Dissertationen zum Thema „Teaching aspects in digital games“
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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 QuelleTjernberg, Wilmer. „Tabletop game player experience in the age of digitization : Social and material aspects of play“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20134.
Der volle Inhalt der QuelleSutcliffe, Tami. „Exploring Naming Behavior in Personal Digital Image Collections: the Iconology and Language Games of Pinterest“. Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc699943/.
Der volle Inhalt der QuelleMáthé, 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.
Der volle Inhalt der QuelleRazak, Aishah Abdul. „Enhancing teaching and learning using digital games-based learning (DGBL) within the curriculum for excellence (CtE) : an exploratory study“. Thesis, University of the West of Scotland, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.751390.
Der volle Inhalt der QuelleFredriksson, Anncharlotte, und Ramirez Vanessa Mårtensson. „Teacher attitudes and practices regarding the use of digital educational games for student motivation in the English language classroom“. Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43416.
Der volle Inhalt der QuelleTam, Long-fai Frankie, und 譚朗暉. „Develop problem solving skills in secondary mathematics classroom through digital game design“. Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B47469262.
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Master of Science in Information Technology in Education
Amarius, Sebastian, und Oliver Fredriksson. „Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations“. Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779.
Der volle Inhalt der QuellePinto, Ivete Martins. „Ambientes tecnológicos lúdicos de autoria (ATLA): espaços de criação e experimentação para o aprendizado“. reponame:Repositório Institucional da FURG, 2012. http://repositorio.furg.br/handle/1/4837.
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Esta tese apresenta uma pesquisa que conduziu ao desenvolvimento do conceito de Ambiente Tecnológico Lúdico de Autoria (ATLA), à luz de teóricos como Piaget e Vygotsky, entre outros, a partir da articulação de considerações a respeito da aprendizagem, do lúdico, da experimentação e da autoria na construção da proposta de um espaço de aprendizagem. Os ATLA constituem-se em espaços de ensino e aprendizagem que abrangem as vantagens do lúdico, potencializadas pela tecnologia e pela possibilidade de autoria, permitindo a experimentação e a construção do conhecimento de forma desafiadora, criativa e prazerosa. Na proposta dos Ambientes Tecnológicos Lúdicos de Autoria, atentou-se para a necessidade de fornecer conexões individuais e coletivas, propiciando o desenvolvimento de projetos vinculados com a realidade dos alunos e integrando diferentes áreas do conhecimento, mídias digitais e sistemas tecnológicos. A partir do conceito proposto, foram definidos a arquitetura e os requisitos de projeto que configuram os ATLA. O conceito de ATLA foi apropriado em um protótipo denominado SABERLÂNDIA, estruturado na forma de uma plataforma para o desenvolvimento de jogos. O ATLA SABERLÂNDIA apresenta estrutura e funcionalidades idealizadas com o objetivo de permitir a autoria de jogos 3D interativos e educativos pelo próprio professor, de acordo com o contexto desejado, permitindo a utilização de recursos tecnológicos, e o jogo como ferramenta de ensino e aprendizagem. Propicia-se assim, por meio do ATLA SABERLÂNDIA, a criação de espaços contextualizados com os objetivos propostos pelo professor, em que o jogador poderá manipular objetos tecnológicos virtuais e/ou reais e realizar experimentações, concretizando ideias e conceitos. Para possibilitar uma visão mais ampla das possibilidades dos ATLA, verificando-se sua abrangência, foram realizados testes e validações do conceito proposto e do protótipo implementado. Assim, utilizou-se o modelo ATLA e o protótipo SABERLÂNDIA para o desenvolvimento dos seguintes estudos de caso: i. O desenvolvimento do jogo “A Era do Ânima”, e ii. O desenvolvimento da atividade lúdica “R2D2”. Os estudos de casos permitiram a validação analítica da proposta, a qual mostrou-se adequada como conceito e ferramenta para a autoria de ambientes lúdicos de aprendizagem, mediada por tecnologias. Verificou-se que a utilização de SABERLÂNDIA apresenta-se como uma alternativa acessível para a criação de jogos, permitindo ao professor relacionar o jogo com as diversas disciplinas e/ou temáticas a serem abordadas e propor desafios específicos, minimizando custos, tempo e dependência em relação aos conhecimentos específicos em computação que seriam necessários sem o uso dessa ferramenta.
This study presents a research that led to the development of the concept of “Ambiente Tecnológico Lúdico de Autoria (ATLA)”, based on theorists such as Piaget and Vygotsky, among others, from the articulation of ideas about learning, playfulness, experimentation and authorship in the construction of a proposal for a learning space. ATLA consist into spaces of learning and teaching that cover the advantages of playfulness, potentiated by the technology and the possibility of authorship, allowing experimentation and knowledge construction in a challenging, creative and pleasurable way. The proposal of ATLA is aware to the need of providing individual and collective connections, allowing the design development linked to the students’ reality and integrating different areas of knowledge, digital media and technological systems. As from the proposed concept, the architecture and design requirements that configures the ATLA were set up. The concept of ATLA was applied to a prototype named SABERLÂNDIA that was framed as a platform for development of games. ATLA SABERLÂNDIA presents structure and functionality designed in order to enable the authoring of educative and interactive 3D games by the teacher, according to the desired concept, allowing the use of technological resources, and the game as a tool for teaching and learning. SABERLÂNDIA provides up thus the creation of spaces that are contextualized with the goals proposed by the teacher, in which the player can manipulate virtual and/or real technological objects and perform experiments implementing ideas and concepts. In order to allow a broader view of ATLA possibilities, and to evaluate its completeness, tests and validations of the concept and prototype were conducted. So, the ATLA model and SABERLÂNDIA prototype were applied to the development of the following case studies: i. The development of the game “A Era do Ânima”, and ii. The development of the playful activity “R2D2”. The case studies allowed the analytical validation of the proposal, which was suitable as a concept and tool for authoring of playful environments of teaching and learning mediated by technologies. The use of SABERLÂNDIA appears as an affordable alternative to the creation of games, allowing the teacher to relate the game with different subjects and/or themes and to propose specific challenges, minimizing cost, time and dependence on specific expertise on computation that would be required without the use of this tool.
