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Dissertations / Theses on the topic 'Minecraft'

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1

Tornberg, Simon. "Minecraft i klassrummet : En studie av Minecraft som undervisningsverktyg." Thesis, Luleå tekniska universitet, Pedagogik, språk och ämnesdidaktik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85809.

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Syftet med denna studie är att utveckla kunskap om hur lärare kan använda Minecraft i sin undervisning av teknikämnet för elever i årskurs fyra till sex. Utifrån detta syfte formulerades två forskningsfrågor, vilka är: vad inom Minecraft bidrar till elevernas förståelse för tekniska lösningar och vad ser lärare för möjligheter för elevernas lärande genom att jobba med Minecraft. Studien utgick ifrån ett elev-och lärarperspektiv. I studien har åtta elever från år fem deltagit samt tre lärare. En lektionsserie på tre lektioner genomfördes med eleverna där fokus var på att skapa tekniska lösninga
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Christianson, Linda. "Minecraft i förskolan - Ett utvecklingsarbete om Minecraft som undervisningsverktyg i förskolan." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30211.

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Syftet med detta utvecklingsarbete är att arbeta fram en metod för att använda Minecraft i förskolans undervisning. Utifrån ett sociokulturellt perspektiv utforskar jag de didaktiska möjligheterna i Minecraft tillsammans med barnen. Planeringen av aktiviteterna har utgått från förståelsen att lärande sker i interaktion med andra personer. Utvecklingsarbetet syftar till att stärka det gemensamma lärandet och samarbetet mellan barnen. Att uppmuntra andra pedagoger att ta steget till att använda digitala verktyg i arbetet med barn. I studien används en förenklad Learning Study-modell där arbetet
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Fridh, Marcus, and Fredrik Sy. "Settlement Generation in Minecraft." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20422.

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This paper explores graph grammar and constructive solutions for settlement generation in Minecraft. It uses graph grammar to flatten parts of the surface in order to increase the space for the buildings. Buildings are then generated with a constructive solution that follows a step-by-step model where different parts of the building are created in a certain order. Different parts include the shape of the foundation itself, the walls, the roof and the furniture. The algorithm picks which blocks to use on different parts of the house through an object called district palette. The buildings are d
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Koivisto, J. (Jussi). "Minecraft ohjelmointiympäristönä ohjelmoinnin alkeiden opetuksessa." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201610082920.

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Ohjelmointi on otettu osaksi pakollista perusopetusta ja sitä aletaan opettaa uusien perusopetuksen opetussuunnitelman perusteiden myötä vuonna 2016. Ohjelmointia on opetettu peruskouluissa aikaisemminkin, mutta opetusta vähennettiin runsaasti. Ohjelmointi oli vaikeaa eikä se kiinnostanut. Ohjelmointi ei ole juurikaan muuttunut, mutta ohjelmoinnin opetukseen tulee panostaa, ettei toisteta samoja virheitä kuin 80- ja 90-luvun ohjelmoinnin opetuksessa. Tietotekniikan kehittyessä erilaiset laitteet ja niillä pelattavat pelit ovat kasvattaneet suosiotaan. Yksi suosituimmista peleistä on tietokone
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Dang, Denny. "Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-38761.

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The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual s
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Lautamo, A. (Anssi). "Minecraft opetusvälineenä:mitä opettajaopiskelijat oppivat oppimisympäristökurssin aikana." Master's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201706022449.

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Nykyaikainen maailma asettaa huomattavasti yleistyneen tieto- ja viestintäteknologian sekä pelaamisen suosion myötä opettajien eteen haasteita. Yhteiskunta odottaa, että opettajat osaavat yhdessä vanhempien kanssa kasvattaa lapsia ja opettaa heille tulevaisuudessa tarpeellisia taitoja. Tämän takia opettajien taitoja integroida teknologiaa ja pelaamista opetukseen tulisi kartoittaa ja parantaa jo opettajankoulutuksen aikana, jotta erityisesti asenteet niitä kohtaan paranisivat ennen kentälle siirtymistä. Tämä tapaustutkimus tehtiin keväällä 2016 Oulun yliopiston kasvatustieteiden tiedekunnassa
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Karlsson, Eva. "Barns bilder av staden : Minecraft, preferenser och lek." Thesis, Blekinge Tekniska Högskola, Institutionen för fysisk planering, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1008.

