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Rutherford, Kevin J. „Playing/Writing: Connecting Video Games, Learning, and Composition“. Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.
Der volle Inhalt der QuelleDazeley, R. „Investigations into Playing Chess Endgames using Reinforcement Learning“. Thesis, Honours thesis, University of Tasmania, 2001. https://eprints.utas.edu.au/62/1/Final_Thesis.pdf.
Der volle Inhalt der QuelleDuminy, Willem H. „A learning framework for zero-knowledge game playing agents“. Pretoria : [s.n.], 2006. http://upetd.up.ac.za/thesis/available/etd-10172007-153836.
Der volle Inhalt der QuelleDuminy, Willem Harklaas. „A learning framework for zero-knowledge game playing agents“. Diss., University of Pretoria, 2007. http://hdl.handle.net/2263/28767.
Der volle Inhalt der QuelleDissertation (MSc)--University of Pretoria, 2007.
Computer Science
MSc
Unrestricted
Spikol, Daniel. „Playing and Learning Across Locations: : Indentifying Factors for the Design of Collaborative Mobile Learning“. Licentiate thesis, Växjö University, School of Mathematics and Systems Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-3698.
Der volle Inhalt der QuelleThe research presented in this thesis investigates the design challenges associated with the development and use of mobile applications and tools for supporting collaboration in educational activities. These technologies provide new opportunities to promote and enhance collaboration by engaging learners in a variety of activities across different places and contexts. A basic challenge is to identify how to design and deploy mobile tools and services that could be used to support collaboration in different kinds of settings. There is a need to investigate how to design collaborative learning processes and to support flexible educational activities that take advantage of mobility. The main research question that I focus on is the identification of factors that influence the design of mobile collaborative learning.
The theoretical foundations that guide my work rely on the concepts behind computer supported collaborative learning and design-based research. These ideas are presented at the beginning of this thesis and provide the basis for developing an initial framework for understanding mobile collaboration. The empirical results from three different projects conducted as part of my efforts at the Center for Learning and Knowledge Technologies at Växjö University are presented and analyzed. These results are based on a collection of papers that have been published in two refereed international conference proceedings, a journal paper, and a book chapter. The educational activities and technological support have been developed in accordance with a grounded theoretical framework. The thesis ends by discussing those factors, which have been identified as having a significant influence when it comes to the design and support of mobile collaborative learning.
The findings presented in this thesis indicate that mobility changes the contexts of learning and modes of collaboration, requiring different design approaches than those used in traditional system development to support teaching and learning. The major conclusion of these efforts is that the learners’ creations, actions, sharing of experiences and reflections are key factors to consider when designing mobile collaborative activities in learning. The results additionally point to the benefit of directly involving the learners in the design process by connecting them to the iterative cycles of interaction design and research.
Alrehaili, Enas Abdulrahman. „A Virtual Reality Role-Playing Serious Game for Experiential Learning“. Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/37901.
Der volle Inhalt der QuelleBhagat, Kunj H. „Automatic Snooker-Playing Robot with Speech Recognition Using Deep Learning“. Thesis, California State University, Long Beach, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10977867.
Der volle Inhalt der QuelleResearch on natural language processing, such as for image and speech recognition, is rapidly changing focus from statistical methods to neural networks. In this study, we introduce speech recognition capabilities along with computer vision to allow a robot to play snooker completely by itself. The color of the ball to be pocketed is provided as an audio input using an audio device such as a microphone. The system is able to recognize the color from the input using a trained deep learning network. The system then commands the camera to locate the ball of the identified color on a snooker table by using computer vision. To pocket the target ball, the system then predicts the best shot using an algorithm. This activity can be executed accurately based on the efficiency of the trained deep learning model.
Follett, Stephen James. „A computational model of learning in Go“. Thesis, University of South Wales, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343412.
Der volle Inhalt der QuelleAndrews, Martin. „Learning strategies for the financial markets“. Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.336624.
Der volle Inhalt der QuelleAyeme, Bukola. „Teachers` Perception of Outdoor Learning : Benefits and Challenges of Outdoor Learning“. Thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166745.
Der volle Inhalt der QuelleSogathur, Venugopal Srikanth. „Engaging students in authoring and playing computer games“. Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/60082/1/Venugopal_Sogathur_Thesis.pdf.
Der volle Inhalt der QuelleLundberg, Eli. „The development of an interactive learning device for playing the piano“. Thesis, KTH, Maskinkonstruktion (Inst.), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170798.
