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1

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.

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Idag finns en stor mängd digitala lärspel med inriktning mot matematikundervisning. Tillgången till digitala verktyg i skolan är idag stor och därför finns det goda möjligheter för lärare att inkludera digitala lärspel i matematikundervisningen. Syftet med studien är att skapa ny kunskap om vilket lärande digitala lärspel möjliggör för eleven i matematikämnet. För att undersöka syftet gjordes en innehållsanalys mot några vanligt förekommande digitala lärspel i matematikundervisningen inom svenska skolor för elever tillhörande årskurs 4–6. För innehållsanalysen framställdes några analysfrågor. Analysfrågorna baserades på tidigare forskning och teorier inom läroaspekter hos digitala spel samt ett teoretiskt ramverk som beskriver matematiska kompetenser. Denna studie visar att de lärspel som undersökts har individuella styrkor och svagheter som varierar från lärspel till lärspel, men att alla lärspel ger möjlighet till elevens utveckling och lärande. Gemensamt för lärspelen var att procedurhanteringskompetens ofta aktiverades i uppgifterna medan resonemangskompetens sällan aktiverades. Utifrån studiens resultat identifierades ett behov av att granska de digitala lärspel som finns tillgängliga för undervisning eftersom lärspelens potential varierar, både när det gäller vilka kompetenser lärspelen ger eleven möjlighet att utveckla och på vilket sätt lärspelen skapar möjlighet för lärande.
Today 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.
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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.

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Games are increasingly becoming a powerful and effective tool for training. The use of games as a training tool increase intrinsic motivation which enhances learning. This study concerns why people play and why they continue play. The study consists of two parts; a focus group and a web questionnaire. The results suggest that people prefer playing together with others, and that they play mainly because of entertainment, fellowship and pastime. Results also show that the participants come to an agreement of five different characteristics a game must have in order for the participants to play; a pleasant game feeling  i.e.- effects like sounds, characters and environments, variation in tasks, successively increased difficulty, a exciting story and that the game must be understandable. These findings are important because these are factors that game designers must take into consider when designing training games. After all, entertainment and intrinsic motivation in games is some of the general reasons why people play and why they learn, and therefore, a game only designed for training is doomed to fail.
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Kluge, 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.

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With this survey paper we have contrasted and summarized research on digital games and language learning in order to investigate whether digital games can be used to instil communicative competence in students. In addition, we have examined what kinds of considerations that need to be made by teachers when applying digital games in educational settings. In order to acquire an indication of whether games were being used as a language-learning tool in schools today, we conducted a small pilot study in the region of Skåne. In this pilot study, we asked 10 language teachers whether they had ever used videogames in their language teaching. The pilot study suggested that digital games were not being used as a teaching aid. However, the research examined in this survey paper suggests that videogames can be used to instil dimensions of communicative competence. Research also suggested that digital games only inherently supported one or two dimensions of communicative competence. With regard to this, we argued that all four dimensions of communicative competence can be supported through the use of different pedagogical strategies in combination with other approaches. Furthermore, research suggested that there are necessary precautions for teachers to consider before implementing digital games in teaching (e.g. having sufficient knowledge of the games to be used in order to be able to scaffold them according to students’ needs). Since the research explored in this paper suggest that videogames can be used to instil communicative competence in students, we argued that digital games might be an overlooked asset in language learning.
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Habgood, Matthew Peter Jacob. „The effective integration of digital games and learning content“. Thesis, University of Nottingham, 2007. http://eprints.nottingham.ac.uk/10385/.

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This thesis is concerned with how the coveted user-engagement of digital games can be usefully harnessed for educational goals. Educational software has traditionally used gaming elements as a separate reward for completing learning content. The early "edutainment" sector became synonymous with this cursory "chocolate-covered broccoli" approach (Bruckman, 1999): tagging games on to learning content in order to make it more palatable. However, such methods have often proved ineffective (Kerawalla & Crook, 2005; Trushell, Burrell, & Maitland, 2001) and have been criticised for combining the worst elements of both games and education (Papert, 1998) as well as for following extrinsically motivating design models (Lepper, 1985; Parker & Lepper, 1992). This thesis provides a theoretical and empirical exploration of game designs that follow a more integrated approach. Five studies are described which detail the development and evaluation of a new theory for creating intrinsic integration based on integrating learning content with the game mechanics of a game. This includes the development of Zombie Division: a game that teaches mathematics to children through swordplay with skeletal opponents. Two experimental studies examine the motivational differences between integrated and non-integrated versions of Zombie Division by measuring time-on-task. Two more examine the educational effectiveness of integrated and non-integrated versions by measuring learning gains for a fixed amount of time-on-task. Statistically significant results are found which suggest that the integrated version is motivationally and educationally more effective than the extrinsic equivalent. Full results and implications are discussed.
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Jin, 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.

