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Dissertations / Theses on the topic 'Skill game'

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1

Cothran, Donetta J. "Six Volleyball Skill Tests as a Predictor of Game Performance." TopSCHOLAR®, 1992. http://digitalcommons.wku.edu/theses/1656.

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The purpose of this study was to investigate the relationship of six selected volleyball skill tests to actual volleyball game performance. The six skill test items were administered to 64 subjects, who were all members of a college level introductory volleyball course. Based on the ratings of a panel of experts, subjects were rated during game play as good, average, or poor performers. The stepwise discriminant analysis was used to analyze the relationship between skill tests and game performance. Four of the six skill tests were identified as significantly contributing to group membership. T
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Deniozou, Thaleia. "Investigating the potential of mobile games as learning environments for independent adult skill development." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/22926.

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The research described in this thesis is grounded in the fields of independent adult learning, user experience for mobile applications and game design. It considers the case for mobile game-based learning in the context of informal microlearning and investigates the potential of mobile games to assist the independent skills development of adults. Initial research found that adults expressed positive attitudes towards the idea of learning with a mobile game, while even those who did not use mobile games recreationally appeared positive to using them if they perceived them as an effective way to
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Tursic, Arslan. "TEACHING MOTION SKILLS WITHIN GAME TUTORIALS : Discovery learning theories tested on game tutorial design." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8354.

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This thesis explores the dynamic field of motion skill acquisition and uses discovery learning as means for learning motions. Differences are discussed between a virtual game environment and a real environment and how this can relate to motion skill acquisition. By testing different instructions for a created serious game, this thesis aims at exploring if there are significant differences in gameplay and motion skill acquisition. Respondents were exposed to different instructions before playing a game based on motion skill. In-game time was measured in order to understand if the time results c
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Shannon, Kerrie Ann. "Readiness and skill in an arctic environment : procurement, distribution and game playing." Thesis, University of Aberdeen, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.401181.

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In this dissertation I provide an ethnographic account of life in Coral Harbour, a predominantly Inuit community in Nunavut, Canada.  I specifically address aspects of procurement and everyday life that have often been under-represented in other Canadian Arctic ethnographies.  Whereas Arctic research commonly emphasises the importance of hunting as a major procurement activity, I focus specifically on other procurement activities that are separate from hunting.  Through an examination of women’s, children’s, and men’s activities in procurement, I address a lacuna in the literature and provide
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Ahmadi, Olounabadi Atefeh. "TARLAN: A Simulation Game to Improve Social Problem-Solving Skill of ADHD Children." Thesis, University of Canterbury. Computer Science and Software Engineering, 2015. http://hdl.handle.net/10092/10693.

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Traditional classrooms in which children are expected to sit down quietly and listen to the teacher are not attractive to students in the era of technology. Therefore, researchers have started to study the possibilities of applying modern approaches to educational contexts. The interactive nature and the attractive virtual environment of computer games have made them a high-potential context for learning purposes. Sitting in a classroom is challenging for students with Attention Deficit Hyperactivity Disorder (ADHD)because of their inattentiveness, impulsivity, and hyperactivity, so that they
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Russell, Robert Bruce. "Probabilistic Inference as a Mechanism for Action-Video-Game Induced Visuospatial Skill Improvement." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1153.

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Playing action video games leads to improvements in a number of sensory, perceptual, and attentional abilities and skills (e.g. Green & Bavelier, 2003). Improvements occur in basic visuospatial capacities while also leading to improvements in more complex spatial tasks such as mental rotation (Spence & Feng, 2010), indicating that the improvements gained from action video game play generalizes beyond the video game setting. While these improvements have been well documented, the underlying mechanism for these changes is not as well understood. Recent research has suggested an improvement
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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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Ogletree, Xavian Alexander. "Human-AI Teaming for Dynamic Interpersonal Skill Training." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1621853024907269.

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Dapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Sciences<br>Psychology
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10

Samalot-Rivera, Amaury. "The effect of social skill instruction on sport and game related behaviors of children and adolescents with emotional or behavioral disorders." Columbus, Ohio : Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1186774990.

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Samalot, Rivera Amaury. "The effect of social skill instruction on sport and game related behaviors of children and adolescents with emotional or behavioral disorders." The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1186774990.