Der volle Inhalt der QuelleDen svenska industridesignbyrån People People har en vision, de vill få människor att lära sig spela piano genom att projicera guidande ljuspunkter på tangenterna. Ljuset spelas upp tillsammans med musiken, och lär användaren att trycka på tangenterna i rätt ordning. Detta examensarbete har sin utgångspunkt i deras först designkoncept. Syftet med examensarbetet var att undersöka potentiella tekniska lösningar för produkten med hänsyn till både användarupplevelse, interaktionsaspekter samt mjukvarurelaterade frågor.Produktutvecklingsprocessen är beskriven i tre huvuddelar, utveckling av teknik, hårdvara och mjukvara. Varje del utvecklades samtidigt eftersom de är nära kopplade till varandra och tidsramen för projektet var begränsad. Två tekniska koncept har utvärderats noga, tekniken från DLP-projektorer och Galvanometer scanners. Koncepten har testats av användare i två olika prototyper som framförallt visar att produkten är uppskattad av användare. Majoriteten av användarna föredrog DLP projektorn eftersom lasern i galvanometerskannern flimrade vilket var obekvämt för ögonen.Utvecklingen av en mjukvaruprototyp visar att det är möjligt att konvertera musik till en korrekt ljussekvvens för att projiceras på pianotangenterna utifrån en MIDI-fil (Musical Instrument Digital Interface). Eftersom musiken och grafiken inte spelades upp från samma källa skedde fördröjningar som inte gick att ändra i den befintliga prototypen. Enheten måste monteras ca 700 mm ovanför pianot för att projicera på 4 oktaver, ungefär hälften av pianot. Ett viktigt krav var att anpassa produkten till olika sorters pianomodeller. Flera iterationer och design-sessioner på designbyrån resulterade i en produkt som går att justera i både höjd och längd för att användas med både vanliga pianon och keyboards.Produktutvecklingen har tagit konceptet till nästa fas vilket är att knyta an tillverkare och samarbetspartners för att utveckla en fullt fungerande prototyp. Båda de tekniska koncepten är genomförbara, men de skiljer sig åt; DLP-projektor är en mycket teknisk produkt med många möjligheter att utveckla interaktionen med användaren, men den är dyrare. Galvanometern är en produkt som uppfyller de lägst satta kraven och är möjligt att producera till en mycket låg kostnad. För att byrån ska kunna ta nästa steg i produktutvecklingsprocessen avslutas rapporten med en produktbeskrivning som kan användas i kommunikationen med möjliga partners.
MARAFFI, SABINA. „Learning on Gaming with Computer Class Role Playing Game: GeoQuest Project“. Doctoral thesis, Università degli Studi di Camerino, 2019. http://hdl.handle.net/11581/428550.
Der volle Inhalt der QuelleCoghill, Vera. „Making meaning through designerly play“. Thesis, Royal College of Art, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.328250.
Der volle Inhalt der QuelleMariais, Christelle. „Modèles pour la conception de Learning Role-Playing Games en formation professionnelle“. Phd thesis, Université de Grenoble, 2012. http://tel.archives-ouvertes.fr/tel-00702237.
Der volle Inhalt der QuelleWindhaber, Kevin. „How interactive storytelling in a digital role-playing game can improve the learnability of Japanese Kanji“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15746.
Der volle Inhalt der QuelleEllison-Bourne, Catherine Norah Antonia. „Levelling the playing field and learning outside the box : a study of supported learning in post-compulsory education“. Thesis, University of Reading, 2016. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.739379.
Der volle Inhalt der QuelleJohansson, Joakim. „Acquiring low-frequency English vocabulary by contextual guessing amongst Swedish learners of English playing The Infectious Madness of Doctor Dekker“. Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89390.
Der volle Inhalt der QuelleThong, L. P. „Implementation of digital role-playing games in higher education classrooms to accomplish learning outcomes“. Thesis, Coventry University, 2016. http://curve.coventry.ac.uk/open/items/ac8c145b-f791-4d73-9c52-6393b2bff844/1.
Der volle Inhalt der QuelleCarlzon, Adrian. „Pragmatic Understanding through Dialogue and Choice: : How Role-playing Games like Fallout: New Vegas Promote Pragmatic Understanding“. Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-58742.
Der volle Inhalt der QuelleDoran, Jacob S. „Using Video Game Playing to Increase Student Motivation To Read“. Ohio Dominican University Honors Theses / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=oduhonors1272911814.