Costa, Douglas Geraldo. „Tecnologias digitais da informa??o e da comunica??o aplicadas ? educa??o: an?lise pedag?gica de jogos digitais“. UFVJM, 2016. http://acervo.ufvjm.edu.br/jspui/handle/1/1016.
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Disserta??o (Mestrado Profissional) ? Programa de P?s-Gradua??o em Ci?ncias Humanas, Universidade Federal dos Vales do Jequitinhonha e Mucuri, 2016.
Wakefield, Jenny S. „A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling“. Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849769/.
Der volle Inhalt der QuelleHamm, Breanna H. „Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course“. Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.
Der volle Inhalt der QuelleSilva, Hudson William da. „Estudo sobre as potencialidades do jogo digital Minecraft para o ensino de Proporcionalidade e Tópicos de Geometria“. Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20273.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This work aimed to analyze the potentialities of the digital game Minecraft for teaching Proportionality and topics of Flat and Spatial Geometry. For this purpose, we reviewed researches and studies about the potentialities of digital games in the processes of teaching and learning. Based on these works, we developed an educational case study, from a sequence of interdisciplinary activities, in order to analyze the potentialities of the digital game Minecraft for teaching. The activities were developed in three groups of 6th grade students in a school located in the city of São Paulo. It was confirmed that Minecraft has potential for teaching Geometry, as it put the students in touch with the mathematical object studied in the classroom, inserting them in a new semiotic domain, which makes them rethink and reconstruct some geometric concepts. Concerning the teaching of Proportionality, we verified through our approach that it loses meaning inside the game. As the students have a huge amount of material, they are not able to develop a concern about the amount of resources needed to build something. This fact leads the students to make constructions without taking quantities into account, which limits the study of Proportionality. On the other hand, Minecraft has proven to be efficient for the student's constructions based on real images, in which they must estimate the proportionality between the parts of the drawing and what they are going to build: the non-numeric proportion. Moreover, the work of creating pixel arts in the game influences positively the relation with the proportionality
O presente trabalho teve por objetivo analisar as potencialidades do jogo digital Minecraft para o ensino de Proporcionalidade e tópicos de Geometria plana e espacial. Para isso, revisamos algumas pesquisas e estudos sobre a potencialidade que os jogos digitais possuem para os processos de ensino e de aprendizagem. Fundamentados nestes trabalhos, fizemos um estudo de caso educacional, a fim de analisar as potencialidades que o jogo digital Minecraft possui para o ensino, a partir de uma sequência de atividades interdisciplinar. Esta sequência foi trabalhada em três turmas de 6º ano em uma escola da cidade de São Paulo. Verificou-se que o Minecraft possui potencial para ensino de Geometria, pois coloca os estudantes em contato com o objeto matemático estudado em sala de aula, inserindo-os em um novo domínio semiótico, o que os faz repensar e reconstruir alguns conceitos geométricos. Em relação ao ensino de Proporcionalidade, vimos que por meio de nossa abordagem, ele perde o sentido dentro do jogo, pelo motivo de que o estudante pode ter uma quantidade enorme de material, o que não gera preocupação com a quantidade de recursos necessários para construir algo, este fato leva os estudantes a fazerem as construções sem se preocuparem com as quantidades, o que limita o trabalho com Proporcionalidade. Em contrapartida, o Minecraft mostrou-se eficiente para as construções dos estudantes baseadas em figuras reais, em que eles precisam estimar uma proporcionalidade entre as partes do desenho, e o que eles vão construir, a proporção não numérica. Além disso, o trabalho de montagem das pixel arts no jogo, também influencia positivamente na relação da proporcionalidade
Cress, Bradley D. „Design and Development of a Digital Game-Based Learning Module on Transportation“. Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1245724226.
Der volle Inhalt der QuelleVieira, Izana Weber. „Análise de jogos digitais infantis para o ensino e aprendizagem de História das Artes“. Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18165.
Der volle Inhalt der QuelleCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Contemporary technologies favor the process of teaching and learning, construction of knowledge and awareness. In this proposal we are considering the diversity of media that today converge to a structured technological base through digital resources. Contribute to progress towards digital and social inclusion, in the areas of teaching and learning, production and distribution of knowledge. This research aims to contribute to the advancement of academic, educational, and social studies that take into account the interactive products and computer systems that allowed intense cultural exchange and reflection on specific themes: arts, sciences, games and new technologies. Providing significant findings in relation to the processes of teaching and learning and the production and distribution of knowledge on social networks and through identifying the possibilities of use of online interactive games as focused on the teaching of art history educational tools the child of 08 to 10. We draw dialogues with researchers such as Lev S. Vygotsky, Charles S. Peirce, Ana Mae Barbosa, Lucia Santaella and Hermes Renato Hildebrand, addressing issues related to the teaching and learning of children using games for educational development. As a result, the research proposes the analysis of educational games available on the internet and the modification of the game "face to face" that presents the possibility of generating educational content in visual arts, in addition to the development of a suitable prototype game "cara a cara" to through print and digital
As tecnologias contemporâneas favorecem o processo de ensino e aprendizagem, de construção de conhecimento e de tomada de consciência. Nesta proposta, estamos considerando a diversidade dos meios de comunicação que, hoje, convergem para uma base tecnológica estruturada, por meio dos recursos digitais. Também se pretende contribuir para o avanço no sentido da inclusão digital e social, nas áreas de ensino e aprendizagem, produção e distribuição de conhecimento. Esta pesquisa propõe a elaboração de estudos acadêmicos e educacionais que levem em conta os produtos interativos com sistemas computacionais, os quais possibilitaram intensas trocas culturais e reflexão sobre temáticas específicas nas áreas de artes, jogos e novas tecnologias. O estudo busca refletir sobre pontos significativos em relação aos processos de ensino e aprendizagem e da produção e distribuição de conhecimento, por meio da identificação de possibilidades de uso dos jogos interativos modificados, como ferramentas educacionais voltadas para o ensino de História das Artes de crianças de 08 aos 10 anos. Para isso, traçamos diálogos com pesquisadores, como: Lev S. Vygotsky, Charles S. Peirce, Ana Mae Barbosa, Lucia Santaella e Hermes Renato Hildebrand, abordando aspectos relativos ao ensino e à aprendizagem de crianças que utilizam jogos educacionais para seu desenvolvimento. Como resultado, a pesquisa propõe a análise de jogos educacionais disponíveis na internet e a modificação do jogo cara a cara que apresenta possibilidade de gerar conteúdo educacional em artes visuais, além da elaboração de um protótipo adaptado do jogo cara a cara para meio impresso e digital
Damasceno, Vanessa Doumid. „O jogo digital nos processos de ensino aprendizagem de língua portuguesa: um estudo através das seqüências narrativas“. Universidade do Vale do Rio do Sinos, 2006. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2553.
