogical Faculty of Hradec Králové University took part in the research. On the basis of the results of the research...
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Petrů, Michaela. "Kvízy, rébusy a další podobné hry jako motivační prostředky v chemii." Doctoral thesis, 2017. http://www.nusl.cz/ntk/nusl-354593.

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The dissertation deals with the effectiveness of the useof motivational elements like different types of crossword puzzles, riddles, rebuses and word plays etc. in teaching chemistry atlower secondary school. First, the database of motivational problems was created. The tasks (problems) are designed for practicing the curriculum of chemistry at lower secondary school in combination with one of the following subjects - mathematics, physics, biology or geography. Partia collection of problems that combine chemistry curriculum with geography or biology are available at http://is.muni.cz/do/rect/el/estud/pedf/cidlova/index.html. The remaining two collections are attached to this dissertation. These problems were subsequently used in an one and half year research focused on the impact of their use in teaching on the relationship of pupils to chemistry and on the results of their education in chemistry at lower secondary school. The research was initiated with a total of 886 pupils of the 3rd grade of lower secondary school. At the beginnig of the second semester these pupils completed an initial questionnaire focused on their relationship to chemistry. At the same time, the same pupils were also exposed to a test focused on chemistry curriculum corresponding to their level of education. The one-semester...
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li, Chen chia, and 陳嘉莉. "Games melt into young children English teaching." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/19528412790535604632.

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碩士<br>國立花蓮教育大學<br>幼兒教育學系碩士班<br>96<br>Games Melt Young Children English Teaching Advisor: Dr. Chuan-cheng Kao Student: Chia-li Chen Abstract The purpose of this study is to investigate the situations, difficulties and influences of games that melt young children English teaching. Based on the results of the research, the author tries to present the conclusion and suggestions. The design of the study consists of Qualitative methodologies. This study is through interviewing and observing three teachers, collecting the documents of the kindergartens and recording the thoughts oh the researcher. The results of the analysis are as follow: 1. It’s through warm activities, main activities and relaxed activities to know the situations of games that melt young children English teaching. 2. The influences of games that melt young children English teaching are to attract attention, create the pleasant atmosphere, share experiences, provide the chances of interaction and increase the chances of practice. 3. It makes the atmosphere of the classroom alive, children have power to learn English, children can develop potential and confidence, and they can get accomplishment and confidence when teachers melt game into English teaching. 4. The factors of games that melt young children English teaching are time, teaching materials, the situations and the backgrounds of teachers. 5. The difficulties of games that melt young children English teaching are safety, time, win, order, and the amount and level of children. 6. Children’s responses toward games are positive, confident, happy and accomplished. 7. The kindergartens and young children English teachers should be clear about the essences in young children English teaching. Key words: Games, young children English teaching.
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Huang, Yao-Ting, and 黃耀霆. "An Action Research of Teaching Games for Understanding:A Study of Basketball Teaching." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/q8u2aw.

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碩士<br>國立東華大學<br>體育與運動科學系<br>103<br>The purpose of this action research study was to investigate the influence on the learning motivations of fifth graders in physical education (PE) class and their outcomes in cognition, objective skills, and competitions via the application of Teaching Games for Understanding (TGfU). Meanwhile, it also recorded the problems encountered and solutions implemented by the teacher researcher. The study involved 1 teacher researcher and 10 fifth graders, including 7 male and 3 female students, at an elementary school in Hualien; the students were given basketball lessons taught based on the TGfU model for 16 learning periods in 8 weeks. A paired-samples t-test was used to examine the quantitative data like the results of the cognitive tests, objective skills tests, and pre- and post-tests of competition performance. The qualitative data from the teacher researcher’s teaching journals, team-teaching feedback, and student interview outlines and learning sheets were analyzed using the constant comparative method. The results are as follows. When TGfU was applied, (1) the learning motivations of all the participant students were improved; (2) all the students, male, and female students respectively achieved a significant level of improvementin the cognitive learning outcomes, and the male students, in the objective skills learning and competition performance. (3) The teacher researcher faced 13 problems in 4 aspects and understood how action research could help not only improve and solve difficult situations in teaching but also sharpen the teacher researcher’s professional competence. To sum up, (1) applying TGfU in teaching is beneficial to improving students’ learning motivations.(2) TGfUin teaching basketball in PE classcan improve students’ learning outcomes. (3) TGfU helps sharpen therelated professional competence of teachers. Recommendations for PE in schools and suggestions for further studies were made.
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Hung, Mei-Chiao, and 洪美嬌. "The Development of Creative Problem Solving Teaching for Science Games : An Exmaple of 〝Paper’s Games〞." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/25215532880347000532.

