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1

Malaspina, Jurado Uldarico. "Elements for teaching game theory." Pontificia Universidad Católica del Perú, 2014. http://repositorio.pucp.edu.pe/index/handle/123456789/96892.

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This article is a lecture accepted for presentation and publication in the proceedings of the 2nd International Conference .on the Teaching of Mathematics, held in Crete on July 2002. Some elements to have in mind for the teaching of Game Theory are given, using the author's teaching experience that relies on the viewpoint that encourages the formal development of mathematical concepts after proposing students problems related with these concepts and after stimulating and analyzing their intuitive approaches to the solution of these problems.
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Pourmorshed, Hormat Saadat. "Superstitious Behavior Classroom Game Teaching." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc862844/.

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Superstitions flourish in cultures around the word and in everyday life. Superstitions are so prevalent and influence personal and political decisions, therefore, we sought to develop a classroom demonstration of superstitious behavior that could be used to show quickly and effectively how powerful adventitious reinforcement could be in modifying behavior. An online game was developed and played by one hundred thirteen university students enrolled in a class on critical thinking. Participants gained points (reinforcement) arbitrarily during either 25% or 50% of each game's (A or B) 3 minute du
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Laskemoen, Kristian. "Pyception : Teaching Python with a Serious Game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23906.

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This thesis set out to study how an online serious game could affect users? motivation on learning Python. One of the projects core goals is to find out whether learning Python is more motivating when having an effortless start through a web based game. A second goal is to find out if Python as a programming language are well suited for a serious game.After the development and implementation of the game, it was performed a user experiment in order to receive feedback. Data from this user experiment were collected in a questionnaire and the results regarding usability were collected in a System
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Ying, Tiancheng. "CandyFactory: Cloud-Based Educational Game for Teaching Fractions." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/90218.

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Nowadays cross platform software development is more expensive than ever before in terms of time and effort. Meantime with increasing number of personal devices, it is harder for local applications to synchronize and connect to the Internet. In terms of educational games, they can be divided into "local educational game" and "web educational game." "Local game" indicates the ones either on tablets, mobile devices or PC, which is an application on the corresponding platform. This kind of game mostly does not have backend support nor cross platform features such as the iPad version of CandyFac
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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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Lindskog, Jonas, and Michelle Stavroulaki. "What's their game? - A study of teacher preparation for using digital game-based teaching." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29552.

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The purpose of this study is to examine perceptions regarding digital game-based teachingand the extent to which teachers of English in Sweden have been prepared to use thisapproach. The basis for this study is the research on the effects of digital games for language learning and the perceived lack of the incorporation of these in teaching, creating a gap between student interests and teaching methods. Therefore, this study investigates the approach of teacher educators who are involved in the design of teacher training programs, as well as the perceptions of in-service teachers at secondary
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Bawa, Papia. "Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10681049.

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<p> The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners&rsquo; performance outcomes, as well as stakeholders&rsquo; (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings strongly suggest that MMOGs helped enhance learner performances in statistically significant ways, and provided valuable insights into elements of interest and concerns of stakeholders about MMOG usage in classrooms. Based on these insights,
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Liu, Xuan. "Functions Fun: An iPad Educational Game for Teaching Mathematical Functions and Graphs." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/90289.

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Teaching and learning mathematical functions and graphs pose significant challenges for teachers and students. Students often have difficulty in understanding a functional relationship between two quantities such as distance and time, temperature and precipitation, and gas price and number of gallons. Teaching students to have quantitative thinking about functions can help them understand the rate of change for complicated functions and later succeed in learning Calculus. Traditional educational methods such as static graph images and some learning tools usually have some limitations. Teaching
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Ljungvall, Anton. "Video Game Narratives in Swedish EFL Teaching : A Study of How the Use of Video Game Narratives Could Potentially Aid or Hinder Swedish EFL Teaching." Thesis, Jönköping University, Högskolan för lärande och kommunikation, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-52297.