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Simsek, Orhan. "Use of a Game-Based App as a Learning Tool for Students with Mathematics Learning Disabilities to Increase Fraction Knowledge/Skill." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6390.

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The aim of this study was to investigate the effectiveness of a game-based app (Motion Math: Fraction) to help students with Mathematics Learning Disabilities (MLD) to gain fraction skills including comparison, estimation, and word problem solving in an after school program. The researcher used multiple baseline design by extending with follow-up phase to determine whether students retained the knowledge they learned while engaging with the app. Even though six students participated to the study, the researcher withdrew two of them and analyzed data came from four students. The result o the st
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Ehn, Pelle. "Work-oriented design of computer artifacts." Doctoral thesis, Umeå universitet, Samhällsvetenskapliga fakulteten, 1988. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-62913.

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This thesis is an inquiry into the human activity of designing computer artifacts that are useful to people in their daily activity at work. The emphasis is on opportunities and constraints for industrial democracy and quality of work. First, the philosophical foundation of design of computer artifacts is con­sidered. The need for a more fundamental understanding of design than the one offered by rationalistic systems thinking is argued. The alternative design philosophy suggested is based on pragmatic interpretations of the philosophies of existential phenomenology, emancipatory practice, and
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Trojanowski, Mikolaj, and Johan Andersson. "Are you lucky or skilled in Slay The Spire? : An analysis of randomness." Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43090.

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Elements of randomness are a common factor inmodern digital games, from simple rolls of a die tocomplex AI systems. These elements have an impacton how the player experiences a game. We believe thatexploring the field of luck analysis can benefit designersthrough an developed understanding of how such elementsaffect players. The developers of the digital card gameSlay the Spire has released 77 millions of instances ofplay and sample of these are explored in this study. Withthe use of data mining, data clustering and correlationanalysis the effect of elements of randomness present inSlay the Sp
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Andersson, Erik Olov Mårten. "A Gameful Quest to Make Second Language Acquisition Fun." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122492.

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This study explores the application of principles from game design, and the motivational psychology it is founded upon, to the domain of second language acquisition. A gameful design process based on playtesting andanalysis with design lenses is adapted and used to iteratively design and develop a system for conversation practice with the goal of creating a motivating and engaging experience.The results indicate effectiveness of the process, but generalizing the results would require further research with bigger sample sizes and studies with varied core activities.
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Yu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.

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Rountree, Wendy Leigh. "Redesigning Traditional Children’s Games to Teach Number Sense and Reinforce Measurement Estimation Skills Using Wearable Technology." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/506.

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Children are born with an intrinsic motivation to play games. Over the past decade, educational video games have invaded mainstream classroom instruction and researchers are “considering how games might be used in pursuit of engaging, effective learning experiences� (Squire and Jenkins, 2003). This research encompasses designing math games using a constructivist and embodied cognition pedagogy in an effort to answer the question: “Will overlapping wearable technology and mathematical objectives with traditional children’s games show improved efficacy in students’ math skills and incr
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Delgado, Lisa A. "Matching Market for Skills." Diss., Temple University Libraries, 2009. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/41030.

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Economics<br>Ph.D.<br>This dissertation builds a model of information exchange, where the information is skills. A two-sided matching market for skills is employed that includes two distinct sides, skilled and unskilled agents, and the matches that connect these agents. The unskilled agents wish to purchase skills from the skilled agents, who each possess one valuable and unique skill. Skilled agents may match with many unskilled agents, while each unskilled agent may match with only one skilled agent. Direct interaction is necessary between the agents to teach and learn the skill. Thus, there
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Dean, Graeme Michael. "The Impact of Virtual Geographies: Video Gaming and Wayfinding." Master's thesis, Temple University Libraries, 2010. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/73238.

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Geography<br>M.A.<br>Success in spatial skills can be an indicator of success in mathematics and sciences. Wayfinding, the ability to purposefully navigate, is one such important spatial skill. Spatial skills can be developed in a number of ways, one of which may include playing video games. Research gathered from a survey and mapping exercise, indicates that though video games may not have a statistically significant impact on wayfinding, experience does. When properly utilized, video games could become part of that important spatial skill training experience.<br>Temple University--Theses
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Nahas, Imad. "Le jeu et le pari en droit." Thesis, Paris 2, 2014. http://www.theses.fr/2014PA020017/document.