Der volle Inhalt der QuelleNenhuma
Este estudo tem como objetivo principal apresentar o jogo num ambiente digital, possibilitando o ensino-aprendizagem de língua portuguesa através da narrativa.O trabalho está dividido em quatro capítulos. No primeiro capítulo apresento o jogo e, em especial, o jogo em ambiente digital. No segundo capítulo exploro o jogo digital como um Hipergênero. No terceiro capítulo apresento o jogo em seu contexto de produção. No quarto capítulo são abordadas as estruturas de narrativas através de modelos teóricos dos autores selecionados e são analisadas as narrativas criadas pelos alunos durante o jogo de RPG no ambiente escolar. As histórias criadas pelos alunos confirmaram as hipóteses do estudo. Elas se mostraram úteis à compreensão das práticas lingüísticas digitais ao contribuírem para a compreensão das narrativas não lineares,entendidas como estruturas complexas
This study’s main objective is to present the game in a digital environment, in order to make possible the learning of the Portuguese language through narrative. The work is divided into four chapters. In the first chapter, the game, and especially the game in a digital environment, is presented. In the second chapter, I explore the game as a “hyper-genre”. In the third chapter I show the game in its production context. In the fourth chapter and last chapter I explore the narrative structures through the theoretical models of the selected authors and analyze the narratives created by the students during the RPG game in school environment. The stories created by the students confirm the study’s hypothesis. They proved to be useful for the understanding of the digital linguistic practices by contributing for the understanding of the non-linear narratives considered as complex structures
Silva, Fabricio. „Jogos digitais como suporte para o ensino e aprendizagem em história“. Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/152796.
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Como objetivo geral intentou-se utilizar jogos digitais como suporte no processo de ensino e aprendizagem em História. Para tanto, os objetivos específicos seguiram duas linhas de trabalho, uma teórica que buscou entender o processo histórico do ensino de História até o panorama atual e a relação dos discentes com as tecnologias digitais e analisar as discussões sobre o uso dos jogos digitais e sua relação com a ludicidade na prática educativa. E uma linha empírica intentou contextualizar conceitos relacionados ao ensino de História e humanidades, além de observar o contato dos estudantes com um jogo digital na prática em sala de aula e o ensino e aprendizagem decorrentes desse processo. Mediante a isso, realizou-se uma sequência didática em uma perspectiva de pesquisa participativa. Para tanto, foram realizadas atividades em sala de aula que nortearam as explanações sobre os conceitos trabalhados, por fim colocando os alunos em contato direto com um jogo digital facilitando assim a observação do processo de aprendizagem resultante das aulas ministradas.
This paper aimed the usage of digital games as a support in the process of teaching and learning History. For this purpose, the specific objectives followed two work lines: the theoretical and the empirical. The theoretical sought to understand the historical process of teaching History up to the present and the relation of students with digital technologies, as well as to analyze the discussions about the usage of digital games and its relation to the ludic in pedagogical practices. The empirical work line aimed the contextualization of concepts that are connected to the teaching of History and related subjects. Moreover, it observed the relation between the students and a digital game in classroom practice and the teaching/ learning resulting from this process. Therefore, a didactic sequence was designed in the light of a participatory research. Classroom activities were performed, which guided the explanations about the concepts studied and put students in touch with a digital game, promoting the observation of the learning process.
Wyn-Jones, Caspian, und Jacob Blomqvist. „Pedagogers resonemang kring digitala spel i verksamheten“. Thesis, Högskolan i Gävle, Didaktik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-33096.
Der volle Inhalt der QuelleThis essay aims to explore the understanding of leisure-time teachers attitudes about using digital games in leisure-time activities. What the essay more particularly will investigate is “How do educators relate to the use of digital games in schools’ leisure-time activities?”. We have used semi-structured interviews to gather our empirical material. Sociocultural perspective was used to analyze the empirical material collected. The findings of the essay shows that educators have a positive attitude towards learning through digital games, that the learning and development of the educational and the personal areas of the children evolve. Furthermore, it is underlined that educators must develop their own knowledge and commitment towards the use of digital games to be able to successfully manage an educational use of games that is in the interest of the children that are learning.
Arvidsson, Malin, und Mattias Liljegren. „Gamification : Hur spelerfarenhet påverkar gamifications motiverandeeffekt inom skolan“. Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43253.
Der volle Inhalt der QuelleFernandes, Marcelo. „Aplicação do jogo ludo atomística no ensino de química“. Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/7188.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
This work presents an experience directed on the construction, development and implementation of a playful activity in the Teaching of Chemistry, with students of the first year of high school State School "Captain Agenor de Carvalho" in the municipality of Estiva Gerbi, State of São Paulo in Brazil. This experience has been a digital board game and given, involving questions of Chemistry, with contents of Atomistic. The game is available on the internet at Portal Education under the name of “Ludo Atomistic”. The game was applied in the computer room of the school, through the system Accesses School during the class of Chemistry. Students were evaluated through a tool in the portal with all information for analysis of hits and errors of the issues, access and frequency. It was as analyzed the performance of students in the classroom, their interests in the contents and their participation in activities in school and in their homes. The idea was to get an attractive and innovative, enjoyable and interesting methodology for teaching. The game Ludo Atomistic demonstrated collaborate in the process of teaching and learning, in a differentiated, attractive and dynamic manner, because with didactic-pedagogical purpose promoted beyond pleasure and fun, the construction of knowledge, to connect various aspects of the learning process as cognition, affection, socialization and creativity.