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This study aims to explore the potential benefits and disadvantages of utilizing video game narratives in Swedish EFL teaching. The subject is approached through a qualitative literature review of previous research on the use of video games in the process of L2 acquisition. The results are then discussed from a sociocultural perspective, in relation to the frameworks introduced in the background and to the Swedish steering documents. The results indicate that video games are likely to be part of many students’ out-of-school experiences of the English language and that playing video games can b
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Hedvall, Alexander, and Emil Svensson. "Teaching Maternal Healthcare and Nutrition in Rural Ethiopia through a Serious Game." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20939.

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Ethiopia has one of the highest maternal and child mortality rates in the world. The main reason for this isthe low accessibility of educational content regarding healthcare in the rural regions. In this thesis weinvestigate the possibility to address this issue through a serious game, something that has proven efficientas a tool for learning in many situations. By designing and creating a game for rural Ethiopians, we aim tointerest them in learning about healthcare and nutrition by playing a game that reflects their culture andlife. In order to validate our solution we conducted a field stud
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Poonnawat, Waranya. "A framework for teaching decision support using a business simulation game." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.763529.

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Didyk, Y. V. "Business game as the method of foreign language teaching future factors." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/10501.

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Ormond, Thomas C. "An analysis of teaching and coaching behavior in invasion game activities /." The Ohio State University, 1988. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487597424135874.

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Caulfield, Craig. "Shall we play a game?" Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2011. https://ro.ecu.edu.au/theses/447.

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In response to real and perceived short-comings in the quality and productivity of software engineering practices and projects, professionally-endorsed graduate and post-graduate curriculum guides have been developed to meet evolving technical developments and industry demands. Each of these curriculum guidelines identifies better software engineering management skills and soft, peopleware skills as critical for all graduating students, but they provide little guidance on how to achieve this. One possible way is to use a serious game — a game designed to educate players about some of the dynam
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Meyer, Joseph. "Early Stages of Game Development Company for Physics Education." Case Western Reserve University School of Graduate Studies / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=case1496423532596752.

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Morelock, John Ray. "Motivating Students in Game-Based Learning: The Importance of Instructor Teaching Practices." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/86192.

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Game-based learning--using games to achieve learning objectives--represents a promising and increasingly popular means of progressing engineering education's decades-long goal of bringing more evidence-based, active learning pedagogy into the classroom. However, if game-based learning is to proliferate as a pedagogy, research on game-based teaching is critical to provide practical recommendations for implementation, making the pedagogy more accessible to instructors. However, reviews of game-based literature reveal that little work exists in the game-based teaching space, and what work exist
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Murphie, Bobby, and Mattias Hansen. "Teaching Concurrency in a Modern Manner, Flipped Classroom or Game-Based Learning." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20377.

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Mycket forskning har gjorts för att hitta förbättrade sätt att lära ut concurrency. Allt från visualiseringsverktyg till spel-baserad inlärning och flippat klassrum. Dock så saknas forskning som jämför metoder och modeller som lär ut concurrency. Den här artikeln tar upp och tittar på resultat från studenter som studerar concurrent programmering genom att jämföra två olika moderna sätt att lära ut. Den tittar också på vilken metod/modell studenterna f ̈oredrar och håller dem mer engagerade. Författarna av denna artikel jämför ett spel-inlärnings tillvägagångssätt med ett flippat klassrum tillv
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Дегтярьова, Тетяна Олегівна, Татьяна Олеговна Дегтярева, Tetiana Olehivna Dehtiarova, Ганна Вікторівна Дядченко, Анна Викторовна Дядченко, and Hanna Viktorivna Diadchenko. "Game Method As A Way Of Intensification Of Teaching Ukrainian Language As Foreign." Thesis, Sumy State University, 2021. https://essuir.sumdu.edu.ua/handle/123456789/84396.