Der volle Inhalt der QuelleYaakob, Razali. „Integration of a best population pool and social learning: an investigation in game playing“. Thesis, University of Nottingham, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.493315.
Der volle Inhalt der QuelleLouche, Ugo. „From confusion noise to active learning : playing on label availability in linear classification problems“. Thesis, Aix-Marseille, 2016. http://www.theses.fr/2016AIXM4025/document.
Der volle Inhalt der QuelleThe works presented in this thesis fall within the general framework of linear classification, that is the problem of categorizing data into two or more classes based on on a training set of labelled data. In practice though acquiring labeled examples might prove challenging and/or costly as data are inherently easier to obtain than to label. Dealing with label scarceness have been a motivational goal in the machine learning literature and this work discuss two settings related to this problem: learning in the presence of noise and active learning
Gustafsson, Jimmy. „Evolving Neuromodulatory Topologies for Plasticity in Video Game Playing“. Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12888.
Der volle Inhalt der QuelleNeurala nätverk har blivit allt vanligare i tv-spel. Neuroevolution hjälper oss att utveckla optimala neurala topologier för specifika uppgifter, men det finns fortfarande outforskade områden i neuroevolution, och sätt att förbättra förmågan hos neurala nätverk som vi kan använda i spel. Målet är att hitta en lämplig fitnessbedömning och förbättra plasticiteten hos utvecklade neuralanätverk, samt jämföra deras utförande och förmåga att generellt spela videospel. Detta med hjälp av etablerade neuroevolutionmetoder. Genom Analog Genetisk Kodning implementeras utvecklande neuromodulatoriska topologier i ett typiskt tvådimensionellt platformer spel. Det används sedan för att spela mot en version av sig själv som inte har neuromodulatoriska egenskaper, samt mot en populär genetisk algoritm kallad Neuroevolution of Augmenting Topologies. Ett passande format för input och output, samt en fitnessbedömningsmetod för parande och muterande aven population av neurala nätverk utvecklas. Fördelarna med neuromodulation testas genom att låta nätverken spela ett antal tile-baserade platformerbanor. Resultaten visar en förbättring av utförandet hos nätverk som utvecklat neuromodulatorer, dock inga generella spelkunskaper kunde läras. Detta visar oss att en mer avancerad metod för generellt spelande krävs för att kunna få ett neuralt nätverk kunna spela och lösa mer generella problem.
Laman, Tasha Tropp. „"It's not like we're just playing; it's about learning stuff" a critical ethnography of children's social practices during literacy learning /“. [Bloomington, Ind.] : Indiana University, 2004. http://wwwlib.umi.com/dissertations/fullcit/3162976.
Der volle Inhalt der QuelleTitle from PDF t.p. (viewed Dec. 2, 2008), Source: Dissertation Abstracts International, Volume: 66-02, Section: A, page: 0497. Chair: Jerome C. Harste.
Sandberg, Viktoria. „Learning by playing : En undersökning om samband mellan grundskoleelevers datorspelande och deras kunskaper i engelska“. Thesis, Linnéuniversitetet, Institutionen för pedagogik, psykologi och idrottsvetenskap, PPI, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10758.
Der volle Inhalt der QuelleRanelli, Sonia. „Playing-related musculoskeletal problems in children learning instrumental music: prevalence and associated potential risk factors“. Thesis, Curtin University, 2012. http://hdl.handle.net/20.500.11937/462.
Der volle Inhalt der QuelleWhetzel, Jonathan Hunt. „Developing intelligent agents for training systems that learn their strategies from expert players“. Texas A&M University, 2005. http://hdl.handle.net/1969.1/2662.
Der volle Inhalt der QuelleÖhman, Sebastian. „Game mechanics, Role play, and Narrative - Critically learning values through games“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20585.
Der volle Inhalt der Quellevon, Matérn Gunnur. „Differences in Children’s Experiences when Playing with a Social Robo : a Field Experiment“. Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26164.