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Barnperspektivet inom fysisk planering har fått större uppmärksamhet de senaste decennierna, och då barns åsikter om miljöer har visat sig vara viktiga men svåra för planerare att tolka testas ständigt nya dialogmetoder för att kommunicera med barn. De senaste åren har datorspelet Minecraft börjat användas för detta, där barnen själva får visualisera och gestalta sina stadsbilder. Detta innebär att tolkningen av dessa bilder sker senare i skaparprocessen än vid annan dialog, varvid frågor om huruvida Minecraft kan ge något nytt i barnperspektivet väcks, och hur tydligt barnens preferenser kan
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Bailey, Christopher James. "Investigating the lived experience of an after-school Minecraft club." Thesis, Sheffield Hallam University, 2017. http://shura.shu.ac.uk/15872/.

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This qualitative study seeks to explore and illuminate the lived experience of a group of ten and eleven year-old children, playing in and around the popular multiplayer, sandbox videogame, Minecraft, during a year-long after-school club. Drawing on the work of Deleuze and Guattari (1987) the research employs a playful and emergent methodology, referred to as ‘rhizomic ethnography’, which provides a suite of approaches as a means of exploring the complexity of the social world. This poststructuralist study also builds upon existing research around play, New Literacy Studies, new literacies, sp
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Tholén, Alfred. "Minecraft på fritidshemmet : Ett block i taget, vägen till gemensamt lärande." Thesis, Linnéuniversitetet, Institutionen för utbildningsvetenskap (UV), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65580.

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Syftet med utvecklingsarbetet är att erbjuda elever och pedagoger på fritidshemmet ett nytt arbetssätt med hjälp av spelet Minecraft. Det var 25 elever och två pedagoger som deltog i arbetet. I arbetet beskrivs inledningsvis datorspel och dess användning som ett pedagogiskt verktyg. Därefter presenteras Minecraft och en diskussion kring dess popularitet. Arbetet och den litteratur som använts analyseras utifrån det sociokulturella perspektivet, främst Vygotskijs teorier. Utvecklingsarbetet utfördes efter Kemmis och McTaggart’s version av Lewins aktionsforskninsmetod som bygger på tre steg. Min
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Colombo, Simone. "Computer-Mediated Communication as Situated Phenomenon in Massive Multiplayer Online Servers : A Minecraft-based investigation." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185133.

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The present study investigated Computer-Mediated Communication (CMC) as situated phenomenonin Massive Multiplayer Online (MMO) servers. The popular videogame of Minecraft was chosen as a testbed to examine CMC within its simulated environment. Previous research on videogames explored CMC without considering the role of the server. This research suggests that the onlineserver represents an integral part of the digital environment, in which communication is situated. Data were collected from four servers that shared the same game play mode. A total of 11,658 chatmessages were collected and analy
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Ruotsalainen, H. (Hannu). "Designing educational game experiences for k12 students in context of informal Minecraft club." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201606042278.

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In current times schools are facing new kind of problem. Students are physically present but their minds are wondering. To answer this problem teachers have searched new ways to inspire students to learn. Many teacher believes that video games could be the answer to this problem. This design based research goes in detail how Minecraft learning areas were created and made better during one school’s afternoon club. Research questions for this thesis were: 1.) How iteratively design learning areas for the Minecraft club? 2.) How did design of the learning areas change during the Minecraft club? 3
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Cox, Raymond Taylor. "Mathematical Modeling of Minecraft – Using Mathematics to Model the Gameplay of Video Games." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1431009469.

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Gustafsson, Ola. "Wow!! Kunde man göra så? : En observationsstudie om Minecraft education edition i fritidshem." Thesis, Högskolan i Gävle, Pedagogik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-30005.

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SANTOS, Débora Maria dos. "Infâncias e jogos digitais : uma investigação sobre o consumo infantil a partir do Minecraft." Universidade Federal Rural de Pernambuco, 2018. http://www.tede2.ufrpe.br:8080/tede2/handle/tede2/7612.