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In the process of teaching the Ukrainian language of foreign students, the game is the most effective form of learning, as it promotes the development of interest in foreign language communication, creates a certain information base, forms the necessary language mechanisms. The game method is the pedagogical tool that is able to remove the language barrier and intensify the process learning Ukrainian as foreign language. In the game students acquire personal knowledge that becomes meaningful and emotionally colored to them, and it helps them to understand and feel the situation better.
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Wilson, Elyse. "Teaching Children About Emotions and Friend Using a Computer Program." Thesis, University of Canterbury. Psychology, 2013. http://hdl.handle.net/10092/8383.

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The purpose of this study was to evaluate the effectiveness of a computer program in conjunction with instruction from the researcher, in helping individuals with Autism Spectrum Disorders improve their emotional and social skills. In an A-B- A with replication across participants design, three participants used the program for 20 minutes a day for 15-18 sessions in a school setting, across six weeks. The researcher provided one on one support to participants while they used the program. The participants were aged 10 to 12 and had previously been diagnosed with Asperger’s Syndrome or High-Func
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Máthé, Melinda. "Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers." Licentiate thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-181004.

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Interest in the use of digital games in education has been increasing over the past few decades. Advocates argue that digital games are powerful learning tools with the potential to support increased motivational, cognitive, behavioural, affective, physiological and social outcomes. However, empirical evidence for their effectiveness is mixed. Research has focused primarily on measuring the effect of games on learning in researcher-controlled experiments, whilst relatively less attention has been paid to the role of teachers. The thesis addresses the research gap by investigating how teachers
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Marques, de Albuquerque Rafael. "Digital game education : designing interventions to encourage players' informed reflections on their digital gaming practices." Thesis, University of Nottingham, 2016. http://eprints.nottingham.ac.uk/32626/.

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This thesis describes the development, implementation and evaluation of a model of game education, here understood as the process of educating about digital games. The pivotal characteristic of this model is in placing the claimed influences of gaming (e.g. cognitive gains, increase of aggression) at the centre of the content to be learnt. It is based on five principles, namely, that game education can be Informative, Critical, Empowering, Emancipatory, and Dialogic, hence the ICEED Game Education Model. The ICEED model was inspired by both the academic literature and the first study of this t
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CUNHA, RAFAEL MOREIRA. "DEVELOPMENT AND EVALUATION OF A COMPUTER GAME FOR TEACHING VOCABULARY TO CHILDREN WITH AUTISM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=19646@1.

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REDE GLOBO<br>O autismo é um transtorno global do desenvolvimento infantil que afeta a capacidade de comunicação do indivíduo, de estabelecer relacionamentos e de responder apropriadamente ao ambiente. A Ciência da Computação e, em particular, a área de Interação Humano-Computador (IHC) podem auxiliar na construção de ferramentas com alta qualidade de uso capazes de ajudar no desenvolvimento de crianças com autismo. Este trabalho tem por objetivo analisar o impacto de um programa de computador desenvolvido exclusivamente para ajudar crianças com autismo na aquisição de vocabulário. Os resultad
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Schepis, Julie. "The waiting game : a new paradigm for teaching self-control to pre-school children." Scholarly Commons, 1997. https://scholarlycommons.pacific.edu/uop_etds/2319.

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The most common paradigm for investigating self-control is the choice paradigm . The choice paradigm, also known as delay of gratification, involves having an organism choose between a smaller immediate reinforcer (impulsive choice) or a larger delayed reinforcer (self-controlled choice) (Logue, 1988). The value of the work to improve self-control by increasing the organism's ability to wait for the larger reward has been questioned because of its lack of similarity to real life situations (Cole, Coll & Schoenfeld, 1982) . An alternative self-control paradigm which is based on the organism's r
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Fraenkel, Linda Anne. "Learning about water through the African catchment game : the refinement of a role playing simulation game." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1005518.

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This research has undertaken two key mandates. One was to develop modifications to the African Catchment Game (ACG), a role playing simulation game, in order to simulate rainfall and water management processes representative of the southern African context. The other was to understand what, if any, learning associated with water management issues had taken place as a result of playing the ACG. The modification process took the form of an action research process. The initial modifications were trialed with South African students as part of their undergraduate Geography course offered at Rhodes
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McGarry, Theresa, and A. Blumenstock. "Vocabulary Concept Card Game: Reviewing Vocabulary With Applied Concepts." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/6150.

