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Auswahl der wissenschaftlichen Literatur zum Thema „Teaching aspects in digital games“
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Zeitschriftenartikel zum Thema "Teaching aspects in digital games"
Teixeira, Rafael Buback, Luiz Henrique Lima Faria, Vitor Murari Corrêa, Jonas Paluci Barbosa und Max Filipe Silva Gonçalves. „EFFICIENCY OF DIGITAL SERIOUS GAMES FOR TEACHING IN THE SIMULATION DISCIPLINE“. RINTERPAP - Revista Interdisciplinar de Pesquisas Aplicadas 2, Nr. 1 (24.03.2021): 31–40. http://dx.doi.org/10.47682/2675-6552.v2n1p31-40.
Der volle Inhalt der QuelleMorais, Dyego Carlos Sales de, und Taciana Pontual da Rocha Falcão. „Abordagem Participativa de Desenvolvimento de Jogos Digitais Educacionais no Contexto Escolar“. Revista Brasileira de Informática na Educação 27, Nr. 01 (01.01.2019): 132. http://dx.doi.org/10.5753/rbie.2019.27.01.132.
Der volle Inhalt der QuelleAlkan, Ayşe, und Hüseyin Mertol. „Teacher candidates’ state of using digital educational games“. International Journal of Evaluation and Research in Education (IJERE) 8, Nr. 2 (01.06.2019): 344. http://dx.doi.org/10.11591/ijere.v8i2.19260.
Der volle Inhalt der QuelleVitytė, Birutė. „Possibilities of the Application of Digital Games in the Implementation of the Curriculum of Arts Subject“. Pedagogika 123, Nr. 3 (02.09.2016): 120–38. http://dx.doi.org/10.15823/p.2016.37.
Der volle Inhalt der QuelleRibeiro, Maria Do Céu. „Analog and Digital Games as a Pedagogical Tool in the Teacher Training Context“. Research in Social Sciences and Technology 4, Nr. 2 (08.11.2019): 163–73. http://dx.doi.org/10.46303/ressat.04.02.12.
Der volle Inhalt der QuelleMozelius, Peter, Wilfredo Hernandez, Johan Sällström und Andreas Hellerstedt. „Teacher Attitudes Toward Game-based Learning in History Education“. International Journal of Information and Communication Technologies in Education 6, Nr. 4 (01.12.2017): 27–35. http://dx.doi.org/10.1515/ijicte-2017-0017.
Der volle Inhalt der QuelleEl Arroum, Fatima-Zohra, Mostafa Hanoune und Youness Zidoun. „Serious Game Design: Presenting a New Generic Creative Reflection Framework“. International Journal of Emerging Technologies in Learning (iJET) 15, Nr. 19 (05.10.2020): 247. http://dx.doi.org/10.3991/ijet.v15i19.15603.
Der volle Inhalt der QuelleKuncoro, Roni Yudo, Triyanto Triyanto und Rini Triastuti. „Constraints in the Implementation of Digital Ethics in SMA Muhammadiyah 1 Surakarta“. Budapest International Research and Critics in Linguistics and Education (BirLE) Journal 3, Nr. 1 (04.02.2020): 157–63. http://dx.doi.org/10.33258/birle.v3i1.767.
Der volle Inhalt der QuelleAraújo de Medeiros, Romero, Raniella Lima, Denise Silva und Luis Paulo Mercado. „Jogos digitais como estratégia de ensino-aprendizagem no ensino superior. A construção e aplicação do jogo “Renascença” na disciplina de literatura“. Obra digital, Nr. 10 (05.03.2016): 69–83. http://dx.doi.org/10.25029/od.2016.74.10.
Der volle Inhalt der QuelleEt.al, Charanjit Kaur Swaran Singh. „A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects“. Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, Nr. 3 (11.04.2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Der volle Inhalt der QuelleDissertationen zum Thema "Teaching aspects in digital games"
Pettersson, Izabella, und Ola Wictorin. „Matematiklärande genom digitala lärspel : En analys av digitala lärspel för årskurs 4–6 med fokus på matematiska kompetenser“. Thesis, Karlstads universitet, Fakulteten för hälsa, natur- och teknikvetenskap (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-84757.