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Submitted by Mario BC (mario@bc.ufrpe.br) on 2018-09-28T13:53:07Z No. of bitstreams: 1 Debora Maria dos Santos.pdf: 2304805 bytes, checksum: bd4849624ad34c7eaab90642ae273f1a (MD5)<br>Made available in DSpace on 2018-09-28T13:53:07Z (GMT). No. of bitstreams: 1 Debora Maria dos Santos.pdf: 2304805 bytes, checksum: bd4849624ad34c7eaab90642ae273f1a (MD5) Previous issue date: 2018-07-10<br>Definitions of childhood are constantly changing because they are influenced by a set of parameters for economic, political, social, cultural, technological, ideological and discursive, and childhood social and
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Banskota, Alisha. "Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/7734.

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Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development. In 2018, 168 out of 10,000 children are said to be affected with Autism in the USA. As these children move to adulthood, they have difficulty in communicating with others, expressing themselves, maintaining eye contact, developing a well-functioning motor skill or sensory sensitivity, and paying attention for longer period. Some of these abnormalities, however, can be gradually improved if they are treated appropriately during their adulthood. Studies have shown that peop
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Corrêa, Francisco Tupy Gomes. "Ponto de equilíbrio entre a nova teoria da comunicação, o ví­deo game e o minecraft." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-17042018-143348/.

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Eu jogo, tu jogas e nós? Nós jogamos ou somos jogados? Eu me comunico? Tu te comunicas comigo? Nós nos comunicamos enquanto jogamos? Talvez a resposta rasa a qual somos induzidos a pensar seja: \"Sim! e como nos comunicamos.\" De forma mais elaborada, a ideia da pesquisa em questão é: qual a sinergia que ocorre entre o jogar e o comunicar, considerando que o comunicar não é algo que emula a comunicação, que promove o êxodo para o virtual, que coloca o jogador enquanto objeto de jogo tal como um peão. Comunicar é algo que sente, que frui, que nos atravessa, que permeia a nossa sensibilidade e i
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Nordin, Annika. "SO - undervisning och onlinespel : En studie av onlinespels påverkan på elevers motivation genom exemplet Minecraft." Thesis, Södertörns högskola, Lärarutbildningen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34021.

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This quantitative study examines to what extent online games motivates students. It is based on a quantitative method such as a questionaire where students and teachers have answered questions about which teaching methods that motivate student the most. The study shows that onlinegames motivate children, especially boys. However, they do not motivate them more than learning by doing experiments and pracitical work, such as arts and craft. Moreover, the study shows that the teachers are aware of what kind of teaching that motivates the students the most and also that the teachers in general pla
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Graso, Jana. "The “Reality” of Misogyny in Online Gaming Communities : A Qualitative Study on Female Minecraft Players." Thesis, Stockholms universitet, JMK, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-133643.

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This study explores the implications of misogyny in the virtual and physical worlds. The 2014 GamerGate scandal shed light on the immense violence to which female gamers and gaming entertainment consumers are so frequently exposed to. Minecraft is the most played mass online multiplayer game in the world with over 100 million copies sold. The open gameplay mode of Minecraft and the non-linearity of the objective of the game has grown into a lush ground for violence, as there are seldom physical or virtual repercussions for verbal violence online. Gendertrolling has become a pastime within the
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Nsumbu, Gilliam, and Tony Klaesson. "TV- och datorspel i engelskundervisningen : En studie om användning av Minecraft som stimuleringsverktyg för nyanlända elever." Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-42888.

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Vårt arbete handlar om hur mellanstadielärare kan använda TV- och datorspel i engelskundervisning för att öka elevernas intresse. När en del nyanlända elever kommer till Sverige måste de lära sig svenska och engelska samtidigt, vilket kan kännas som en stor belastning för dem. Här emellertid är barn mycket intresserade av digitala verktyg, som är en möjlighet för dem att lära sig nya saker på ett tilltalande sätt. I denna studie har vi intervjuat två engelsklärare och fyra elever samt genomfört en enkätundersökning med 18 nyanlända elever som deltagare. Resultaten i vår uppsats visar att eleve
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Steinbeiss, G. J. (Gregor-Jan). "Minecraft as a learning and teaching tool:designing integrated game experiences for formal and informal learning activities." Master's thesis, University of Oulu, 2017. http://urn.fi/URN:NBN:fi:oulu-201704081448.