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Book Summary: This revised volume brings together the best of the past with suggestions for the future and proves that teachers' imaginations continue to produce an interesting and varied range of ways to learn English within the broad guidelines of communicative language learning. New Ways in Teaching Adults, Revised provides classroom teachers with a range of activities for all stages of the learning process. The many activities included encourage discovery learning, provide practice, and extend students' learning beyond the classroom. Also, various activities allow students to work in pairs
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Trinneer, Anne. "Teaching children about Internet safety: An evaluation of the effectiveness of an interactive computer game." Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27303.

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The effectiveness of an interactive computer game designed to alert children to dangers on the Internet and to encourage them to develop their own guidelines for Internet safety is assessed. Pre- and post-test data were collected from a treatment (n = 181) and comparison group (n = 157) of Grade 6 and 7 students from 8 elementary schools in and around a large Western Canadian city. Reported frequencies of risky online behaviours, Internet safety-related attitudes, and number of Internet safety guidelines were measured in a questionnaire format. Initial frequencies of risky online behaviours an
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Flora, João Francisco Farinha. "Console and game for teaching trumpet." Master's thesis, 2018. http://hdl.handle.net/10773/25893.

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A aprendizagem musical e todas as suas vertentes não são de todo simples e claras. É necessário muito esforço e dedicação por parte do aluno para conseguir obter resultados satisfatórios. Devido à complexidade dessa aprendizagem muitos dos interessados tendem a desistir, sendo por isso útil a definição e implementação de novas estratégias e métodos que tornem toda essa aprendizagem mais acessível. A implementação deste projeto visa o público com idade compreendida entre os 5 e os 10 anos. Nesse contexto, o projeto apresentado nesta dissertação visa a criação de uma consola sem fios e de um jo
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JENG, HUEI-WEN, and 鄭惠文. "Integrate Game Elements into teaching writing to Elementary Students." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/8u588g.

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碩士<br>國立新竹教育大學<br>中國語文學系語文教師碩士在職專班<br>105<br>Integrate Game Elements into teaching writing to Elementary Students Abstract The purpose of this study is to assess the effective strategy of using the game elements into teaching writing to Elementary students, and the performance of the students’ writing ability by applying game elements into teaching writing to Elementary students. Meanwhile, this study examined how the researcher progressed further development in the knowledge and ability of teaching writing. Action research was adopted in this study. The research was done by ap
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Ni, Hsiu-ching, and 倪秀青. "Using Game Teaching as a Tool In Elementary School." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/16318074093176146220.

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碩士<br>大葉大學<br>管理學院碩士在職專班<br>99<br>Abstract This research aimed to investigate the elementary school teachers’ recognition of the effectiveness of children’s play and teachers’ willingness to integrate play into instruction, as well as to examine the possible factors influencing the implementation of integrating play into instruction. This study was conducted with quantitative research method. 1,008 questionnaires were sent out to the elementary school teachers of Chang-hua County. With 892 copies returned and 476 copies valid, the valid rate was 53.4%. SPSS 12.0 was utilized for data ana
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Wu, Wei-Yi, and 吳偉義. "Gamification: A Case Study of Board Game Teaching Video." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/77582846080910080592.

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碩士<br>國立臺北教育大學<br>數位科技設計學系(含玩具與遊戲設計碩士班)<br>101<br>This thesis aims at investigatimg how board game teaching video can be improved through the application of gamification. We combine a board game teaching video and some game design elements by using annotations in YouTube. It helps video be paid attention and upgrades the viewer's interest. Board game teaching video “A” which doesn’t has gamification and “B” which has gamification have been finished and upload them in Youtube, then disseminate links to some board game internet station, did the data collection in a month. During the experiment a
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Huang, Yu-Chang, and 黃祐謙. "A Study on Creating Game-based Learning Teaching Materials." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/88157852032319066610.