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碩士<br>國立臺中教育大學<br>科學應用與推廣學系科學教育碩士班<br>97<br>Summary The purpose of this study is through action research to explore the teaching activities which integrate the teaching model of Creative Problem Solving (CPS) into Scientific Games to be designed as paper games, as well as the difficulties and solutions that may be encountered when practiced in teaching; also, this study analyzed the researcher’s gained professional growth and fruits in the aspects of curriculum design, Application of teaching strategies and the teachers’ pluralistic role transformation. In this study, the teaching actions were conducted in three stages. The research target of teaching was a 6th grade student from Hu Hu Elementary School. By taking advantage of courses of Nature and Life Technologies, the teaching activities were conducted once in every week (two classes for each time) and each stage contains 4 weeks in a row. Through the ways such as teaching video, assisting teachers in teaching for observations and records, interview records, learning sheet, survey form for opinions about activities, teaching notes, etc., the related data for this study was collected for analysis. The findings of this study were: (1) If Scientific Games are introduced into the teaching model of Creative Problem Solving (CPS), the students’ interests of learning the Nature and Life Technologies would be enhanced; also, the students would learn scientific knowledge through the games. (2) In order to design the teaching of scientific games by Creative Problem Solving (CPS), the teacher should conquer the problems brought by time, places, teaching materials, and teaching scenes. (3) Through the design and the teaching process of introducing scientific games into Creative Problem Solving (CPS), the teacher can increase his/her teaching skills and understand the theories deeply to enrich his/ her own professional knowledge. Finally, this study has proposed concrete suggestions for teaching designs and practices of scientific games as well as directions for future research. Key Words: Scientific Games, Creative Problem Solving (CPS), Paper Games
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Tsai, Chia-Fang, and 蔡佳芳. "Exploring elementary classroom teachers' teaching in physical education through invasion games teaching module." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/70097144048464734960.

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碩士<br>國立臺灣師範大學<br>體育學系<br>104<br>This research aims to explore the relationships between the perceived and actual circumstances influencing the methodologies of elementary classroom teachers implementing physical education through modules of educational invasion games. Its purpose is to gain practical knowledge of this classroom situation and apply it to future curriculum planning and assess the direction of professional development of future educators. The research has been conducted with a qualitative analysis of the classroom performance of purposive sample of two non-sports specialty teachers carried out over a six-week period encompassing twelve classes. The first and third stages implemented individual semi-structured interviews. The second stage included a written teaching reflection table examining several metrics of interest to teachers with physical education expertise; this information was collected and collated for later analysis to search for and describe any relevant general trends. The research results can be organized into three phases: one before the application of the methodology (during its perception aspect), another during the application of methodology (the actual teaching aspect), and the last after the application of the methodology (the reflection phase). Each of these can be further divided into sub-phases as follows: for the first phase: past methodologies in ball courses, perceived attitudes towards physical education, required skill of instructors, the features of invasion games teaching modules; for the second phase: successful experience, and challenging outcomes; for the final phase: teaching goals, teacher professional knowledge, class content, and teaching environment. The results of this research suggests that the addition of a support network of physical education expertise, the establishment of professional development resources for educators in group and internet formats, and the addition of training, expression, and creativity coursework in non-sports education students’ curricula, can promote their efficiency and effectiveness.
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Huang, Sheng-Fei, and 黃聖斐. "Application of Board Games in Literacy Teaching for Children." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/442ag2.

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碩士<br>國立東華大學<br>幼兒教育學系<br>106<br>Learning attitudes are among the major factors influencing learning effectiveness. The primary purpose of this study was to explore the application of board games in literacy teaching for lower-grade elementary students and to observe students’ learning attitudes, emotions, and interpersonal relationships in the classroom. Observations and in-depth interviews were employed as the research methods to examine individual cases of households with elementary school children. In a practical application of board games in literacy teaching for children, the board games served as the teaching medium and game playing served as the teaching method; thus, adaptive instruction constituted the teaching strategy in this application process. The results revealed that board games incorporating course objectives could increase students learning motivation. Moreover, students learned to transform emotions of failure, anger, and frustration into positive and proactive attitudes through games; accordingly, children could learn about emotion management, interpersonal relationship and team spirit. Finally, the applied board games changed learners’ learning attitudes and enhanced their reading comprehension skills. This study suggests the moderate use of board games as a teaching medium. The increase in the enjoyment of learning and the students’ transition from concrete to abstract thinking regarding characters reduce rote memorization, thus increasing language learning and improving reading comprehension in game scenarios. Board games enable students to review lessons during game playing, consequently improving learning vi effectiveness. These research results might serve as a reference for parents, teachers, and schools to promote teaching strategies.
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鄧巧如. "Learning by playing:the activity design of teaching through games." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/b7fk4k.

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