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Research has shown the educational benefits of using the video game Minecraft in areas such as sciences and educational purposes as a teaching tool to transfer knowledge. Most studies, however, address the issue from an external perspective, rather than a student-centred perspective by evaluation from the researchers’ or teachers’ perspectives. This leads to a gap of data from the participants’ perspective and its usage in education. Those studies discuss how Minecraft is used as a simple teaching tool by filling it with content. Likewise, little research has studied in detail about the pedago
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Moraes, Lucas Almeida Prado de [UNESP]. "O uso do Minecraft e do RPG como recurso de observação de estudantes precoces e superdotados." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/154812.

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Submitted by Lucas Almeida Prado de Moraes (lucasapmoraes@gmail.com) on 2018-06-18T13:31:48Z No. of bitstreams: 1 O USO DE JOGO ELETRÔNICO E DO RPG COMO RECURSO DE AVALIAÇÃO DA CRIATIVIDADE DE ESTUDANTES PRECOCES E SUPERDOTADOS.pdf: 7567199 bytes, checksum: 2fa596277892998de7276a41f3fb8e4d (MD5)<br>Rejected by Satie Tagara (satie@marilia.unesp.br), reason: Faltam: ficha catalográfica e folha de aprovação A ficha catalográfica é elemento obrigatório em trabalhos acadêmicos, e deve ser elaborada por um bibliotecário.Para obter a ficha catalográfica de seu trabalho, você pode enviar um e-mai
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Cooper, Linda. "Meeting up in Minecraft : opportunities for collaboration and creativity when playing an immersive, virtual world game." Thesis, University of Southampton, 2017. https://eprints.soton.ac.uk/417783/.

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This thesis explores the themes of technology, talk, playfulness and creative learning. The study investigated how children in the primary classroom talk when they use an immersive gaming environment. While creativity, play and talk have been linked with technology on an individual basis, the ways in which all of these themes interact is less well documented. The research began from this observation and sought to explore how technology might facilitate the development of a dialogic environment that supports creative interaction between pupils. Groups of children from two case study schools wer
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Holst, Mathilda. "Creative Mode : En undersökning om vilka effekter Minecraft liksom andra fritidsintressen kan ha på elevers motivation." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7676.

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Tankar om den nationella ämnesutvärderingen i bild, som menar att pojkar presterar sämre och att elever har en snäv syn på vad bild kan vara, och Wery och Thomsons Motivationsstrategier användes för att formulera syften och frågeställningar. Det första syftet med undersökningen är att sätta strategier för ökad elevmotivation i en bildspecifik och bildpedagogisk kontext. Detta ledde till en teoretisk positionering i Wery och Thomsons Motivationsstrategier, som handlar om att förhålla sig till en problemformulering inom pedagogik, nämligen den om motivationsstrategier och hur sådana kan förmå el
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Ridell, Kim. "S(t)imulerat lärande – En svensk pilotstudie om Minecraft som ett kompletterande läromedel i SO-undervisning." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34861.

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I denna studie undersöker jag simuleringen Minecraft som möjligt kompletterande läromedel i SO-undervisningen i årskurserna 1-3. Jag undersöker hur man kan använda Minecraft, om det förekommer någon genusskillnad hos elever gällande motivationen att använda Minecraft som läromedel och hur frukt- och gångbar simuleringen är gällande simuleringens tillgänglighet, mekanik och innehåll. Undersökningen står på fyra ben; 1) Eget användande av Minecraft, 2) En enkätundersökning till yrkesverksamma pedagoger i gällande årskurser, 3) intervjuer av elever i gällande årskurser samt 4) en omfattande litte
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Cueva, Carrión H. (Henry). "The use of Minecraft to foster creativity, collaboration and motivation through game-based learning and gamification." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201811103019.