Der volle Inhalt der QuelleToday there is a large quantity of digital games made for mathematical teaching. Access to digital tools in today’s school are plenty and therefore there are many opportunities to include digital games in regular teaching. The purpose of the study is to create new knowledge regarding the possibility of what games can teach students in mathematics. To be able to explore this possibility, a content analysis was made on a few common games that are used in Swedish schools for grade 4-6. Some analysis questions were produced and were based on research and theories within teaching aspects in digital games. Other questions were produced based on a theoretical framework that describes mathematical competencies. This study shows that the games that were analyzed, had some individual strengths and weaknesses that varies between the games. But all games had some quality for mathematical development. A common feature for the games in the study were that procedural competency often were activated in the tasks and reasoning competency seldom activated. Based on the result in the study, a need to review the games that are available for teaching were identified. The reason for this is that the games teaching potential varies, both for the mathematical competencies and how the games enable teaching.
Jonsson, Sandra. „Are games more than fun? : Motivational aspects on digital games“. Thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63288.
Der volle Inhalt der QuelleKluge, Jacob, und Jonas Bjärnmark. „Digital Games and Language Learning“. Thesis, Malmö högskola, Lärarutbildningen (LUT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31841.
Der volle Inhalt der QuelleHabgood, Matthew Peter Jacob. „The effective integration of digital games and learning content“. Thesis, University of Nottingham, 2007. http://eprints.nottingham.ac.uk/10385/.
Der volle Inhalt der QuelleJin, Chengyue. „Game narrative conveyed through visual elements in digital games“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.
Der volle Inhalt der QuelleZhu, Jun Chao. „The evolution of official media reports on video games :a case study of the People's Daily“. Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953768.
Der volle Inhalt der QuelleTirén, Stina. „Digital Games in English Language Learning : A Mixed Method Study of Teachers' and Students' Attitudes to Digital Games and Its Effects in English Language Learning“. Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36072.
Der volle Inhalt der QuelleLealdino, Filho Pedro. „Jogo digital educativo para o ensino de matemática“. Universidade Tecnológica Federal do Paraná, 2014. http://repositorio.utfpr.edu.br/jspui/handle/1/1442.
Der volle Inhalt der QuelleA educação matemática tem como um dos desafios criar espaços motivadores para o ensino. Jogos digitais tem o potencial de influir positivamente sobre o sentimento dos alunos quanto ao ambiente da disciplina e assim contribuir com os estudos. Este trabalho investiga elementos para o desenvolvimento de jogos digitais educativos, buscando uma relação clara com teorias de ensino-aprendizagem e aplicando técnicas de engenharia de software. O objetivo da pesquisa é aferir a motivação conseguida por um jogo educativo de matemática, “As aventuras de Simon Bile”, implementado dentro da dissertação. Depois de um teste inicial durante o desenvolvimento do jogo, uma pesquisa experimental foi conduzida com uma amostra de 50 alunos dividida em dois grupos, de controle e experimental. Utilizaram-se como instrumentos um questionário demográfico e um questionário de motivação baseado no modelo ARCS de Keller (2010). A análise dos dados indicou resultados favoráveis, no sentido do jogo construído sobre problemas matemáticos ser motivador para os alunos e permitir que eles dediquem tempo a ele.
One of the challenges of mathematics education is creating motivational spaces to teach. Digital games are powerfull tools that have positive impact in students' feelings toward the subject and then contribute to their studies. The present work investigates the fundamental elements to develop educational digital games, in order to find a clear relationship between learning theories and software engineering. The aim of this research was assess the motivation achieved by an educational digital game, called “The Simon Bile’s Adventure”, developed during the dissertation. After an initial test during the game development, an experimental research was conducted with a sample of 50 students divided in two groups, control and experimental. A survey was used as an instrument based in ARCS model of keller (2010) and a demographic survey. The datas' analysis indicated positive outcomes, because the game, that has been constructed within mathematical problems, motivated students to enjoy it and spend time on it.