O presente trabalho apresenta uma experiência direcionada na construção, elaboração e aplicação de uma atividade lúdica no ensino de Química, com alunos do 1º Ano do Ensino Médio da Escola Estadual “Capitão Agenor de Carvalho” no município de Estiva Gerbi, estado de São Paulo. Nesta experiência foi desenvolvido um jogo digital com tabuleiro e dado, envolvendo perguntas da disciplina de Química, dos conteúdos de Atomística. O jogo está disponível na internet no Portal Ludo Educativo com o nome de Ludo Atomística. Foi aplicado na sala de informática da escola, através do sistema Acessa Escola durante as aulas de Química. Os alunos foram avaliados através de uma ferramenta disponível no portal, com todas as informações para análise de acertos e erros das questões, frequências de acessos e os seus rendimentos. Também foi analisado o desempenho dos alunos em sala de aula, seus interesses nos conteúdos e suas participações nas atividades desenvolvidas na escola e em suas casas. A ideia foi buscar uma metodologia inovadora e atraente para ensinar de forma mais prazerosa e interessante. O jogo Ludo Atomística demostrou colaborar no processo de ensino e aprendizagem, de forma diferenciada, dinâmica e atrativa, pois com finalidade didático-pedagógica promoveu além de prazer e divertimento, a construção do conhecimento, ao conectar vários aspectos do processo de aprendizagem, como cognição, afeição, socialização e criatividade.
Samuelson, Gustav. „Pixel art - The Medium of Limitation : A qualitative study on how experienced artists perceive the relationship between restrictions and creativity“. Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-178771.
Der volle Inhalt der QuelleThis study seeks to answer what makes the technically obsolete medium of pixel art still relevant and what qualities make it into an independent craft. In a qualitative study four highly experienced pixel artists are interviewed about their own definitions of pixel art and their methodology. The answers are then analyzed through the lenses of existing theories on design and practical knowledge. The study concludes that a reason why pixel art has remained relevant is that the limitations that had their origins in the technical restrictions of early computer hardware gives way to creativity. The simple pixel-grid is easy for beginners to get a grip on and stimulates creative problem-solving, forcing the artist to compromise in regard to the choice of colors and shapes. In that regard it begs comparisons to cross-stitching and mosaics rather than most contemporary digital art. The immediacy of managing these restrictions was described as meditative and can be compared to solving a puzzle or a game of Tetris. Despite its reputation for being a backwards-gazing medium linked with retro videogames the artists insist the artform is still being evolved and elevated today.
Savonitti, Gabriel Almeida. „Jogos digitais e aprendizagem: características e potencial dos games de entretenimento para o ensino do inglês como segunda língua“. Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20557.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This dissertation explores the use of entertainment games for teaching English as a second language. It is a literature review from theories of motivation and learning and from game genres. In order to facilitate the choices of the games used in the English classroom by teachers, this study brings to light the characteristics relevant to the teaching that can be found in games, associated to several genres. In this sense, 14 researches involving digital entertainment games were analyzed, based on the theories of motivation in Gardner’s teaching, games and the active learner of Gee, Vygostsky proximal development zone, tangential learning model of Portnow and Brown, model of the monitor, Krashen’s input hypothesis, Schumann’s acculturation model, and the hypothesis of the interaction proposed by several authors such as Gass and Larsen-Freeman and Long. The results obtained were the definition of the characteristics relevant to teaching and learning present in the analyzed games, and the definition of the gender associated to these characteristics
Esta dissertação explora o uso de jogos de entretenimento para o ensino do inglês como segunda língua. É uma revisão de literatura a partir de teorias da motivação e aprendizagem e de gêneros de jogos. Visando facilitar as escolhas dos jogos utilizados em sala de aula de inglês pelos professores, este estudo traz à tona as características relevantes para o ensino que podem ser encontradas nos jogos, associadas a diversos gêneros. Nesse sentido, 14 pesquisas envolvendo jogos digitais de entretenimento foram analisadas, utilizando como base as teorias de motivação no ensino de Gardner, games e o aprendiz ativo de Gee, zona de desenvolvimento proximal de Vygostsky, modelo de aprendizagem tangencial de Portnow e Brown, modelo do monitor, hipótese do input de Krashen, modelo de aculturação de Schumann e hipótese da interação proposta por vários autores como Gass e Larsen-Freeman e Long. Os resultados obtidos foram a definição das características relevantes ao ensino e à aprendizagem presentes nos jogos analisados, e a definição do gênero associados a essas características
Peixoto, Artur Duarte. „Jogar com a história : concepções de tempo e história em dois jogos digitais baseados na temática da Revolução Francesa“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/157133.
Der volle Inhalt der QuelleThis paper deals with the writing of History in two digital games based on the theme of the French Revolution. The artifacts analyzed were Tríade: liberty, equality and fraternity and Assassin's Creed Unity. The first, produced by the University of the State of Bahia (UNEB) in the context of a public call for government funding of digital games with educational destinations. The second, developed by one of the world’s greatest creator studios of digital games. The aim of the research focused on the analysis of the concepts of time and History presented in both products, so that it may contribute to teachers who wish to use them as a teaching-learning resource in the teaching of History. To conduct the survey, it was necessary to play them under a closer look at the images, the soundscape and interactive narrative, characteristics of this type of digital device. The research results suggest that there are similarities in the concepts of History in the two games, as both have a certain attachment to a kind of History of great men and great events. However, in a positive way, the educational game has a female character as the protagonist of the narrative, unlike the commercial in which is essentially male. On the other hand, the game produced by the large studio, has a complex design of time, presenting to the player multiple simultaneous time frames, but the educational game has a predominantly linear conception of historical time. It is essential, therefore, when using as a didactic-pedagogic resource in teaching History, teacher intervention to remedy the limitations of these devices, so that students build historical knowledge.
Silva, Filho Supercil Mendes da. „Desenvolvimento de jogos digitais por alunos do ensino médio para o desenvolvimento de conceitos químicos“. Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/5389.
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The actual study sought to establish a relation between the digital games development and the learning of chemicals contents, considering that high school students are the digital games developers.The research had been developed with the perspective of an investigation by action where it was established a whole planning of intervention with a group of students that would develop digital games. The process was recorded and the conversations transcribed as well to a data analysis. The students had developed two games related with experimental chemical concepts that are the experiment of cathode ray tube and electrochemical batteries. Two categories were analyzed: conceptual appropriation from the digital game elaboration and the equilibrium between playfulness and learning. During the analysis it was discovered that the development of activities gave a better appropriation of the chemical concepts in a way that the concepts were more inductive and an equilibrium between entertainment and learning was achieved. Last but not least, the development of digital games is a crucial element giving students the possibility to adapt chemical concepts by merging the construction and appropriating of students’ knowledge.