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The eruption of ICTs in our society posed the question of how to integrate technology into education. According to Waks (1987) in Science, Technology and Society Education, we need to find a way to integrate educational approaches that embrace and intertwine education and technology. Then, through the use of pedagogical approaches such as Game-based Learning and gamification, Minecraft presents itself as the perfect tool to develop computational thinking, foster creativity, nurture collaboration and increase motivation. The aim of my research is to demonstrate how motivation and collaboration
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Moraes, Lucas Almeida Prado de. "O uso do Minecraft e do RPG como recurso de observação de estudantes precoces e superdotados /." Marília, 2018. http://hdl.handle.net/11449/154812.

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Orientador: Miguel Claudio Moriel Chacon<br>Resumo: A proposta desta pesquisa é apresentar aos estudantes com comportamento de superdotação, participantes, dois jogos como instrumento para identificar a presença dos três anéis de Renzulli (1986; 2014), com ênfase no anel da criatividade, observando podem impactar no desenvolvimento de suas habilidades sociais, escolares e em seu processo de ensino. para o presente estudo, utilizamos o jogo eletrônico Minecraft e o RPG GURPS – Módulo Básico.o estudo contou com a participação de estudantes que frequentam regularmente o programa de atenção ao alu
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Costa, Maria Isabel da Silva Resende da. "A biblioteca escolar e o gaming: parceiros na facilitação/promoção de aprendizagens." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/15526.

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mestrado em Promoção da Leitura e Bibliotecas Escolares<br>Dado o papel crescente dos jogos no cotidiano dos nossos alunos, a presente investigação pretende indagar como os jogos se podem tornar ferramentas ao serviço da aprendizagem na biblioteca escolar. A metodologia utilizada foi o Estudo de Caso. Com os inquéritos aplicados concluímos que a oferta de jogos nas bibliotecas escolares do concelho de Oliveira de Azeméis não está ligada às suas capacidades espaciais ou oferta de equipamento, que a grande maioria dos professores do Agrupamento de Escolas Soares Basto considera os jogos como f
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Silva, Hudson William da. "Estudo sobre as potencialidades do jogo digital Minecraft para o ensino de Proporcionalidade e Tópicos de Geometria." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20273.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-08-10T13:51:38Z No. of bitstreams: 1 Hudson William da Silva.pdf: 2405210 bytes, checksum: 12508f9683dbda5991f503ed08e26bba (MD5)<br>Made available in DSpace on 2017-08-10T13:51:38Z (GMT). No. of bitstreams: 1 Hudson William da Silva.pdf: 2405210 bytes, checksum: 12508f9683dbda5991f503ed08e26bba (MD5) Previous issue date: 2017-06-28<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>This work aimed to analyze the potentialities of the digital game Minecraft for teaching Proportionality and topics of Flat and
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Bull, Iris. "Foreclosing Possibility in Virtual Worlds: An Exploration of Language, Space, and Bodies in the Simulation of Gender and Minecraft." Thesis, University of Oregon, 2014. http://hdl.handle.net/1794/18445.

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This thesis is a textual analysis and discourse analysis that examines the social and programmatic construction of the videogame Minecraft by interrogating how code, design, and fan modifications limit and facilitate play in and outside the game. This thesis will argue that the constitution of gender--and subjectivity, more broadly--is reflected in the language, space, and bodies that shape the boundaries of the virtual world. What makes a player "cyborgian" when they embody a virtual avatar may have less to do the abstraction of agency into a computerized self and more to do with the way in w
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Roberts-Woychesin, Jami. "Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804920/.

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The primary purpose in this case study was to explore the use of three-dimensional virtual spaces via the use of the game Minecraft as a teaching tool. The case study examined the effectiveness, self-efficacy, and social interaction of students when using such a tool in the teaching and learning process. The research analyzed knowledge acquisition through various deliverables such as benchmark pre and post exams, student discourse, and tangible objects created from the lessons by the students. Students were enrolled and participated in a summer camp offered from Arts and Technology Institute i
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Hewett, Katherine Joan Evelyn. "The Minecraft project| Predictors for academic success and 21st century skills gamers are learning through video game experiences." Thesis, Texas A&M University - Corpus Christi, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10243481.