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碩士<br>世新大學<br>資訊傳播學研究所(含碩專班)<br>99<br>In this time, internet is very popular, we can learning anytime and anywhere. Moreover, the rapid development of “Games” is get more and moter people to study in "Digital Game-based Learning". The enjoyment and the pleasure by the games can made students get more challenging and fun in schoolwork. It will let students have more academic achievement and studying Motivation when the students do not feel that learning is boring. Therefore, this thesis is to create a “Digital Game-based Learning” production mode. Purpose of teaching is different from the progr
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Kao, Hao-Ting, and 郭豪廷. "The Development of Game-Based Teaching Material Generating Tools." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/90922736299911385030.

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碩士<br>明新科技大學<br>資訊管理系碩士班<br>103<br>Integrating information technology into education is prevalent in educational field. However, not every teacher has ability and free time to create the materials he/ she needs and integrate educational technology into his/her teaching. Accordingly, there is an urgent need of helping teachers to produce the teaching material which is suitable for their students. In addition, game-based learning which could enhance students' learning motivation is usually used in preschool and elementary school students' learning. Therefore, in this study, employing FLASH techn
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Chao, Hui-Cheng, and 趙惠誠. "Application of Game-Assisted Teaching in Industrial Engineering Courses." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/46187405077244453084.

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博士<br>國立交通大學<br>工業工程與管理系所<br>98<br>Instructors in production, logistics, and supply chain management as well as many other decision science courses are frequently confronted with the challenge of having to continuously develop and adapt novel instruction aids to facilitate learning, increase learning interest, and prepare students for their professional careers and/or further research. In recent years, games have proven to be an effective tool in supplementing traditional teaching methods. Through playing games, students can widen their viewpoint and recognition of architecture as well as ga
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Chiu, Ling-Chen, and 邱駖珍. "The Effectiveness of Combining Science Teaching Computer Educational Game." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/18783138941641182411.

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碩士<br>國立臺北教育大學<br>自然科學教育學系碩士班<br>101<br>ABSTRACT The purpose of this research was to examine the learning effectiveness of an instructional approach which combining computer educational game-learning with science teaching. This study contrasted two different teaching approaches: 1. Traditional teaching (TT) and 2. Traditional teaching integrating computer educational game (TT_CEG), to observed their comparative effectiveness. In this study, 86 Taiwanese students from four upper-grade classes in an elementary school were selected as research sample. In which, 46 students in the experimenta
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Lu, Hsin-Yi, and 呂欣怡. "A teaching design concerning gender with board game stimulation." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/5bm6az.

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碩士<br>國立臺灣師範大學<br>教育學系<br>106<br>This study aims to explore the current situation about gender and develop a framework of gender equity concepts. This study then established a three-dimensional theoretical framework of gender based on literature review of gender equity education, and displayed the context that caused the implicit controversy in the three-dimensional aspects. The first dimension is the power of gender. From the perspective of society and culture, childbearing, stereotyping and housework division are the issues. The second dimension is sex and sexuality, discussing AIDS stigma a
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Wang, Huai-Chian, and 王懷謙. "Teamwork Applied to Board Game Teaching Aid Design Creation." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8cak3g.

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碩士<br>國立臺中科技大學<br>商業設計系碩士班<br>107<br>In today&apos;&apos;s multicultural society, it is a common phenomenon for educators to integrate games into educating. Because games are interesting, interactive and timely, participants can directly judge, execute and get feedback through the guidance of the game. Through this cycle mode, will help participants to grow in problem solving and creative thinking. Based on the education board game to design cycle model teaching material, the educational goal is to focus on teamwork, and to develop products based on board games. Through the game, you can creat
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HSU, CHIUNG-WEN, and 許瓊文. "Effects of Video-Assisted Teaching on Bocce Game Instruction." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rg4c6z.

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碩士<br>國立體育大學<br>適應體育學系<br>106<br>Research background: Following the increment of bocce partici-pation, various problems emerge in related instruction, practicing, and competition scenarios. For example, rules are difficult to un-derstand and generalize for sever intelligence deficient students. Based on the experience and participation in inter-disciplinary cooperation and instruction, researchers believe that the use of video as a teaching aid would effectively improve instruction ef-ficiency and allow the students with intellectual disabilities to enjoy the game in a shorter time. Research p
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Stewart, Jr Phillip. "Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom." Thesis, 2013. https://doi.org/10.7916/D8QJ7QH4.