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Les jeux de hasard furent connus et pratiqués par l’homme depuis les premières civilisations. Mais dès l’Antiquité gréco-romaine, ces jeux se sont attirés les foudres des moralistes, ecclésiastiques, et législateurs, chacun pour ses propres motifs. Des lois sévères furent édictées par les législateurs de l’Antiquité, qui furent par la suite reprises par les canonistes et les juristes de l’Ancien droit, ainsi que par les rédacteurs du Code civil, et ce, dans le but d’éradiquer, ou du moins de cantonner cette pratique ludique. Mais le désir humain de pratiquer ces jeux de hasard fut plus fort qu
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Soh, Boon Kee. "Validation of the recognition-primed decision model and the roles of common-sense strategies in an adversarial environment." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/26173.

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This dissertation set out to understand the decision processes used by decision makers in adversarial environment by setting up an adversarial decision making microworld, as an experimental platform, using a real time strategy (RTS) game called Rise of Nations (RON). The specific objectives of this dissertation were: 1.Contribute to the validation of recognition-primed decision (RPD) model in a simulated adversarial environment; 2.Explore the roles of common-sense strategies in decision making in the adversarial environment; and 3.Test the effectiveness of training recommendations based on th
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Andrieux, Alexandre. "Improving HSL Recognition Skills with a Color Game." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-192559.

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Improving color matching skills requires a specifically designed interface as much as well-calculated feedback on the underlying color model. This thesis relates to the production of a game for learning HSL and elaborates on learning patterns with regard to hue and game progression. A quantification of learning based on performance variation is proposed. In an effort to balance data quantity and relevance, several variables of pure analysis interest are defined. Results on learning inhomogeneities are presented through Hue Learning Curves with streamgraphs and detailed bar charts. The conseque
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Nayfeld, Irene. "The Inquiry Game: Assessing Inquiry Skills in Low-Income Preschoolers." Scholarly Repository, 2011. http://scholarlyrepository.miami.edu/oa_theses/293.

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Inquiry skills in young low-income children may be an important point of intervention for promoting school readiness and later academic achievement. The current study aimed to investigate and measure the inquiry skills of low-income preschoolers. In a newly-designed, game-based assessment (the Inquiry Game), children were instructed to ask questions to determine a target picture among an array of pictures varying by color and object type. Asking constraint-seeking questions that use color and object type to eliminate multiple pictures is a more efficient strategy (and thus evidence of great
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Ghaed, Zahra. "Code Reading Dojo: Designing an Educationally-oriented Mobile Application Aimed at Promoting Code Reading Skills." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/86189.

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In recent years, much attention has been directed to the use of educational games for learning computer science concepts. The motivation of game-based learning with positive experience has been deeply studied in the literature, but game design for improving code reading skills have much room for improvement. Being good at the reading code is important to a professional developer. To address this issue, we defined a new educationally-oriented mobile game application, aimed at promoting the development of code reading skills in a new and fun way. The strategy of this game is to find errors in pi
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Tam, Long-fai Frankie, and 譚朗暉. "Develop problem solving skills in secondary mathematics classroom through digital game design." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B47469262.

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This study examined the use of digital game design and development process in secondary mathematic classroom to develop students’ mathematical problem-solving skills. The findings indicated students were able to acquire new mathematical concept and applied the newly acquired knowledge to solve different problems throughout the game design and development process. The game development process was highly motivating and it promoted students learning attitudes and interests in general. However, the complex skills required in the game development process did discourage one of the students.<br>publ
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Maani, Leila. "Encouraging the acquistion of drawing skills in game design : a case study." Thesis, University of Gloucestershire, 2014. http://eprints.glos.ac.uk/962/.