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This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different narrative types on this basis. In addition, this thesis designs a study that includes different dimensions of immersion to investigate the impact of narratives conveyed through visual elements on player immersion.
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Zhu, 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.

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Tirén, 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.

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The possible benefits of digital games for English language learning and teaching have received increasing attention in recent years as more research shows that digital games can affect students’ learning and motivation within formal education. A great deal of the integration of digital games in school contexts depends on the attitude of teachers and students. The aim of this study is to investigate upper-secondary teachers’ and students’ attitudes toward digital games in the English language classroom in a Swedish context. Additionally, this study will also examine teachers’ and students’ views regarding the effects of using digital games for learning English. This is a mixed-method study, where semi-structured interviews and online surveys were conducted by participants from Uppsala, Gävleborg and Dalarna. 106 students and 11 teachers responded to the online survey, and 3 teachers participated in the semi-structured interview. The results found in this study confirm the findings from the majority of previous studies. Teachers and students are generally positive toward digital games in English language learning, and they see potential effects of using games in class. However, teachers find it difficult to implement digital games due to different obstacles, such as preparation time, lack of knowledge, and finding quality games.
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Lealdino, 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.

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Acompanha: Manual operacional do jogo digital educacional: “As aventuras de Simon Bile”
A 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.
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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.

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Digital socialisation is to learn the ways of living online, across national borders, local cultures and societies and has to be inclusive for equal participation. Conditions for this socialisation process are different due to both local and individual limitations. In a high-income country like Sweden, playing computer games are one of the most common practices for digital socialisation among youth online (digital youth), but rarely in school with teachers. Thus, there is limited institutionalised support taking responsibility for the socialisation process online of digital youth. As contrast, in a lower middle-income country like Sri Lanka, telecentres provide holistic community services with free access to computer hardware and sometimes also Internet to bridge an internal digital divide. However, there are still several barriers for inclusive digital socialisation, such as shortage of teachers, infrastructure, accessibility and a language barrier. The problem is that digital youth have to overcome barriers for inclusive digital socialisation, often with limited institutionalised support. Game oriented education (GOE) is a potential approach to bridge these barriers. Thematic questions were: How can environments for inclusive digital socialisation be designed for digital youth who: T1) are gamers that are excluded in school; T2) are living in underprivileged communities; and/or T3) have disabilities and play games? A related thematic main question is: T4) how can education about game accessibility be designed for game developers? Within a design science framework, ethnography showed that GOE with entertainment games enabled gamers excluded in Swedish schools to be included, but could not be sustained by the schools. GOE workshops about programming were a possible way to raise awareness about ICT opportunities at Sri Lankan telecentres. Furthermore, a game prototype for deaf versus blind was demonstrated in workshops within formal education settings in Sweden and Sri Lanka, exploring a design method. Finally, two international online surveys provided data for designing a game accessibility curriculum framework, based upon opinions from researchers and game developers. Conclusions are that GOE may be an environment for inclusive digital socialisation, if it is: 1) sustained in the educational social system; 2) enabled within limits of ICTD; and 3) accessible for digital youth with disabilities. The latter requires: 4) education for game developers. This thesis shows how these requirements may be fulfilled, enabling GOE as a design to achieve inclusive digital socialisation in a global context.

At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 5: Manuscript.

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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.

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This paper aims to present, discuss, and analyze the potential role of digital games within practices of memory, bereavement, and inheritance. The paper examines how users inhabit game environments, how their in-game memories and identities extend into the real world, and what kind of digital legacy players may be leaving behind. A study based on theoretical frameworks relating to memorialization and grief processing is conducted to look at how games can become part of mourning and memorialization practices.
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Tjernberg, 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.

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This thesis explores physical and social aspects of playing tabletop games physically versus remotely. It also examines the experiences of contemporary players of tabletop games, with focus placed on play during the COVID-19 pandemic. The report begins with an explanation of tabletop games, including social and material aspects as examined in previous work. To explore the thesis’ problem area, several tabletop game players were interviewed, resulting in a number of recurring themes. The interview results suggest that social rituals and material aspects of tabletop games are highly important to players. This has implications for the future of tabletop games, many of which are discussed in the text.
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Sutcliffe, 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/.

