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Dissertations / Theses on the topic 'Word game-based'

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1

Jacobi, Gabriel. "Interacting with Words: Development of a text-based game on language." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24015.

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This paper describes the development process of an Interactive Fiction game focused on the theme oflanguage. The paper includes a brief description of the history of the genre and its definitions, a discussionabout its multiple variations and attributes, and an overview of some examples that handled similar subjects.Then it considers some of the unique properties of the written language and examines language as both ashared and subjective relationship with reality . This is followed by a description of tools and methodsadopted in the design process and how the development went — from initial r
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Toro-Troconis, Maria. "Game-based learning for virtual patients in Second Life®." Doctoral thesis, Luleå tekniska universitet, Arbetsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-25863.

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In the field of medicine, various representative simulations have been developed to support the decreasing number of learning opportunities with real patients; the use of virtual patients is among them. Virtual patients are real-life clinical scenarios used for the purpose of medical education. They usually follow a linear or branching approach and they are usually accessed via a computer browser or as part of a computer programme. The purpose of this thesis was to design, and develop a platform for the delivery of virtual patients following a game-based approach in the virtual world of Second
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Ito, Tsuyoshi. "Das evolutionäre Lernspiel-Konzept : eine Kombination aus Game-based Learning und Web 2.0 /." kostenfrei, 2009. http://opac.nebis.ch/exlibris/aleph/u18_1/apache_media/D65MHLY9YMSHSA2JSGEDFX8TV74F7T.pdf.

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Barauskas, Nerijus. "Kosminio žingsninio strateginio žaidimo kūrimas. Game engine projektavimas ir realizavimas." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100907_094605-09824.

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Darbas skirtas sukurti žaidimo variklio pasaulio modelį palaikantį modulį. Darbo metu buvo atlikta žaidimo pasaulio modelio poreikių analizė ir suprojektuotas pasaulio modelį palaikantis modulis. Pagal šį projektą buvo sukurtas pasaulio modelį palaikantis įrankis bei jo efektyvumą kontroliuojantis pagalbinis įrankis. Sukurtas įrankis leidžia realizuoti ne vieną kosminio žingsninio strateginio žaidimo pasaulio modelį, turintį kiek įmanoma mažiau apribojimų.<br>The purpose of this work is to create a module that supports the world concept, for the game engine. In the course of this work requirem
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Engslätt, Frida. "Technology and Gamification at Work." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208970.

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Activity-based workplaces are offices where the employees share workplaces and choose where to work based on their current activity. The aim is to make the work more efficient, but studies have shown that activity-based workplaces are not being used as intended. This can create different types of friction for employees, and produce negative energy, decreasing the employee satisfaction and efficiency in the workplace. Gamification is a term which is growing in the field of enterprise and organisations, and is being used as a tool to motivate people and direct their activity. According to the th
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Ščeponavičius, Audrius. "Kosminio žingsninio strateginio žaidimo kūrimas. Game Engine projektavimas ir realizavimas." Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100907_094331-26453.

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Darbas skirtas sukurti pasaulio modelio modulio dalį, susijusią su resursų kūrimu. Darbo metu atlikta šios dalies poreikių analizė bei sukurtas realizacijos projektas. Remiantis šiuo projektu buvo sukurta pasaulio modulio dalis atsakinga už pasaulio modelio resursus, gebanti resursus klasifikuoti, bei atlikti resursų kūrimo, trynimo, panaudojimo veiksmus.<br>The purpose of work is to create part of world model module which is associated with resource creation. In the course of this work requirements for this part of module were analyzed and an implementation project was made. Using this projec
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7

Halin, Amy L. "Distributed team collaboration in a computer mediated task." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FHalin.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, March 2004.<br>Thesis advisor(s): Rudolph P. Darken, Susan G. Hutchins. Includes bibliographical references (p. 167-168). Also available online.
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8

Buchta, David. "3D herní svět v OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363872.

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Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
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9

Yeh, Chia-Chi, and 葉佳綺. "Word-Dragon: Developing a Game-based Learning System through Feeding Virtual Pets with Words." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/19904488722358972634.

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碩士<br>元智大學<br>資訊傳播學系<br>101<br>Digital game-based learning has attracted increasing attention, and one of important applications is the genre of pet-nurturing games: pet companion. Based on the theory of self-regulated learning, goal-setting and status representation are two key factors, which could facilitate students’ self-improvement. Therefore, the study develops a game-based learning system, word-dragon, to foster self-regulated learning. More specifically, Regarding the training mode, in addition to the "type classification mechanism", which is used to strengthen the relationship between
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10

閔宸毅. "The Effects of Game-based Chinese Radical Teaching on Word Recognition of Three Students with Word Recognition Difficulties in The Forth Grades." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/82098425084554194717.