Westin, Thomas. „Inclusive Digital Socialisation : Designs of Education and Computer Games in a Global Context“. Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-141340.
Der volle Inhalt der QuelleAt the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 5: Manuscript.
Răzman, Diana Cristina. „Press ‘F’ to pay respects : Grief and memorialization in video games“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20098.
Der volle Inhalt der QuelleBücher zum Thema "Teaching aspects in digital games"
Games, learning, and society: Learning and meaning in the digital age. Cambridge: Cambridge University Press, 2012.
Den vollen Inhalt der Quelle findenDigital games in language learning and teaching. New York: Palgrave Macmillan, 2012.
Den vollen Inhalt der Quelle findenReinders, Hayo, Hrsg. Digital Games in Language Learning and Teaching. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267.
Der volle Inhalt der QuelleFay, Nissenbaum Helen, Hrsg. Values at play in digital games. Cambridge, Massachusetts: The MIT Press, 2014.
Den vollen Inhalt der Quelle findenPlayful teaching, learning games: New tool for digital classrooms. Rotterdam: SensePublishers, 2011.
Den vollen Inhalt der Quelle findenExpressive processing: Digital fictions, computer games, and software studies. Cambridge, MA: The MIT Press, 2009.
Den vollen Inhalt der Quelle findenPlaying along: Digital games, YouTube, and virtual performance. Oxford: Oxford University Press, 2012.
Den vollen Inhalt der Quelle finden1951-, Dyer-Witheford Nick, und De Peuter Greig 1974-, Hrsg. Digital games: The interaction of technology, culture, and marketing. Montréal: McGill-Queen's University Press, 2003.
Den vollen Inhalt der Quelle findenExpressive processing: Digital fictions, computer games, and software studies. Cambridge, Mass: MIT Press, 2012.
Den vollen Inhalt der Quelle findenMultiplayer: The social aspects of digital gaming. London: Routledge, 2014.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Teaching aspects in digital games"
Husøy, Aleksander, und Tobias Staaby. „Teaching with video games“. In The Digital Classroom, 78–87. Abingdon, Oxon; New York, NY: Routledge, [2021]: Routledge, 2020. http://dx.doi.org/10.4324/9781003104148-8.
Der volle Inhalt der QuelleBecker, Katrin. „Digital Game Pedagogy: Teaching with Games“. In Choosing and Using Digital Games in the Classroom, 63–97. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-12223-6_3.
Der volle Inhalt der QuelleAnnetta, Leonard A., Shawn Y. Holmes, David Vallett, Matthew Fee, Rebecca Cheng und Richard Lamb. „Cognitive Aspects of Creativity: Science Learning Through Serious Educational Games“. In Teaching Creatively and Teaching Creativity, 53–62. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-5185-3_4.
Der volle Inhalt der QuelleWu, Shaoqun, Margaret Franken und Ian H. Witten. „Collocation Games from a Language Corpus“. In Digital Games in Language Learning and Teaching, 209–29. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_11.
Der volle Inhalt der QuelleWright-Maley, Cory, John K. Lee und Adam Friedman. „Digital Simulations and Games in History Education“. In The Wiley International Handbook of History Teaching and Learning, 603–29. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119100812.ch23.
Der volle Inhalt der QuelleReinhardt, Jonathon, und Julie M. Sykes. „Conceptualizing Digital Game-Mediated L2 Learning and Pedagogy: Game-Enhanced and Game-Based Research and Practice“. In Digital Games in Language Learning and Teaching, 32–49. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_3.
Der volle Inhalt der QuelleFilsecker, Michael, und Judith Bündgens-Kosten. „Behaviorism, Constructivism, and Communities of Practice: How Pedagogic Theories Help Us Understand Game-Based Language Learning“. In Digital Games in Language Learning and Teaching, 50–69. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_4.
Der volle Inhalt der QuellePeterson, Mark. „Language Learner Interaction in a Massively Multiplayer Online Role-Playing Game“. In Digital Games in Language Learning and Teaching, 70–92. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_5.