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As non-institutional digital image collections expand into social media, independent non-professional image curators are emerging, actively constructing alternative naming conventions to suit their needs in a social collecting environment. This project considers how independent user-curators are developing particular sense-making behaviors as they actively contribute names to large, unstructured social image collections. In order to capture and explore this evolving language adaptation, Pinterest names are analyzed using a matrix composed of Panofsky’s three strata of subject matter, Rosch’s levels of categorical abstraction, Shatford Layne’s image attributes and Wittgenstein’s language game constructions. Analyzing Pinterest image names illuminates previously unnoticed behaviors by independent user-curators as they create shared collections. Exploring the various language choices which user-curators select as they apply this new curating vocabulary helps identify underlying user needs not apparent in traditionally curated collections restricted to traditional naming conventions.
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Máthé, Melinda. „Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers“. Licentiate thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-181004.

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Interest in the use of digital games in education has been increasing over the past few decades. Advocates argue that digital games are powerful learning tools with the potential to support increased motivational, cognitive, behavioural, affective, physiological and social outcomes. However, empirical evidence for their effectiveness is mixed. Research has focused primarily on measuring the effect of games on learning in researcher-controlled experiments, whilst relatively less attention has been paid to the role of teachers. The thesis addresses the research gap by investigating how teachers in Swedish compulsory and upper secondary schools use digital games on their own initiative and how they develop their competencies. It also considers the challenges they face. Data from in-depth qualitative interviews and a mixed method survey are used to investigate the research questions. Both the data collection and analysis have been informed by activity theory. This is also used to problematise the adaptation of digital games as teaching and learning tools. In addition, the analysis explores teachers´ self-reported activities in relation to their disposition towards digital games. The findings show that a diversity of digital games and gamification tools have found a foothold in Swedish classrooms. The participating teachers are interested in introducing and further developing digital game-based approaches, though there are limitations in their use of gaming resources and the extent to which they can leverage these to achieve educational outcomes. The research identifies and discusses four general categories of teachers: non-game users, sceptics, curious adopters and advanced adopters. Results indicate that the more positive disposition of game-using teachers tends to be related to a higher level of pedagogical integration, a greater variety of game use, and a wider range of educational outcomes, as well as an interest in professional development. Digital game-based learning is often understood as the use of gamification tools in the form of quizzes, whereas complex games and longer gameplay are less typical. Whilst most teachers agree on the motivational benefits of digital games, not as many perceive them as effective in teaching new knowledge and cognitive skills. The introduction of digital games is hampered by the lack of access to relevant and good-quality products, financial resources, preparation time and adequate technology, as well as contextualised and flexible forms of professional development. These challenges hint at deeper issues with preexisting education structures. Future research should have a twofold focus: the development of adequate game resources that can support collaborative forms of learning and higher-level skills, and flexible and contextualised competence-development solutions for teachers which are relevant to their needs. The thesis contributes to the current literature by mapping the landscape of digital game-based learning in Swedish compulsory and upper secondary schools. It provides a nuanced understanding of the perspectives of teachers on digital game use and the opportunities and challenges presented by digital game-based learning.
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Razak, 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.

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Fredriksson, 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.

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The purpose of incorporating digital educational games in educational settings is to engage the students' desire to learn. The aim of the syllabus for upper secondary school, as expressed by Skolverket (2011) is to support the students for lifelong learning and in order to do so, motivation is needed. However, a problematic gap can be found between “games” and “formal education” which are two different concepts which cross paths in this study. One path shows the foundation of the Swedish steering documents, and the other displays the motivational aspects of implementing digital educational games in educational settings. This qualitative research uses questionnaire surveys with structured questions and semi-structured follow-up interviews via email in order to examine to what degree digital educational games can be implemented in the English 6 classroom. It investigates the effectiveness of digital educational games in regard to English teaching and teachers’ attitudes and beliefs. The results display different approaches teachers could take when incorporating digital educational games in their classroom but also show significant factors such as teachers' experiences in the digital classroom. The research concludes that digital educational games can be used to encourage student motivation and in the teaching practices of upper secondary school teachers in Malmö. This is therefore an important area that should be further researched to ensure that teachers receive sufficient guidance and experience for using digital educational games in the English classroom.
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Tam, 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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This study examined the use of digital game design and development process in secondary mathematic classroom to develop students’ mathematical problem-solving skills. The findings indicated students were able to acquire new mathematical concept and applied the newly acquired knowledge to solve different problems throughout the game design and development process. The game development process was highly motivating and it promoted students learning attitudes and interests in general. However, the complex skills required in the game development process did discourage one of the students.
published_or_final_version
Education
Master
Master of Science in Information Technology in Education
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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.