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Undergraduate, Interactive Games Design (IGD) courses offered by technical universities in the UK recruit students who are not required to have art or design backgrounds. However, they need to be able to represent their creative ideas. Observations at the University of Gloucestershire have shown that many students find difficulties in expressing their ideas in a visual manner as they do not have adequate drawing skills and eventually some focus on coding and some withdraw. This thesis investigates the links between game design and drawing skills, examining concepts of creativity, learning, des
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Buckley, David. "Skill capture in first-person shooters." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/skill-capture-in-firstperson-shooters(a5a4858b-2b48-44f1-a59b-f7e1928ea7df).html.

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The current models of skill in video games make one of two impositions on players: either to provide an estimate of their own skill, or complete several games before they can be properly assessed. However, in order to experience the most enjoyment and greatest sense of immersion, players need to play against the right difficulty. In order to assign the appropriate difficulty, the player's skill must first be captured accurately and quickly, before the player gets frustrated or bored. Rather than relying on game results that need to be averaged over several games, this thesis proposes predictin
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Suarez, Caraballo Lisa M. "Using Online Mathematics Skills Games To Promote Automaticity." Cleveland State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=csu1426793987.

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Aubrecht, Michelle Adrienne. "Using Gamestar Mechanic with Elementary Art students: An exploration of one teacher’s experiences." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1313592553.

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Fenaughty, Joan. "Game-based Strategies Implementation During Social Skills Training for Non-Elementary Aged Individuals." Doctoral diss., University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6271.

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The problem of practice that has been identified is the lack of games as a social skills tool. Individuals with Autism may face many daily challenges. One of the known deficits for this population is their challenges related to social skills. One way to provide social skills instruction is through game-based strategies. When thinking about play it is not uncommon to automatically envision young children, but the inclusion of game-based play during social skills instruction can be appropriate for all age groups. As children age interventions tend to move away from the inclusion of play. In orde
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Shaw, Keiba L. "The relationship of motivation and psychological skills of senior game participants to performance." Morgantown, W. Va. : [West Virginia University Libraries], 2001. http://etd.wvu.edu/templates/showETD.cfm?recnum=1943.

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Thesis (Ed. D.)--West Virginia University, 2001.<br>Title from document title page. Document formatted into pages; contains iv, 102 p. Includes abstract. Includes bibliographical references (p. 44-49).
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Ozturk, Duygu. "The Effects Of Friendship Making Skills Training With Board Game On Friendship Making Skills Of Fourth Grade Elementary School Students." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/12610722/index.pdf.

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The purpose of the present study is to design and examine the effects of a Friendship Making Skills Training with Board Game on friendship making skills of fourth grade elementary school students. An experimental design (2X2) with one training and one control group and two measurements (pre and post) was used in the present study. The participants were 18, fourth grade students from a state elementary school in Altindag province in Ankara. Data were collected by the Friendship Making Skills Assessment Scale (FMSAS) that was developed by the researcher to measure the friendship making skills of
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Flynn, Brynn. "Design-centered Learning : Developing Collaborative Skills by Making Games." Research Showcase @ CMU, 2014. http://repository.cmu.edu/theses/63.

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Communication technology drives new opportunities and expectations for employees to collaborate across countries, continents and time zones. This has the potential to bring people together, increasingly connecting individuals with different experiences, perspectives, and areas of expertise. However, it also complicates collaboration. People working together in these situations must both adjust to differences between in-person and digital interactions, and also navigate the complexities that accompany a dynamic and diverse team. I address this need by I creating a set of design-oriented activit
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Howland, Katherine. "Narrative threads : supporting young people in developing writing skills through narrative-based game creation." Thesis, University of Sussex, 2012. http://sro.sussex.ac.uk/id/eprint/42603/.

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This thesis examines how narrative-based game creation can be used as an activity to improve writing skills for young people aged 11-15, and how additional representational support in a game creation tool can increase the benefits of the activity. Creating narrative-based games can involve traditional writing skills as well as requiring the 21st century skills of multimodal and interactive writing. Toolsets make it possible for young people to create 3D role-playing games with a commercial look and feel, but they do not provide support for the complex task of interactive and multimodal narrati
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Williams, Garrick J. "Abstracting Glicko-2 for Team Games." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1427962458.