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<p> Video games are more than just entertainment. In fact, video games like <i> Minecraft</i> develop &ldquo;Four Cs&rdquo; skills in young gamers. These 21st century skills include critical thinking, creativity, communication, and collaboration (National Education Association, 2010) and are considered essential skills for future employment by workforce executives (Sardone &amp; Delvin-Scherer, 2010). This study explores predictors of academic success and the 21st century skills gamers are learning through video game experiences. </p><p> This sequential mixed model study analyzed descripti
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Granouzis, Larsson Euridiki. "Att bevara digitala spel : En komparativ litteraturstudie rörande bevarande av digitala spel, med särskilt fokus på spelet Minecraft." Thesis, Södertörns högskola, Arkivvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-37257.

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The aim of this essay is to explore which preservation method is the most suitable to preserve digital games with focus on Minecraft. This essay will compare emulation, migration and conversion. This will be done through a comparative literature study. The material of this essay is therefore previous research on preservation of digital games and preservation of digital information. The result is that a combined method of emulation and migration is preferable when it comes to the preservation of digital games.<br>Denna uppsats ämnar att undersöka vilken eller vilka bevarandemetoder som kan vara
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Berg, Marklund Björn. "Emergent Learning : Peer collaboration and learning in user driven environments." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5117.

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The purpose of this project is to examine how collaboration in groups of children change from a face-to-face emergent environment to a computer mediated emergent environment. To examine this, a methodology was devised in order to track individual group members‟ contributions to exercises performed by the group. Groups of five children built structures out of LEGOs and in the game Minecraft, and through the devised tracking method, data from the different exercises were juxtaposed with each other and compared in order to determine how the collaborative patterns within the groups varied dependin
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Sundelin, Mattias. "Games in Second-Language Teaching : Using Minecraft to Facilitate the Development of Reading, Listening, Writing and Speaking Skills in English." Thesis, Mittuniversitetet, Institutionen för humaniora och samhällsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-37366.

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Bebbington, Sandra. "A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31699.

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Research shows that teens (Generation Z) are not as information literate as required to function effectively in an information society. Yet many teens are gamers and succeed at game-related tasks that require information literacy skills. This thesis examines the potential that the online game Minecraft, and one of its related affinity spaces, may have in the development of information literacy skills in teens. This case study unfolded in three phases: a video game analysis of Minecraft, a discussion forum analysis and an interpretive report of interviews with eight teen gamers. Findings sugges
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Roberge, Mikaël. "De Minecraft à « mindcraft » : comment effectuer le pont entre concepts quotidiens et concepts scientifiques dans des situations d’apprentissage utilisant un jeu vidéo." Mémoire, Université de Sherbrooke, 2016. http://hdl.handle.net/11143/8557.

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Notre étude vise à mettre en lumière les utilisations qu’il est possible de faire des jeux vidéo en classe et, plus précisément, la manière dont ceux-ci peuvent permettre de faire le pont entre les concepts quotidiens et les concepts scientifiques, un cadre conceptuel issu de la théorie historico-culturelle de Vygotsky. Cet objectif découle de notre problématique, qui a consisté à souligner l’écart existant entre la culture scolaire et la culture ludique qui imprègne la vie des adolescents et des adolescentes à l’heure actuelle. Notre choix du cadre théorique vygotskien nous a permis de nous
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Schimidt, Deborah Andrade Torquato 1998. "Espaços comunicativos e jogos digitais : processos formativos com a inserção do jogo digital Minecraft no contexto do ensino superior e da educação básica." reponame:Repositório Institucional da UFPR, 2017. http://hdl.handle.net/1884/47297.

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Orientadora : Profª. Drª. Noemi Sutil<br>Dissertação (mestrado) - Universidade Federal do Paraná, Setor de Ciências Exatas, Programa de Pós-Graduação em Educação em Ciências e em Matemática. Defesa: Curitiba, 20/02/2017<br>Inclui referências : f. 165-171<br>Resumo: As relações estabelecidas entre o ser humano, a ciência, a tecnologia, a sociedade e o ambiente, quando compreendidas dentro de um contexto capitalista, acabam sendo influenciadas pelas racionalidades instrumental e com respeito a fins. Desta forma, ocorre uma incorporação de imperativos sistêmicos de dinheiro e poder na estrutura d
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French, David James. "Understanding and Addressing Collaboration Challenges for the Effective Use of Multi-User CAD." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6229.