O presente trabalho buscou estabelecer a relação entre a elaboração de jogos digitais e a aprendizagem de conteúdos químicos, considerando a elaboração dos jogos digitais por alunos do Ensino Médio. A pesquisa se desenvolveu na perspectiva de uma investigação-ação sendo estabelecido todo um planejamento de intervenção com um grupo de alunos tendo em vista a elaboração de jogos digitais. O processo foi gravado e as falas foram transcritas para a análise dos dados. Os estudantes produziram dois jogos relacionando conceitos químicos do experimento de tubo de raios catódico e pilhas eletroquímicas. Foram analisadas duas categorias: apropriação conceitual a partir da elaboração dos jogos digitais e equilíbrio entre ludicidade e ensino aprendizagem. No decorrer da análise percebeu-se que o desenvolvimento das atividades possibilitou a apropriação dos conceitos de forma lúdica e que houve equilíbrio entre a diversão e a aprendizagem. Dessa forma conclui-se que a construção de jogos no formato digital é também um elemento possibilitador da construção e apropriação de saberes pelos estudantes.
Gomes, Leonardo Augusto de Figueiredo. „Aplicativos do Sistema Operacional Android na aprendizagem de Matemática: Aplicativos e jogos digitais“. Universidade Estadual da Paraíba, 2017. http://tede.bc.uepb.edu.br/jspui/handle/tede/3010.
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The constant presence of technologies in the social and academic life of each of us is perceptible. Our schools are full of mobile devices that can connect the entire school community with the world's knowledge. There are millions of people using a mobile platform such as the Android operating system, which have endless applications with diverse specificity for the various tasks faced by the human being in their day to day life. Considering the presence of this material, in our schools and in the social life of our student, the objective was to analyze the potential of Android applications and digital games in Mathematics teaching in two public schools in the cities of Catingueira-PB and Patos -PB. This study begins at the State School Inácio da Catingueira, in the municipality of Catingueira-PB. In this first stage of the project, the students' opinion about the use of the Matrix application, in Matrix and Determinants teaching, was analyzed through an online questionnaire. After analyzing the results, we considered the use of other applications and digital games, in a public school in the city of Patos-PB: state school of elementary and middle school José Gomes Alves. After the research, in this school, which is qualitative, with a case study technique, through the Likert scale, we seek to understand the students' opinion after using some games and applications in exponential function classes, in a middle grade. After the analysis, we conclude, through the students' answers, that the use of the applications in the classes of exponential function was significantly characterized as instruments, in the process of mathematical learning.
É perceptível a presença constante das tecnologias na vida social e acadêmica de cada um de nós. As nossas escolas estão repletas de dispositivos móveis capazes de conectar toda a comunidade escolar com o conhecimento existente no mundo. São milhões de pessoas utilizando uma plataforma móvel como o sistema operacional Android, que dispõem de infinitas aplicações com diversificada especificidade para as diversas tarefas enfrentadas pelo ser humano, no seu dia-a-dia. Tendo em vista a presença desse material, nas nossas escolas e na vida social do nosso educando, objetivou-se analisar as potencialidades das aplicações e jogos digitais do sistema Android, no ensino de Matemática em duas escolas públicas das cidades de Catingueira-PB e Patos-PB. Tal estudo se inicia na Escola Estadual Inácio da Catingueira, no município de Catingueira-PB. Nessa primeira etapa do projeto, foi analisada a opinião dos alunos sobre a utilização do aplicativo Matrix, no ensino de Matrizes e Determinantes, coletada por meio de um questionário online. Após analisarmos os resultados, pensou-se na utilização de outros aplicativos e jogos digitais, numa escola pública na cidade de Patos-PB: Escola Estadual de ensino fundamental e médio José Gomes Alves. Após a realização da pesquisa, nessa escola, a qual é de cunho qualitativo, com técnica de estudo de caso, através da escala de Likert, buscamos compreender a opinião dos educandos após a utilização de alguns jogos e aplicativos nas aulas de função exponencial, numa turma de 1º ano médio. Após a análise, concluímos, por meio das respostas dos educandos, que a utilização dos aplicativos nas aulas de função exponencial caracterizou-se de forma significativa como instrumentos, no processo de aprendizagem matemática.
Rino, Marcelo Valério. „Estratégias para a utilização de jogos digitais e tecnologias emergentes no ensino de linguagem de programação“. Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/154090.
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Esta pesquisa objetivou delinear estratégias para a aplicação de jogos digitais e tecnologias emergentes em um ambiente de sala de aula, com o intuito de auxiliar o ensino de Linguagem de Programação em nível de Ensino Fundamental II. Para tal, foi realizado um estudo de caso com 25 alunos de uma escola privada de Bauru, com idade entre 10 e 11 anos. As estratégias propostas foram delineadas para a utilização do aplicativo (Swift Playground) para iPad, que utiliza os conceitos de gamificação e jogos digitais. A ferramenta possui uma lista completa de lições que se iniciam com “noções básicas de Swift” e usa a programação para guiar um personagem por um mundo 3D. Com as noções básicas de Swift, o aluno aprende comandos, funções, loops, parâmetros, condições, variáveis, operadores, tipos, inicialização e correção de erros. Posteriormente ele é direcionado para conceitos mais avançados juntamente com tecnologias emergentes como robôs e drones com o intuito de potencializar o aprendizado e motivar os alunos durante todo o semestre. A intenção é que o aluno participe das aulas utilizando um panorama diferenciado, trabalhando com uma proposta de game e da gamificação para interagirem um ambiente lúdico e motivador, vivenciando em um espaço de troca de informação e evolução dos personagens, fazendo assim com que o aluno tenha interesse sempre maior pelo conteúdo.