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BATISTA, GABRIEL DO AMARAL. "DESIGN AND EDUCATION: THE GAME IN THE DEVELOPMENT OF SKILLS AND ABILITIES OF THE STUDENT." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16668@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>O jogo exige do jogador modalidades estruturais de inteligência para relacionar regras, conteúdo, estratégias, e esquemas. Ou seja, para se jogar são necessárias competências e habilidades que permitam a articulação entre informação e ação. Esta pesquisa apresenta uma visão de desenvolvimento de jogos que privilegia a relação entre a informação, o conteúdo disciplinar, e as competências e habilidades requeridas para a experiência lúdica, congruentes com as exigidas na formação escolar. É apresentada uma apropriação desses conceit
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Singh, Ashish C. "Improving the survivability of agents in a first-person shooter urban combat simulation by incorporating military skills." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Thesis/Fall2007/a_singh_111607.pdf.

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Bégel, Valentin. "Evaluation and training of rhythmic skills via new technologies." Thesis, Montpellier, 2017. http://www.theses.fr/2017MONT4003/document.

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L’être humain est doté d’une grande capacité à traiter l’information temporelle, particulièrement visible dans notre tendance à bouger avec la pulsation de la musique. Cette pulsation est appelée beat. Les capacités rythmiques sont sous-tendues par un réseau neuronal complexe, incluant les régions auditives (cortex auditif, gyrus temporal supérieur), les régions motrices et pré-motrices (les ganglions de la base, les cortex moteur et pré-moteur) et les régions de coordination motrices (par ex., le cervelet). Lorsque ces régions sont affectées par des maladies neurologiques ou développementales
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PREDOVIC, DOLLY. "INTERNATIONAL INTERSHIP: A DIGITAL-GAME ASSESSMENT APPROACH TO MEASURING THE TRANSFORMATION OF EMPLOYABILITY SKILLS INTO BEHAVIORS." Doctoral thesis, Università Cattolica del Sacro Cuore, 2021. http://hdl.handle.net/10280/99851.

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Vi è un ampio e diffuso consenso che suggerisce che il tirocinio (internship), come forma di apprendimento esperienziale, può essere uno strumento efficace per lo sviluppo delle competenze tecniche e trasferibili degli studenti e quindi come strumento di rafforzamento dell'occupabilità (employabiltiy) dei laureati. Numerosi studi hanno anche scoperto che le esperienze internazionali possono sviluppare le competenze più apprezzate dai datori di lavoro. Questa ricerca affronta una lacuna all'intersezione di questi due campi di studio. La maggior parte degli studi analizza le esperienze internazi
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Erdmann, Jakob [Verfasser], Ingo [Akademischer Betreuer] Althöfer, and Matthias [Akademischer Betreuer] Löwe. "The Characterization of Chance and Skill in Games / Jakob Erdmann. Gutachter: Ingo Althöfer ; Matthias Löwe." Jena : Thüringer Universitäts- und Landesbibliothek Jena, 2011. http://d-nb.info/1016368178/34.

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Ornelas, Barajas Alejandra. "A Serious Game for Children with Autism Spectrum Disorder." Thesis, Université d'Ottawa / University of Ottawa, 2017. http://hdl.handle.net/10393/36273.

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In this thesis, we propose a Serious Game (SG) for children with the Autism Spectrum Disorder (ASD) that builds on the concept of LEGO®-Based Therapy that is aimed at improving social and cognitive skills. The proposed SG is composed of building blocks augmented with electronic modules that connect to a computing device that provides visual feedback. We investigate the effects of using the proposed computer SG by comparing it to a non-computer block-game during two empirical studies, one following an unstructured play approach and a second one with structured play by assigning roles to the pla
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Mustain, Wendy C. "A manual of elementary physical education skill theme activities for physical education specialists to use in collaboration with classroom teachers." Master's thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-01262010-020045/.

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Ericson, Emily R. "Development of an immersive game-based virtual reality training program to teach fire safety skills to children." [Ames, Iowa : Iowa State University], 2007.

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Wiley, Carlos. "ASSESSMENT OF THE CONTRIBUTION OF GAME-BASED SIMULATION IN THE ADVANCEMENT OF INDIVIDUAL SOLDIER INTELLIGENCE GATHERING SKILLS." Master's thesis, University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2620.