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Multi-user computer-aided design (CAD) is an emerging technology that promises to facilitate collaboration, enhance product quality, and reduce product development lead times by allowing multiple engineers to work on the same design at the same time. The BYU site of the NSF Center for e-Design has developed advanced multi-user CAD prototypes that have demonstrated the feasibility and value of this technology. Despite the possibilities that this software opens up for enhanced collaboration, there are now a new variety of challenges and opportunities to understand and address. For multi-user CAD
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Otterheim, Lena Royalz. "Den Trojanska Hästen." Thesis, Konstfack, Textil, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7176.

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Jag väver mycket. Jag började se på väven som en symbol för minnen och jag vävde in hudens arv genom generationer. När jag ser på väv ser jag hud och när jag ser på hud ser jag väv.  Med hjälp av 3D-pusselteknik bygger jag idén om människans relation till naturen. Material: Kolmårdsmarmor, textil, pigmenterat gips och metall. Och en läppglansig yta.     Gestaltande form: En häst på minecraftkuber. Höjd 3m, Diameter 1m.
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Cipollone, Maria. "Motivation to Mine: An Analysis of the Motivation for Extended Video Game Play among Preadolescents in a Physical Learning Environment." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/352314.

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Media & Communication<br>Ph.D.<br>The relationship between video games and learning is a topic of interest for academic fields. But how can a voluntary activity, like playing video games, motivate students to be academically productive? This dissertation used the popular video game, Minecraft, to measure the intrinsic motivation of 7th and 8th grade students in mathematics class, using a Self-Determination Theory (SDT) framework. The results demonstrated that intrinsic motivation remained at high levels, as long as students are competent in game controls and were relatively free to do what the
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Wrangsten, Caroline. "Back to the Future: Public Space Design by Girls : A case study of #UrbanGirlsMovement in Fittja, Sweden." Thesis, Stockholms universitet, Kulturgeografiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-169397.

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Livability, sustainability, and accessibility in urban public space are growing concerns in urban research and policy agendas. The professional field, however, lacks perspectives for public space qualities. Academic research about women and girls’ involvement in the re-design of public spaces is scarce. The Swedish suburb of Fittja in Botkyrka municipality is characterized by modernism and functionalism and at the beginning of a large refurbishment process. In 2018, think tank Global Utmaning initiated #UrbanGirlsMovement Botkyrka with the purpose of improving the public spaces of Fittja toget
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Morgan, Mia Lynn. "Developing 21st century skills through gameplay| To what extent are young people who play the online computer game Minecraft acquiring and developing media literacy and the Four Cs skills?" Thesis, New England College, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10020378.

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<p> Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21<sup>st</sup> century skills of critical thinking, creativity, communication, and collaboration? The study employed quantitative and qualitative research methods (pre and posttest, survey, and interview) using a case study design, enabling an opportunity f
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Freitas, Alexandre Augusto Castro de Souza. "História em Jogo : orientações didáticas para o uso de um game no ensino de história para o 4º ano do ensino fundamental /." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/153694.

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Submitted by ALEXANDRE AUGUSTO CASTRO DE SOUZA FREITAS (alexandreacsfreitas@gmail.com) on 2018-04-23T01:48:10Z No. of bitstreams: 1 HISTÓRIA EM JOGO - FREITAS,ALEXANDRE A.C.S..pdf: 6656082 bytes, checksum: 9d4748d1af1edea909f107bf63dc9c26 (MD5)<br>Approved for entry into archive by Maria Marlene Zaniboni null (zaniboni@bauru.unesp.br) on 2018-04-24T13:40:50Z (GMT) No. of bitstreams: 1 freitas_aacs_me_bauru.pdf: 6656082 bytes, checksum: 9d4748d1af1edea909f107bf63dc9c26 (MD5)<br>Made available in DSpace on 2018-04-24T13:40:50Z (GMT). No. of bitstreams: 1 freitas_aacs_me_bauru.pdf: 6656082 by
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Ek, Malin. "Lava, Lego, Lasersvärd : En fallstudie om barns samarbete i digitala spel på förskolan." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64123.