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Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable
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"Conundrum: A Serious Game Informed by Bloom's Taxonomy for Teaching Ethics and Social Issues." Thesis, 2012. http://hdl.handle.net/10388/ETD-2012-12-929.

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Building technology to support students who must learn ethics and social issues is a difficult problem. In fact ethics and social issues is an example of an ill-defined domains, which typically are resistant to standard intelligent tutoring systems techniques. An analysis of current pedagogical tools for teaching Computer Science ethics and social issues using Bloom’s Taxonomy shows that the task needs tools for achieving Application, Evaluation and Creation educational goals. One promising approach which has the potential to achieve such goals is educational games. This paper explores a proof
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Chia-mei, Wang, and 王家美. "The Effectiveness of Nanotechnology Concepts Learning in Science game fused Teaching and Ausubel expository teaching." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/62725606496109209112.

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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>101<br>The purpose of this study was to explore the effectiveness of nanotechnology concepts learning by fifth graders between ‘science games fused teaching’ and ‘Ausubel expository teaching’. In the pilot study, we focus on modifying the test items and teaching design. Afterwards, the revised test items and teaching design were implemented in the formal study. The formal study adopted quasi-experimental method that was nonequivalent pretest-posttest design for two different teaching methods. The instruments is nanotechnology concepts questionnaire, implem
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Cheng, Yi-Mi, and 鄭宜蜜. "Applying Games Teaching on the Financial Education for the 5th Graders-A Study on Board Game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/2swguf.

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碩士<br>臺北市立大學<br>數學系數學教育碩士在職專班<br>106<br>Abstract The research subject of this study is for fifth grade students. The research is to design suitable board games by integrating into the financial education curriculum for the fifth grade students. Through the response and feedback of the students to the course and the researcher’s teaching observation and reflection, researcher assess the effectiveness of this course for fifth grade students. The purpose of this study is to research the influence of integrating board games in financial education curriculum on students' financial literacy. Accordi
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Chen, Yi-Pu, and 陳奕蒲. "A Game-and-Simulation Based Situational Judgment Test for Teaching." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/93917345564167396835.

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碩士<br>國立臺灣師範大學<br>資訊教育學系<br>97<br>In order to redress the imbalance between the supply and demand of teachers as well as improve the quality of teacher education, this study hopes to develop an instruction situational judgment test (SJT) for students of teacher education, thus the teacher education program can be optimized. For the purpose of enhancing the fidelity of situations and the validity of SJTs, we develop traditional form of the paper-and-pencil SJT and the multimedia SJT with characteristics of games and simulations. In this study, we analyzed two different forms of SJTs, finding
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Zeng, Bo-Hao, and 曾柏豪. "Developing Digital Game-based Teaching Materials and Assessments on Fractions." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/94500657202893684538.

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碩士<br>國立屏東大學<br>資訊科學系碩士班<br>104<br>This paper aims to provide teaching materials and assessments of remedial instruction of different denominator fraction addition and subtraction by building a system of digital game-based teaching materials and assessments. It is expected to increase students’ learning interests and learning performances by the use of digital game-based learning. This paper adopts an action research methodology by developing and testing a system according to ADDIE model. The participants were low mathematics achievement students and their teacher of an elementary school in a
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Chao, Tseng-Wei, and 趙增偉. "Teaching effectiveness of game-based learning in green building education." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/98695393051703192160.

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博士<br>國立臺灣科技大學<br>建築系<br>103<br>In order to improve education about green buildings, we designed a multiplayer (2–4 people) green building strategy game called GBGame, which delivered knowledge about the Taiwanese green building market. To verify both the game’s learning and teaching effect, we conducted separate measurements using the ARCS motivation model and a paper-based exam among 72 students majoring in architecture, divided into an experimental group (who played the game) and a control group (who underwent lecture-based instruction). Furthermore, an “IMMS (Instructional Materials Motiva
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Chen, Rui-wen, and 陳瑞雯. "Design of Game E-books for Teaching Second Grade Mathematics." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/07587900139038054020.