Der volle Inhalt der QuelleDenna studie undersökte människa-robot interaktion där barnen fick leka med interaktiva sociala roboten Romo. Målet med studien var att undersöka om barnen upplevde interaktioner med roboten på olika sätt beroende på två parametrar. De parametrar som användes var avsedda att mäta skillnader i upplevelser, attityder och förväntningar till roboten beroende på om barnen var medskapare av roboten eller enbart hade en lekfull interaktion med det. Resultatet visade att barnen i båda aktivitets parameter grupperna hade liknande upplevelser av interaktionen med roboten förutom att gruppen som var medskapare av roboten hade ytterligare fyra njutbar upplevelser. Något som tyder på att den grupp barn som fick möjlighet att manipulera och forma Romos beteende hade en rikare användarupplevelse jämfört med den grupp av barn som bara lekte med Romo. Det var också anmärkningsvärt att ingen av barnen som manipulerade och formade Romos beteende upplevde det som direkt inlärning. De såg inlärningsprocessen mer som en lekfull upplevelse och många av dem uttryckte att de hade lärt Romo att göra olika saker. Möjligheten att redigera Romos rörelser och beteenden, genom en enkel kontextuellt gränssnitt, oundvikligen tillät barnen att förstå fysisk- och beräkningsbaserad modellering genom lek.
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.
Der volle Inhalt der QuelleBurress, Rowena Patricia. „Playing in prep? A Queensland principal's account of the role of play in children's classroom learning“. Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/205047/1/Rowena_Burress_Thesis.pdf.
Der volle Inhalt der QuelleByun, JaeHwan. „EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT“. OpenSIUC, 2012. https://opensiuc.lib.siu.edu/dissertations/595.
Der volle Inhalt der QuelleBrown, TeAirra Monique. „Playing to Win: Applying Cognitive Theory and Gamification to Augmented Reality for Enhanced Mathematical Outcomes in Underrepresented Student Populations“. Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/97340.
Der volle Inhalt der QuellePHD
Maguluri, Naga Sai Nikhil. „Multi-Class Classification of Textual Data: Detection and Mitigation of Cheating in Massively Multiplayer Online Role Playing Games“. Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1494248022049882.
Der volle Inhalt der QuelleHadin, Joacim. „Learning by Gaming : Investigating the Influence of Playing Video Games on Vocabulary Level among Swedish ESL Learners“. Thesis, Högskolan i Gävle, Engelska, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29142.
Der volle Inhalt der QuelleUpadhyay, Indrima. „ANALYSIS OF Q- LEARNING BASED GAME PLAYING AGENTS FOR ABSTRACT BOARD GAMES WITH INCREASING STATE-SPACE COMPLEXITY“. Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1627681408588176.
Der volle Inhalt der QuellePiette, Eric. „Une nouvelle approche au General Game Playing dirigée par les contraintes“. Thesis, Artois, 2016. http://www.theses.fr/2016ARTO0401/document.
Der volle Inhalt der QuelleThe ability for a computer program to effectively play any strategic game, often referred to General Game Playing (GGP), is a key challenge in AI. The GGP competitions, where any game is represented according to a set of logical rules in the Game Description Language (GDL), have led researches to compare various approaches, including Monte Carlo methods, automatic constructions of evaluation functions, logic programming, and answer set programming through some general game players. In this thesis, we offer a new approach driven by stochastic constraints. We first focus on a translation process from GDL to stochastic constraint networks (SCSP) in order to provide compact representations of strategic games and to model strategies. In a second part, we exploit a fragment of SCSP through an algorithm called MAC-UCB by coupling the MAC (Maintaining Arc Consistency) algorithm, used to solve each stage of the SCSP in turn, together with the UCB (Upper Confidence Bound) policy for approximating the values of those strategies obtained by the last stage in the sequence. The efficiency of this technical on the others GGP approaches is confirmed by WoodStock, implementing MAC-UCB, the actual leader on the GGP Continuous Tournament. Finally, in the last part, we propose an alternative approach to symmetry detection in stochastic games, inspired from constraint programming techniques. We demonstrate experimentally that MAC-UCB, coupled with our constranit-based symmetry detection approach, significantly outperforms the best approaches and made WoodStock the GGP champion 2016
Souza, Laudicéia Normando de. „Role-play aplicado ao ensino da contabilidade: um estudo à luz dos estilos de aprendizagem e percepções discentes“. Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/12/12136/tde-15122006-091321/.