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Tillämpningen av information- och kommunikationsteknik i förskoleverksamheten är idag vanligt förekommande, inte minst genom datoranvändning. En del av just datoranvändning på förskolan är barnens bruk av olika slag digitala spel. Av intresse för detta utformades denna kvalitativa fallstudie med avsikt att undersöka vad som framträder i barnens samspel vid den gemensamma förskoledatorn samt vilken betydelse detta kan ha för den pedagogiska verksamheten. Studien genomfördes genom deltagande observationer och interaktionsanalyser av videoinspelningar. Resultatet av denna fallstudie visade att, g
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Kolář, Jakub. "Návrh mobilní aplikace pro správu serveru." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-202096.

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Thesis deals with remote servers specifically those for the Minecraft. These servers are divided into groups. The work examines the possibility of remote access to these servers on network protocols level, which are described briefly, and also at the level of the game itself. Describes the game options that can be influenced via remote management. Then analyzes the applications that are intended for this remote access, and identifies problems associated with them. Based on the issues that implied from this analysis, application that solves these problems is designed. The first chapter contains
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Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents." Electronic Thesis or Diss., Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261.

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Cette thèse a pour objectif de créer et évaluer un modèle narratif pour les jeux vidéo émergents dont une part importante du contenu est générée de façon procédurale. Elle propose pour cela une application dans le jeu vidéo Minecraft. L'approche classique de la narration dans les jeux vidéo s'adaptant difficilement à des expériences de jeu plus libres nous proposons de donner au joueur les moyens de transformer le récit en temps réel et de manière explicite grâce à une forme narrative modulaire et adaptative au contexte de jeu courant. Dans un premier temps, la thèse explore les liens entre na
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Hansson, Mikael, and Stefan Karlsson. "A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058.

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In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within the virtual game environment. This study specifically investigates this process in games played through a first person perspective with the intention of minimising the amount of visual information provided the participants. For this purpose we created two scenarios within a videogame environment specifically design for the study. A total of thirteen participants took part in the study, and after each season a semi structured interview was performed.
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Koutsouras, Panagiotis. "Crafting content : the discovery of Minecraft's invisible digital economy." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/51744/.

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This thesis presents an ethnographic study that aims at explicating the work of creating content in Minecraft. The existing literature paves the way in understanding Minecraft’s community by providing fragments of what players do. However, the game is studied mainly from a ludic perspective or is treated as a resource to explore distinct research agendas, instead of a field of study in itself. As such, particular phenomena that are situated inside Minecraft’s community are lost. The conducted fieldwork discovered the invisible digital economy that is part of this community. More specifically,
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Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261/document.

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Cette thèse a pour objectif de créer et évaluer un modèle narratif pour les jeux vidéo émergents dont une part importante du contenu est générée de façon procédurale. Elle propose pour cela une application dans le jeu vidéo Minecraft. L'approche classique de la narration dans les jeux vidéo s'adaptant difficilement à des expériences de jeu plus libres nous proposons de donner au joueur les moyens de transformer le récit en temps réel et de manière explicite grâce à une forme narrative modulaire et adaptative au contexte de jeu courant. Dans un premier temps, la thèse explore les liens entre na
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LIAO, YU-SHIANG, and 廖育祥. "A Comparison of The Attractiveness of Adults to Minecraft and Lego." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/72704622699098119439.

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碩士<br>國立高雄師範大學<br>工業設計學系<br>105<br>Kidult,there are more and more adults keep young at heart. We could found from mainstream media. Things used to be belong to kids like comic books, video games, Juvenile fictions…these are appearing everywhere in the mainstream media and our lives around. Toys and video games are not only for kids now. We could also say that adults bring them more possibilities. This thesis discusses about the charm of entity LEGO and digital Minecraft, and the differences between them. I sorted out the interview samples of LEGO and Minecraft by Affinity Diagram, and carried
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