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碩士<br>國立新竹教育大學<br>特殊教育學系碩士班<br>104<br>Abstract The purpose of this study was to investigate the effects of the effects of game-based chinese radical teaching on word recognition of three students with word recognition difficulties in the forth grades. The single subject research design of the withdrawal design method (A-B-A) was applied in this study. There were three students with word recognition difficulties in the forth grades taught in the resource room for three weeks , three times a week, 40minutes each time. In quantitative research, researcher used the ‘‘literacy test designed
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11

Hsu, I. Wen, and 許宜雯. "A Study on the Effects of Game-based Phonetic Typing Instructional Strategy on Fourth Graders’ Word Reading and Spelling." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/53788474872529321507.

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碩士<br>國立臺中教育大學<br>數位內容科技學系碩士班<br>100<br>The Grade 1-9 Curriculum Guidelines issued by the Ministry of Education states that during the enlightenment phase of English education between Grade 3 and 4, the focus should be on improving speaking and listening abilities and phonics is one of the fundamentals to be learned. However, due to the problems of large class sizes, the mixed proficiency in classes, as well as the deficiency of teaching hours, oftentimes students’ English learning is affected. The study aimed to develop a game-based phonetic typing program with computer-assisted phonics ins
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I-Ping, Chen, and 陳宜萍. "The Effects of Game-based Practice on the Performance of Solving Mathematical multiple-step Word Problems of Fifth Graders- An Example of Concept about Number and Quantity." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/3fh742.

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碩士<br>國立新竹教育大學<br>數位學習科技研究所<br>101<br>To equip elementary students with better abilities to solve mathematics-word problems is a major concern of mathematic education. However, it takes many practices or remedial learning opportunities to reach the mastery level. According to previous literatures, elementary students encounter major obstacles in solving mathematics-word are constructing correct problem representations and symbolic representations. Therefore, this study designed and developed a game-based, practices-and-feedback courseware with comparing type, equality type and multiple compari
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13

Shi, Yen-Ru, and 施彥如. "Game-based Career Guidance System based on the Inventory of Work-Relevant Abilities." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/47778114100482727473.

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博士<br>國立臺南大學<br>數位學習科技學系碩博士班<br>104<br>In Taiwan, most college graduates are still troubled about their career choices even when schools and government agencies actively provide career guidance service. This study attempts to design a digital game for career planning, and the system is based on the Inventory of Work-Relevant Abilities. Digital games are to improve students' motivation and interests for career direction seeking, which guide students to explore careers that suit them. This dissertation aims to assess the feasibility of the career game developed in this research, and to propose p
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14

Chen, Szu-Wen, and 陳嗣文. "Based On The Example Of Fire Escape : The Research And Creation Work Of The Educational Game Of Disaster Prevention." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/zjs47t.

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碩士<br>國立臺北科技大學<br>互動媒體設計研究所<br>102<br>Game-based learning has been very widely used, and with technology keeps improving and digital, Game-based learning is also and continued to play on the different domains. Today, in continuous progress of human civilization, disasters have been with humans, so prevention education will be developed. In all disasters, fire most closely with humans. When a fire occurs, there will be many tendencies to refuge by humans and each person&;apos;&;apos;s decision-making are not the same. Therefore, the researcher combined the fire escape and education, creates the
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Chou, Chia-Ching, and 周佳靜. "The Effects of Flow Experience and Perceived Using on Children Game-Based Learning – A Virtual-World Classification Number Learning." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/9sznd8.

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碩士<br>國立臺北科技大學<br>互動媒體設計研究所<br>105<br>This study creates a virtual environment adopts a game-related learning style in order to increase their attention span and help them stay motivated in accomplishing the task at hand. Children are taught about the meaning of classification numbers in a supportive atmosphere and encouraged to find books that appeal to them personally. This paper explores the eight factors that effects of flow experience and perceived using on children game-based learning and discusses the causal relationship between the factors through the structural equation modeling (SEM)
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16

SHIH, HUEI-JHEN, and 施慧真. "A Study of Digital Game-based Learning in Social Studies Classroom for Elementary School - A Case Study of the World Culture." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/mjzb9a.

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碩士<br>華梵大學<br>資訊管理學系碩士班<br>105<br>Students' ability to use technology and information is increasing with the popularity of mobile devices and the convenience of the APP. However the teaching materials of the senior social field curriculum are trivial, how to combine the APP to help students study more effectively with the relevant knowledge of the social field is worthy of study. In this study, MIT App Inventor 2 is used to design the APP of social field < World culture game >, and the teaching content of world culture in social field for the sixth grade student is integrated into the APP, whi
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17

Wei-Yen, Hsiao, and 蕭煒燕. "Integrate Google Earth with Game-Based Learning for Geography Courses effects- an Empirical Study of "Introduction to World Geography" Unit for Grade Eight Students." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/xsd7rq.

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碩士<br>育達商業科技大學<br>資訊管理所<br>101<br>With the progress of information technology which has widely applied to our daily life, also which also become a major driving force to promote education reform. The researchers adopt Google Earth combining with the game-based learning method concept of teaching design to help students to master the lesson focus the main concepts. This study expects to allow students exposure to the enjoy of game-based learning environment to enhance students' motivation to learn, at the same time, to increase the interaction between teachers and students during geography cour
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