This research aimed to outline the strategy for the application of digital games and emerging technologies in a classroom environment with the purpose of assisting or teaching Online Programming Language of Elementary Education II. For that, a case study was carried out with 25 students from a private school in Bauru, aged between 10 and 11 years. How the strategy is designed for the application of the application (Swift Playground) to iPad, which uses the concepts of gamification and digital games. The tool has a complete list of lessons that begin with "Swift Playground," and uses a schedule to guide a character through a 3D world. With the basics of Swift, the student learns commands, functions, loops, parameters, conditions, variables, operators, types, initialization and error correction. From here straight to more advanced concepts along with emerging technologies like robots and drones in order to potentiate the learn and motivate students throughout the semester. The intention is that the student participates in the classes using a different panorama, working with a proposal of game and gamification to interact a playful and motivating environment, experiencing a space of information exchange and evolution of the characters, thus making the student has always interest in content.
Svensell, Elin, und Amanda Öberg. „Vilken karaktär väljer du? : Karaktärsval i digitala spel och klädernas roll“. Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183615.
Der volle Inhalt der QuelleCentenaro, Franciele Knebel. „INVESTIGAÇÃO DE UMA ABORDAGEM PEDAGÓGICA PARA O ENSINO DE LÍNGUA INGLESA POR MEIO DE JOGOS DIGITAIS“. Universidade Federal de Santa Maria, 2016. http://repositorio.ufsm.br/handle/1/10683.
Der volle Inhalt der QuelleO uso de tecnologias em sala de aula tem desafiado constantemente alunos e professores (KENSKI, 2005), haja vista que nesse contexto, há uma nova geração de alunos que já domina os parâmetros tecnológicos (BARBOSA, 2010), isto é, usa e gerencia efetivamente tecnologias digitais, tais como computador, celulares e vídeo games a seu favor. Nesse sentido, materiais didáticos nem sempre chamam a atenção desses jovens alunos, sendo a aprendizagem por meio desses, muitas vezes, desmotivadora, já que tecnologias emergentes atraem muito mais a atenção dos alunos (REIS, 2015). Dessa forma, considerando a mudança de paradigmas que a escola está vivendo e, a partir da necessidade de como professora de Língua Inglesa compreender como o uso dos jogos digitais pode ser explorado no ensino e na aprendizagem de línguas, investigamos jogos digitais educacionais com base nos princípios de aprendizagem elaborados por Gee (2005) e elaboramos uma proposta pedagógica orientada na concepção de abordagem de ensino de línguas proposta por Almeida Filho (2002), no ciclo de produção de material didático digital (REIS; GOMES, 2014), nos princípios da pedagogia de gêneros e multiletramentos (ROSE; MARTIN, 2012; COPE; KALANTZIS, 2015) e no design de atividades, utilizando jogos, sugerido por Reinhardt (2011 apud SYKES, 2013). Assim, a presente investigação foi uma pesquisa-ação desenvolvida na linha de pesquisa em gestão de Tecnologias Educacionais em Rede, no programa de mestrado profissional em Tecnologias Educacionais em Rede, a qual foi realizada com alunos de língua estrangeira, no contexto universitário, em disciplina regular do curso de Letras-Inglês. Os dados foram coletados por meio de observação-participante por parte da professora-pesquisadora e da aplicação de instrumentos tais como questionários de diagnóstico e avaliação, filmagens e atividade em Ambiente Virtual de Aprendizagem. Os resultados apontam como produto final uma proposta pedagógica que corrobora com o uso de jogos digitais educacionais no ensino de línguas para potencializar a aprendizagem de vocabulários e o aperfeiçoamento da Língua Inglesa, bem como a prática de multiletramentos dos alunos, a qual denominamos como ciclo de Ensino de Línguas com Jogos Digitais Educacionais, que contempla sete etapas (Análise do contexto; Analise do jogo; Planejamento das atividades; Prática em jogo; Prática em conjunto; Prática de atividades; e Avaliação). Acreditamos que a partir dessa proposta, professores de línguas poderão favorecer sua prática pedagógica ao inserir jogos digitais educacionais em contexto escolar, desenvolvendo assim um ensino contemporâneo que condiz com a realidade do aluno de hoje.
Răzman, Diana Cristina. „Replaying history : Accuracy and authenticity in historical video game narratives“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.
Der volle Inhalt der QuelleMenezes, Janaína. „Jogos sociais digitais como ambiente de aprendizagem da língua inglesa“. Universidade do Vale do Rio dos Sinos, 2013. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3532.
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Essa pesquisa está vinculada à Linha “Educação, Desenvolvimento e Tecnologias do Programa de Pós-Graduação em Educação da Universidade do Vale do Rio dos Sinos – UNISINOS. O tema está relacionado ao uso de jogos sociais digitais para a aprendizagem de Língua Inglesa. Os autores que embasaram a investigação são: Castells (2000), Gee (2008), Lemos (2002, 2009, 2012), Moita (2007), Piaget (1990), Primo (2007, 2008), Recuero (2004, 2005, 2010), Schlemmer (2002, 2009), Veen; Vrakking (2009), Warschauer (2012). O problema de pesquisa desta dissertação consiste em investigar como um jogo social, presente no contexto de uma mídia social digital pode se constituir enquanto ambiente para aprendizagem da Língua Inglesa. O objetivo dessa pesquisa consistiu em investigar e compreender como ocorre o interesse, bem como a aceitação do uso de um jogo usado como entretenimento para fins de aprendizagem, analisar as possibilidades de sintonia entre o jogo e o conteúdo programático da aula presencial física de Língua Inglesa, analisar como os participantes colaboram entre si durante o jogo e como essa colaboração contribui para a aprendizagem e analisar e compreender como as interações dos participantes com o jogo podem favorecer o desenvolvimento da competência comunicativa na aprendizagem da segunda língua. Para esta pesquisa foram utilizados dois jogos sociais digitais The Sims Social e Wetopia, presentes no Facebook, com dois grupos de alunos de Língua Inglesa. A pesquisa teve enfoque qualitativo, de natureza exploratória e utilizou a metodologia de estudo de caso. Os dados foram coletados por meio das interações entre os participantes durante o jogo registradas em chats e no mural dos grupos criado no Facebook e também em entrevistas semi-estruturadas após o experimento. Como resultados da pesquisa, salienta-se que os jogos sociais digitais presentes no contexto de uma mídia social digital possibilitam um ambiente para o ensino e aprendizagem de Língua Inglesa, favorecendo o desenvolvimento de competência comunicativa, permitindo a sintonia entre a sala de aula presencial física e o contexto do jogo, engajando os participantes em atividades colaborativas e gerando interesse pela sua aprendizagem com e através dos jogos. Portanto, esta dissertação traz para a reflexão o potencial sócio-cognitivo presente no ambiente dos jogos sociais digitais e como tais tecnologias podem permitir novas e diferentes formas de construção de conhecimento na Língua Inglesa.