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碩士<br>亞洲大學<br>資訊工程學系碩士在職專班<br>102<br>The calculation of multiplication is the important ability of mathematics for students in the elementary schools. Game-based learning is attractive for the students to learn mathematics topics. The most important reason for many children like school is that their classmates and teachers can read and play games with them. Kids can learn fun for the completion of the game, they can try again and again to learn but without thinking bitter, and, unknowingly complete all of the mathematical computations. Therefore, in order to seek the effective teaching strateg
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CHUNG, CHIN-FAN, and 莊智帆. "A Board Game Player’s Self-learning and Teaching Transformative Process." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/2w2x98.

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碩士<br>慈濟大學<br>教育研究所<br>106<br>Abstract This study explores how board player learn through self-learning ,and the transformation process in the teaching process. Therefore, the purpose of this study is as follows: 1.Understanding the experience of the board game player learning experience and the process of self-learning table games 2.Analyzing the Transformative Process from being a board player to a teacher. 3.Giving suggestions for learning new media in related education work in the future. This study uses a qualitative approach to interview a board game player who has taught board games for
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CHIU, YU-LIN, and 邱玉琳. "An Action Research on Integrating Game Teaching into Diet Education." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/3gd7u2.

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碩士<br>國立屏東大學<br>生態休閒教育教學碩士學位學程<br>108<br>The purpose of study was to explore the effects of integrating game teaching into diet education. The researcher adopted action research as method for this study. The subject in this study were 21 fourth graders from an elementary school in Kaohsiung city. This study focused on the instruction of six food groups and six nutrition for 10 weeks. The subjects accepted the pre-test and post-test. The data was collected from the interviews, worksheets, and the forms of teachers’ teaching perceptions. The major findings were summarized as follows: 1. Game tea
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Ou, Shing-Ru, and 歐杏茹. "Study on Game Aided Teaching for Pelvic Tilt Exercise Correction." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/9kcys8.

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碩士<br>國立臺中科技大學<br>多媒體設計系碩士班<br>104<br>In recent years, the increase of office workers has gradually changed many people&apos;&apos;s living style. Owing to long hours of sitting position and the possibility of erroneous posture, people might develop bone problems such as the spine injuries and disorders, pelvis askew, and degradation of joints. Spine is one of the most important part of human body. It connects most of our nerve system and the functions of core muscles, abdomen, back, and pelvis muscles. Therefore, the main purpose of this study is to establish a set of interactive virtual real
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Lin, Kuei-Chun, and 林桂君. "The Development of Creative Problem Solving Teaching for Science Games Using the Candle Game as the Theme." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/95166062936752387343.

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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>The purpose of this study is to use the creative problem solving (CPS) instructional model in designing three course units of “candle” science games, and use action research as a way to explore the problems and solutions that may be encountered in the teaching practice, as well as investigate the professional growth and achievements in terms of course designs, employment of teaching strategies, and research ability. In this research, teaching actions are divided into three stages for fifth grade students in Hsin-Fu Elementary School through making st
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Huang, Tai-Hu, and 黃泰瑚. "On Applying HTML5 Game Framework to Teaching Object-Oriented Programming Laboratory." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/ap2j73.

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碩士<br>國立臺北科技大學<br>資訊工程系研究所<br>102<br>HTML5 has become more and more popular ever since Steve Jobs published the article, “Thoughts on Flash.” Consequently, teaching HTML5 becomes increasingly important. In the Computer Science and Information Engineering department of National Taipei University of Technology (Taipei Tech), there is a course, “Object-Oriented Programming Laboratory (OOP Lab).” In this course, students use a game framework provided by the instructor to implement a computer game, and practice object-orientation through the implementation. This thesis designs and implements an HTM
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