Der volle Inhalt der QuelleThis research was carried out with undergraduate students taking an introductory course on Accounting and Balance Sheet analysis for economists. It focused on verifying whether the use of role-play influenced students? level of perception as far as levels of development abilities (psychomotor domain), satisfaction (affective domes), and learning (cognitive development) go, when compared with group work. The research was conducted using ?quasi-experiment? applied to two groups ? one with 28 students and the other with 32 students. Having in mind the ethic aspects of possible harm to students? learning process, both strategies (role-play and group work) were alternatively used with the two groups, in such a way that both functioned not only as control group but also as experiment group. Both control groups performed group work aiming at finding economic and financial ways out for an Air Company in difficulty, using decision making as the means. In the experimental groups, the same activity should be carried out through role-play. Simultaneously, the researcher used the ILS questionnaire developed by Kolb to identify students? learning styles, with the objective of testing whether there was influence of different styles and the level of awareness by students. On the other hand, the questionnaire for professor evaluation sought verifying if there could be differences in the level of students? awareness before (pre-test) and after (post-test) the quasi-experiment. Questionnaires and a Focus Group were the means for the collection of data. The results showed: a) differences of perception ?among the groups? and ?isolated groups? in relation to level of awareness of learning; development of analytical and research abilities; satisfaction with participation and willingness to participate, all favoring the teaching technique of role-play over group work; b) a ?tiny? influence on student awareness level with the insertion of role-play and group work when segmented in learning styles; c) significant difference of the results in professor evaluation applied before the quasi-experiment, versus after the quasi-experiment, as far as professor incentive on course content goes. The results of the Focus Group show that role-play is effectively recommended not only for the learning of attitudes (affective domain), but also for the development of communication skills, interactivity, research and decision making (psychomotor domain). The results reached lead to the conclusion that role-playing should be used as a complement to other classroom techniques, so as to enhance students? learning possibilities.
Brown, Travor C. „The effectiveness of outcome goals, learning goals, and self-talk training in improving an individual's team-playing behavior“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape7/PQDD_0018/NQ45723.pdf.
Der volle Inhalt der QuelleForbes, Melissa Therese. „Playing the Changes: An Expanded View of Higher Music Education through the Use of Collaborative Learning and Teaching“. Thesis, Griffith University, 2016. http://hdl.handle.net/10072/366951.
Der volle Inhalt der QuelleThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Queensland Conservatorium of Music
Arts, Education and Law
Full Text
Pereira, Joana Maria Falcato. „Prática de ensino supervisionada em educação pré-escolar: a importância do brincar na educação de infância“. Master's thesis, Universidade de Évora, 2016. http://hdl.handle.net/10174/18300.
Der volle Inhalt der QuelleCarroll, Christine Leanne. „Playing the Field: An Australian Case Study of Student Popular Musicians’ Informal Learning in Senior Secondary Classroom Music Education“. Thesis, The University of Sydney, 2017. http://hdl.handle.net/2123/17232.
Der volle Inhalt der QuelleRenwick, James Michael English Media & Performing Arts Faculty of Arts & Social Sciences UNSW. „Because I love playing my instrument : Young musicians' internalised motivation and self-regulated practising behaviour“. Publisher:University of New South Wales. English, Media, & Performing Arts, 2008. http://handle.unsw.edu.au/1959.4/40823.
Der volle Inhalt der QuelleBanda, Brandon Mathewe. „General Game Playing as a Bandit-Arms Problem: A Multiagent Monte-Carlo Solution Exploiting Nash Equilibria“. Oberlin College Honors Theses / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1559142912626158.
Der volle Inhalt der QuelleSousa, Ana Margarida Duarte de. „Learning Chemistry by Playing“. Master's thesis, 2020. http://hdl.handle.net/10362/116776.
Der volle Inhalt der QuelleA química pertence às áreas STEM (science, technology, engineering and mathematics), que são frequentemente rotuladas como difíceis. Esta ideia é um ponto de partida para criar desmotivação por parte das crianças mesmo antes destas aprenderem a matéria na escola. Para além disso, as matérias escolares são cada vez mais extensas e as estratégias comuns de ensino estão a tornar-se cada vez menos cativantes. Por outro lado, hoje em dia as crianças têm uma forte ligação com a tecnologia, em particular com os jogos de telemóvel, que são uma boa maneira de passar o tempo com pouco esforço e ao mesmo tempo providenciam uma experiência agradável. A evolução da tecnologia permite-nos também tirar partido de ferramentas como a realidade aumentada, que tem apresentado um grande potencial na área da educação e na criação de motivação. Outro assunto de grande importância diretamente relacionado com a química são as alterações climáticas. Tendo em conta que as crianças são a geração do futuro, é importante que estas estejam a par das causas e impactos que estas alterações têm e terão no nosso planeta, e ainda das soluções e medidas a serem implementadas, de forma a não agravar os seus efeitos. Como tal, foi criado um jogo educacional para dispositivos móveis destinado a crianças dos 9 aos 12 anos, pretendendo explorar a sua utilização na transmissão de conhecimentos de química, bem como na criação de motivação e na sensibilização relativamente às alterações climáticas. O jogo contém uma história única, e é baseado em tecnologias de realidade aumentada e interfaces tangíveis, de forma a enriquecer a experiência de aprendizagem. De acordo com nossas descobertas, o jogo proporcionou uma experiência agradável aos participantes do estudo, que melhoraram significativamente o seu conhecimento em relação a conceitos básicos de química abordados no jogo. Para além disso, o jogo promoveu uma atitude mais positiva relativamente ao tema da química e uma conscientização relativamente à problemática das mudanças climáticas.