This research is linked to the Research Line "Education, Technology and Development” present in the Program of Graduate Education at Vale do Rio dos Sinos University- UNISINOS. The theme is related to the use of digital social games for learning English. The authors based the research are: Castells (2000) , GHG (2008), Lemos (2002, 2009, 2012), MOITA (2007), Piaget (1990), PRIMO (2007, 2008), RECUERO (2004, 2005, 2010), Schlemmer (2002, 2009), VEEN; Vrakking (2009), Warschauer (2012). The research problem of this dissertation is to investigate how a social game, present in the context of digital social media can be constituted as an environment for learning the English language. The objective of this research was to investigate and understand how the interest occurs, as well as the acceptance of the use of a game used as entertainment for learning, analyze the possibilities of harmony between the game and the syllabus of the English curriculum, analyze how participants collaborate with each other during the game and how this collaboration contributes to learning and to analyze and understand how the interactions of the participants with the game may favor the development of communicative competence in second language learning. For this research we used two digital social games The Sims Social and Wetopia present in Facebook, with two groups of students of English. The research approach was qualitative, exploratory in nature and used the case study methodology. Data were collected through the interactions between the participants during the game chats and recorded content present in the wall of the groups created on Facebook as well as on semi-structured interviews after the experiment. As the survey results, it is noted that the digital social games present in the context of a digital social media enable an environment for teaching and learning English Language, favoring its the development, allowing the alingment between classroom and the games, engaging participants in collaborative activities and generating interest intheir learning with and through games. Therefore, this dissertation brings to reflection the socio-cognitive potential in the environment of digital and social games and how such technologies can enable new and different ways of constructing knowledge in English.
Grödem, Tim. „Co-authorial narrative : Attempting to draw a border in the no man’s land that is emergent narrative“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20100.
Der volle Inhalt der QuelleGetchell, Kristoffer M. „Enabling exploratory learning through virtual fieldwork“. Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/923.
Der volle Inhalt der QuelleRodrigues, Jeanne Jesuíno Cardoso. „Jogos digitais : uma experiência de aprendizagem de língua inglesa em uma escola pública“. Universidade Federal de Uberlândia, 2017. https://repositorio.ufu.br/handle/123456789/20920.
Der volle Inhalt der QuelleDue to the great advancement of digital technologies in recent years, the use of technological resources in schools has increased considerably. Likewise, the production and consumption of digital games have expanded, reached a very high level of popularity, and are increasingly present in our daily lives. However, it is possible to observe that, even with its popularization, we still find resistance regarding the use of these technological resources as learning tools, especially when dealing with games. In this context, the present work aimed to analyze the potential of the use of digital games for English language learning, with students from the 8th and 9th years of elementary school in a public school in Uberlândia, as well as to map the students' conceptions about the insertion and use of games and technology resources in English classes. It was also intended to analyze how the use of digital games in English language classes could influence students’ learning opportunities, as well as identify what could be learned about the English language through a digital game. The game chosen by the students and used in this study was League of Legends, a commercial game developed by Riot Games. In relation to the methodology, this work fits as a qualitative research, of an interpretative nature. Data were collected through semi-structured questionnaire, reports of experiences written by the students after the game sessions and a collective interview with the participants. The analyses were carried out based on studies that deal with the use of digital technologies for language teaching, the relevance of learners' beliefs in this process and also their technological profile. The emphasis, however, has been on studies on game-based learning, especially on Gee's (2005) "good games" principles. The results showed that the participants of this research fit the profile of digital natives (PRENSKY, 2001, 2011) and of tech-comfy (PEGRUM, 2009), since they are constantly connected and well acquainted with technological resources. In addition, students were unanimous in stating that they believe that it is possible to learn English through digital games, and that digital technologies can favor such learning. However, I also noticed that this use is not yet normalized in school, and that, despite having access to these resources, they are not yet fully exploited in this environment, which is contrary to the digital reality of our society. After the experience of the game sessions, the participants reported that they noticed an improvement in their linguistic performance, especially in reading and writing skills. They also confirmed the power that digital games have of stimulating, provoking and motivating their players. Therefore, learning opportunities that emerge in this context are more likely to be meaningful for students.
Dissertação (Mestrado)
Neilan, Judith A. „Desktop publishing and photo manipulation : a survey of Indiana high school publications advisors“. Virtual Press, 1999. http://liblink.bsu.edu/uhtbin/catkey/1137674.
Der volle Inhalt der QuelleÖrtendahl, Jennelie. „Ett hav av matematikapplikationer, och att hitta rätt : En analys av matematikapplikationer som används i grundskolans tidigare år“. Thesis, Karlstads universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-57081.
Der volle Inhalt der QuelleApplications have become a resource for developing students' knowledge in number sense. But do applications have didactical or educational strengths that other teaching materials don´t? What mathematical skills are possible to develop by playing an application in the field? With these questions, this study took off with the aim to study applications' layout and content within number sense. The study was conducted thru a qualitative content analysis, where 39 applications were analyzed by a framework. All applications are used by students in pre-school or primary school's somewhere among the country's elementary schools within the framework of mathematics education. The study shows that the applications are designed with a layout, that has a stimulating and interesting effect on the students. What mathematical skills these applications contains varies. Patterns and reasonability are the two most uncommon components of number sense apparent in the applications. However a large part of the applications develop the students' arithmetic skills.
Bernström, Adam. „Digitala verktyg - framtidens lärande? : En kvalitativ studie om vad lärare anser om digitala verktyg, dess möjligheter och utmaningar“. Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44925.