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Self-directed Learning Internet Modules based on gaming technology are making tremendous strides as tools to current training system for our military services. Currently, the US Army is testing the Every Soldier is a Sensor Simulation software (ES3) as part of the Every Soldiers a Sensor program that focuses on intelligence gathering and maintaining situational awareness. The primary training goal of this simulation is the training of individual soldiers on conducting "Active Surveillance" and "Threat Indicator Identification" where the soldier is an active participant in the process. Traditio
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Robberts, Anna Sophia. "Design principles to create an enabling game-based learning environment for the development of 21st century skills." Thesis, University of Pretoria, 2002. http://hdl.handle.net/2263/78491.

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Learning environments that intrigue the Generation Z learner while transferring communication, collaboration, creativity and critical thinking skills are what is needed to prepare this generation for the challenges that they are going to face in the 21st century. This research focuses on design principles that would help educators and students in designing (and co-designing) game-based learning environments conducive to not only transferring content knowledge, but also of the most applauded skills that new graduates are compelled to possess. Employers agree that the students do not have what i
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D'Innocenzo, Giorgia. "The relationship between gaze and information pickup during action observation : implications for motor skill (re)learning." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/16354.

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The aim of the present thesis was to investigate the relationship between individuals' allocation of overt visual attention during action observation and their consequent pickup of information. Four interrelated studies were conducted to achieve this. In Study 1 we examined the effects of visual guidance - colour highlighting of relevant aspects of the action - on observational learning of the golf swing. The results showed that the visual guides facilitated novices' intake of information pertaining to the model's posture, which was reflected in faster learning. In the remaining studies, trans
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Liao, Hui-Chun, and 廖惠鈞. "EduBingo: A Bingo-like Game for Skill Building." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/15838359176157698768.

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碩士<br>國立中央大學<br>資訊工程研究所<br>93<br>The objective of the research is to design and implement a bingo-like game for mathematics skill building. Many students find mathematics difficult and do not like studying mathematics. Some researchers suggest that computer games can be highly effective in increasing children’s learning and enjoyment of mathematics. The research described in this thesis addresses the following questions in designing the game for mathematics skill building for elementary school children: 1) How to increase motivation and interests in mathematics practice through game-based skil
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Cheng, Chia-Ching, and 鄭嘉慶. "The Analysis of Game Skill for Men’s Champion in Taekwondo." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/47683513753762585388.

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碩士<br>國立體育大學<br>競技與教練科學研究所<br>102<br>The objective of this study was to analyse the techniques used by 4 of the winning contestants from the Chinese Taipei Men’s Taekwondo Team during the 2013 World Taekwondo Championships. One contestant from each of the following weight division was recruited for this study: -54 kg, -58 kg, -63 kg, and -68 kg. The 4 contestants were asked to participate in 20 matches, where 5 raters evaluated 5 facets by using the many-facet Rasch measurement model. The facets comprised contestants, raters, offense and defence patterns, locations of attack, and techniques. E
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Tsai, Yu-Chun, and 蔡瑜君. "A Case Study of Using Social Skill Program Combine Board Game to Improve the Social Skill of ADHD Child." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/81856655614043835182.

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碩士<br>國立東華大學<br>特殊教育學系<br>103<br>The purposes of this research were to explore how board games influenced social skills of students with ADHD. Two elementary students with ADHD who were received special education services were targeted participants of current study. The case study was used for the research. Direct observations, students’ responses, and feedbacks from students’ classroom teacher and parents were collected to analyze the influence of interventions. After eight weeks, the results indicated that students with ADHD have improved their social skills after board game intervention.
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Kao, Cheng-Min, and 高陳民. "A Study of Proffessional Skill and Talent Development for Game Designers in Taiwan." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/07113658137879483174.

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碩士<br>元智大學<br>資訊傳播學系<br>91<br>This paper is to discuss the game industry which is one of the highly developed industry in the digital content industry. Since the ambition of digital content industry in Taiwan is established firmly, the first step to develop digital content industry should be personnel training. This paper is to discuss which domain knowledge should a game designer have, and how to train them to have the professional skill. The result of this paper is to suggest the next education of professionals in game industry in Taiwan. In-depth interviews is the major researc
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