Der volle Inhalt der QuelleChik, Alice. „Digital Gameplay for Autonomous Foreign Language Learning: Gamers’ and Language Teachers’ Perspectives“. In Digital Games in Language Learning and Teaching, 95–114. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_6.
Der volle Inhalt der QuelleJackson, G. Tanner, Kyle B. Dempsey und Danielle S. McNamara. „Game-Based Practice in a Reading Strategy Tutoring System: Showdown in iSTART-ME“. In Digital Games in Language Learning and Teaching, 115–38. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267_7.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Teaching aspects in digital games"
Chaida, Igor, Nickolas Alves Scalabrin, Bruno Henrique Oderdenge, Rodolfo Lima, Eder Pongeti, Nicolas Cruz, Cristiano Benites und Fabio Gabriel. „Aspects of Teaching Portuguese and LIBRAS to deaf children using digital games as a mechanism to improve their motor skills and perspectives“. In 2020 3rd International Conference of Inclusive Technology and Education (CONTIE). IEEE, 2020. http://dx.doi.org/10.1109/contie51334.2020.00041.
Der volle Inhalt der QuelleMai, Vanessa, Susanne Wolf, Paul Varney, Martin Bonnet und Anja Richert. „DIGITAL ENGINEERING: COMPETENCE ACQUISITION AND PROGRAM DEVELOPMENT AS AN OPEN CO-CREATION PROCESS“. In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end090.
Der volle Inhalt der QuelleCampos, Ioli, und André Sardo. „Teaching news literacy to children with digital games“. In IDC '18: Interaction Design and Children. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3202185.3210783.
Der volle Inhalt der QuelleMosashvili, Ia, Elmo De Angelis, Tamar Lominadze, Salome Oniani und Giorgi Mamatelashvili. „Digital Games for Effective Teaching Models of Ecotourism“. In 2019 International Conference on Information and Telecommunication Technologies and Radio Electronics (UkrMiCo). IEEE, 2019. http://dx.doi.org/10.1109/ukrmico47782.2019.9165456.
Der volle Inhalt der QuelleSavvani, Stamatia. „Formalizing Casual Tabletop Games for Language Teaching“. In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3409792.
Der volle Inhalt der QuelleAlekhina, L. „Digital Economy And Some Aspects Of Teaching Subjects“. In International Conference on Finance, Entrepreneurship and Technologies in Digital Economy. European Publisher, 2021. http://dx.doi.org/10.15405/epsbs.2021.03.63.
Der volle Inhalt der QuelleHubinakova, Henrieta. „SELECTED ASPECTS OF THE RAPIDLY EVOLVING PHENOMENON OF DIGITAL GAMES“. In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/4.1/s16.032.
Der volle Inhalt der QuelleKayali, Fares, Naemi Luckner und Peter Purgathofer. „Teaching gameful design“. In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3341823.
Der volle Inhalt der QuellePetri, Giani, Christiane Gresse von Wangenheim und Adriano Ferreti Borgatto. „Quality of Games for Teaching Software Engineering: An Analysis of Empirical Evidences of Digital and Non-Digital Games“. In 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track (ICSE-SEET). IEEE, 2017. http://dx.doi.org/10.1109/icse-seet.2017.18.
Der volle Inhalt der QuelleZainon, Wan Mohd Nazmee Wan, und Abdullah Zawawi. „Exploring The Use of Digital Games for Teaching and Learning“. In The 2013 International Conference on Computer Graphics,Visualization, Computer Vision, and Game Technology. Paris, France: Atlantis Press, 2014. http://dx.doi.org/10.2991/visio-13.2014.2.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Teaching aspects in digital games"
Hunter, Matthew, Laura Miller, Rachel Smart, Devin Soper, Sarah Stanley und Camille Thomas. FSU Libraries Office of Digital Research & Scholarship Annual Report: 2020-2021. Florida State University Libraries, Juli 2021. http://dx.doi.org/10.33009/fsu_drsannualreport20-21.
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