Der volle Inhalt der QuelleThe present study is a result of the ongoing digitalization that has been taking place in both society and the school. Revisions by the National Agency of Education have provided the curriculum with more integration of digital tools and how the students should use and navigate them. This change has also made the demand for teachers’ digital skills to be increased. This leads to the purpose of this study as it is intended to seek a deeper understanding of how teachers experience digital tools in Swedish teaching and how planning and execution are affected. The research questions on which the study is based were: How do some teachers use digital tools in Swedish teaching? What opportunities and challenges some teachers find digital tools entail in Swedish teaching? In order to gain a deeper understanding and hear in-depth arguments, the study has been conducted in the form of a qualitative study in which six active teachers have been interviewed. All collected data has been transcribed and analyzed in the basis of thematic analysis to produce a result. The study's results show that it is primarily competence that controls the use of digital tools in teaching. The teachers believe that they have a lack of knowledge about the digital tools they use, which can lead to them feeling some fear of using digital tools. The opportunities that the teachers describe are increased motivation among the pupil, efficiency improvements and that it seems to be a good support for students in need. The challenges listed by the teachers are the disturbances and the lack of digital tools.
Dalvit, Lorenzo. „Multilingualism and ICT education at Rhodes University: an exploratory study“. Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1003556.
Der volle Inhalt der QuelleLjunglöv, Robin. „Prestation, intresse, engagemang, uppskattning : Skillnader i upplevelse av en virtuell lärmiljö mellan matematiskt hög- och lågpresterande elever“. Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69260.
Der volle Inhalt der QuelleFerreira, Filipe André Sousa. „Digital games and mathematic education: an integrative review“. Master's thesis, 2018. http://hdl.handle.net/1822/56975.
Der volle Inhalt der QuelleDigital Games have been gaining new relevance in the research community, and in the recent years more and more studies have been conducted regarding their implementations on education. The present integrative review aims at providing an overview of how these implementations have been improving students’ performance and motivations towards mathematics. Also it will be focused on understanding the perspectives of teachers towards the implementations of this new method. It was possible to understand that in the generality the use of digital games helped improving students’ attitudes towards mathematics and their performance in it, however there were some different factors that influenced positively and negatively the impact of these games. It was also possible to note that teachers have a good perspective about the introduction of digital games; however they discouraged the use of this games by themselves without traditional methods.
Os jogos digitais têm ganho uma nova relevância na comunidade científica e recentemente, investigadores têm realizado estudos para testar a sua implementação na área da educação. A presente revisão integrativa tem como objetivo providenciar uma visão sob como é que estas implementações têm influenciado o desempenho e atitudes dos alunos em relação à matemática. Terá ainda como segundo objetivo, perceber o ponto de vista dos professores em relação à introdução deste método nas salas de aula. Foi possível perceber que de um modo geral, o uso de jogos digitais ajudou nas atitudes relativamente à aprendizagem da matemática o que levou a uma melhoria do desempenho dos alunos. Foi ainda possível perceber que existem diversos factores relativamente à implementação e desenho dos jogos que podem levar a ganhos posítivos ou negativos tanto a nível da performance como também das atitudes. No que diz respeito aos professores, foi possível perceber que estes vêm os jogos digitais como positivos para a educação, no entanto sentem que estes devem ser usados como ajudas para o método de ensino tradicional.
Huang, Hsiu-Ling, und 黃秀玲. „Research on the Application of Digital Games in High School Program Language Teaching“. Thesis, 2017. http://ndltd.ncl.edu.tw/handle/2duxyc.
Der volle Inhalt der Quelle國立臺南大學
數位學習科技學系數位學習科技碩士在職專班
105
This study mainly discusses about the differences between the effectiveness and attitudes of the game teaching materials and the traditional teaching materials in the learning of program language of high school students. At present, there are no positive or negative consistency views in domestic and foreign researches on the game used in the teaching process whether there is a significant impact, or the use of differences in the results of the subjects. The program language courses are not only a series of solutions to the problem-solving process, but also the best way to train logical thinking. That is the students will be able to cultivate their observation and thinking ability through the constructive learning, and the systematic courses, However, the students encounter learning frustration not only it is a not-study subject but also because of the failure in other subject’s learning. Therefore, this study will use the game teaching materials and traditional teaching materials in the eleventh grade students (a total of 127). Using the Python language for the teaching content, and through the program language pretest and program language after-test results, accompanied by ANCOVA testing the difference of the effects of the teaching style of the teaching materials, students learning performance is analyzed. At the same time, the learning attitude questionnaire is used to try to summarize the reasons for the differences of students' attitudes towards learning. However, after the above research, the result is no significant difference in the program language courses with the game teaching materials and with the traditional teaching materials there is, but according to further analysis of the results, if the concept of the game is set in a scene and uses the traditional teaching to give students concepts and problem-solving methods, it can effectively improve the learning efficiency. Therefore, the application of the game in the teaching materials is one of the good ways to raise students willingness to learn program language.
Lin, Wu-Yan, und 林武諺. „A Study on the Implementation of Digital Gamification-Learning By E-books and Teaching Games“. Thesis, 2012. http://ndltd.ncl.edu.tw/handle/60576185771377764465.
Der volle Inhalt der Quelle國立雲林科技大學
資訊管理系碩士班
100
For Elementary School third grade students, the social sciences course takes effort to mastery of a wide range of subjects. This study bases on the concept and principles of gamification, hopes that through computer-assisted-instruction (CAI) games and help enhance students’ learning motivation and performance effectively. To test the results, this study used a quasi-experimental research design, with 2 classes of third grade students from an elementary school in Yunlin County. One class as experimental group (27 persons) was instructed under CAI game as well as e-book, while the other class (28 persons) as control group simply under e-book. In this study, "Social Learning Achievement Tests” are used to measure the effectiveness of learning, and the IMMS scale to measure students'' motivation. In the experiment, pretest and posttest results of the course are taken, then ANCOVA analysis and pair wised t test are conducted to validate the differences in students’ learning motivation and performance. Besides, CAI game log file is examined to understand students’ participative behavior. The statistical analyzes showed that, regarding learning performance, both the experimental and control groups show significant positive differences. In terms of learning motivation, only experimental group exert significant positive difference. Representing that gamification can improve students’ learning motivation effectively... Major research findings can help provide insightful and practical instructions on the implementation of CAI games and gamification to enhance students’ learning motivation and performance.