Chuang, Bing-Wen, und 莊秉文. „Evolutionary Learning for Playing a Gobang Game“. Thesis, 2003. http://ndltd.ncl.edu.tw/handle/vmd3d5.
Der volle Inhalt der Quelle中原大學
資訊工程研究所
91
In this paper, we will discuss with using Genetic Algorithm (GA) on producing a strategy for playing a Gobang game, the original random strategy at the beginning of the first generation is hard to win an opponent, but after the evoulationary process, the strategy of GA will become more intelligent. The purpose of this paper is designing a evolutionary model for GA, it let GA efficiently and quickly obtain the result which conforms to us.We proposed two different models to find the same solution or purpose, due to different models make the diversity of them in efficient and speed.The first model is designed with a general decision tree ,is not good enough for learning strategy, but the second one is suitable for learning and contains two new correcting methods, it speed up the learning ability in evolutionary process.I show in this paper that how the flow path of evolutionary learning algorithm will be driven.
Thorp, Jan. „Playing with understanding : constructivist instrumental learning strategies“. Thesis, 2010. http://handle.uws.edu.au:8081/1959.7/489418.
Der volle Inhalt der QuelleWANG, TZU-WEI, und 王祖威. „Playing History:The pleasure experience of playing historical fiction video games and player's history learning“. Thesis, 2019. http://ndltd.ncl.edu.tw/handle/nj74g7.
Der volle Inhalt der Quelle國立中正大學
傳播學系電訊傳播研究所
107
The video game industry grows rapidly in the past few decades. Among all kinds of video games, historical fiction video game has been proved to be one of the most popular types of video game. This research tries to investigate the enjoyment experienced by the historical fiction video game players and the relationship between history learning and video game playing. Data were collected by the in-depth interviews of 14 historical fiction video gamers. The result of research shows that the enjoyments of historical fiction video games can be discussed in three different aspects: "The enjoyment of control," "The enjoyment of cross-media," and "The enjoyment of social interaction." The enjoyment of control comes from taking up the challenges in the games, and the feeling of achievement when players complete the challenges. The enjoyment of cross-media comes from knowing-players’ knowledge of the original context. This kind of enjoyment is composited by "the enjoyment of sensory," "the enjoyment of emotion ," and "the enjoyment of cognitive." The enjoyment of social interaction comes from two different communities: actual community and virtual community. Because of the special characteristic of historical fiction video game, its virtual community interaction is weaker than its actual community interaction. This research also demonstrates that historical fiction video games do help players’ history learning experience, furthermore, game playing increases the players’ historical consciousness. For knowing-players, playing historical fiction games stimulates their interest in learning related histories. For unknowing-players, the historical fiction video games serve as an opportunity for developing fundamental knowledge of related histories.
Liu, Tzu-Tai, und 劉祖泰. „Evolutionary Learning in Playing 9*9 Go Games“. Thesis, 1996. http://ndltd.ncl.edu.tw/handle/tdweze.
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資訊科學研究所
84
A new evolutionary learning model that has a different architechture from the traditional evolutionary learning model is developed. We call it as the interactive evolutionary learning model. Both evolutionary learning models are similar in several components. In the interactive evolutionary learning algorithm, some key mechanisms, the solution set, the partial fitness and the reward backpropagation, are proposed. We describe how both the traditional evolutionary leaning model and the interactive evolutionary learning model can be applied into playing 9*9 Go games. Finally we analyze the learning curves in both learning processes and we show many interesting Go game concepts that are discovered by the learning system.