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Digital games are often considered a pastime activity with little to no real or tangible benefits. This, however, is contrary to studies on the usefulness of digital games in second language (L2) learning. There are several aspects of L2 learning that are affected positively by gaming, as well as other extramural English (EE) activities. One of these aspects is vocabulary, which has been proven to be substantially improved by gaming through incidental learning.  Collocations are often referred to as word pairs that co-occur more frequently than any other two words. The definition of a collocation is a contested subject, making research and theories around collocations widespread and varied depending on what definition a given author subscribes to. In the present study Howarth’s (1996) definition of collocations has been used. The hard-to-define nature of collocations extends into the act of teaching - collocations are rarely taught because they follow no set rule or pattern. This means that L2 learners must acquire their collocation knowledge incidentally, either in the classroom or through EE activities.   The present study aims to investigate the relationship between EE activities, primarily gaming, and the collocation knowledge of 87 Swedish teenagers in upper compulsory school and upper secondary school. This was done through a Productive Collocation Test (PCK) as well as a questionnaire. The results of the study show that students who engage in EE activities are more knowledgeable in terms of collocations than those who do not. Additionally, out of the EE activities included in the questionnaire gaming seems to be the best way to acquire collocation knowledge.   The present study concludes that there is a connection between EE activities, especially gaming, and collocation knowledge. Informants that claimed to spend more time per week playing digital games generally scored higher on the collocation test. This was also true for the students who claimed to spend a considerable amount of time on visual media per week. These informants also had knowledge of collocations that very few of the respondents knew, particularly the students who partake in gaming. The findings of the present study suggest that digital games could be used as a tool for teaching collocations. However, more research is required to carry this idea further.
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Pinto, 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.
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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.
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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/.

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This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and techniques to move students toward meaningful real-world learning and the ability to make a difference in the world. The dissertation closes by exploring implications of this study for instructional designers and instructors interested in using alternate reality games and transmedia storytelling for teaching and learning purposes.
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Hamm, 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.

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Silva, 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
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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.

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Vieira, 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.

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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
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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.

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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
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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.
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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.

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Denna studie har som mål att utforska de attityder som pedagoger har till lärandet genom digitala spel i användningen inom skolverksamheten. Det studien mer specifikt kommer att undersöka “Hur förhåller sig pedagoger till användningen av digitala spel i skolverksamheten”. Vi har använt semistrukturerade intervjuer för att samla in vårt empiriska material. Ett sociokulturellt perspektiv användes för att analysera det empiriska materialet som hade samlats in.  Slutsatsen av denna studie är att pedagoger har en positiv inställning till lärandet genom digitala spel samt att lärandet och utvecklingen av kunskaper sker i koppling till skolämnen men även till den personliga utvecklingen hos barnen via kommunikationen som sker mellan varandra. Dessutom understryks det att pedagoger måste utveckla sin egen kunskap och sitt engagemang för användning av digitala spel för att framgångsrikt kunna hantera en pedagogisk användning genom spel, för att eleverna ska få möjlighet att lära sig genom sina intressen.
This 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.
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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.

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The purpose of the study is to investigate how digitalgaming experience affects how motivated studentsbecome by gamification and whether there is anydifference in motivation that is experienced whetherplaying or not in leisure.There was no clear connection on the motivation withinthe different game groups of the result. The resultshowed that some elements motivated more than othersand those that motivated the groups most were points,levels and quests
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Fernandes, 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.
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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.

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I den här studien undersöks huruvida den tekniskt obsoleta konstformen pixelgrafik, eller ”pixel art” fortfarande är ett relevant medium och vilka kvaliteter som gör det till ett självständigt praktiskt hantverk. I en kvalitativ studie intervjuas fyra erfarna pixel konstnärer om deras definitioner av ”pixel art” samt deras egen praktik. Dessa analyseras sedan med hjälp av befintliga teorier inom design och praktisk kunskap. Studien finner att en anledning till att pixelgrafik fortsatt att vara relevant beror på begräsningarna som har sin bakgrund i tekniska restriktioner i gammal hårdvara ger upphov till kreativitet. Det simpla fyrkantsmönstret som pixelgrafik bygger på är lätt för nybörjare att ta till sig och stimulerar kreativ problemlösning. Begränsningarna tvingar konstnären att kompromissa vad gäller val av färg och form. Pixel art har mer gemensamt med gamla tekniker som korsstygn eller mosaikläggning än andra typer av samtida digital konst. Själva utförandet beskrivs av respondenterna som meditativt och jämförbart med att lägga ett pussel eller att spela Tetris. Trots att det är ett medium som ofta är förknippat med nostalgi och en ”retro-estetik” så är det fortfarande en konstform som utvecklas och som fortsatt att vara populär.
This 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.
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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
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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.

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O presente trabalho versa sobre a escrita da História em dois jogos digitais baseados na temática da Revolução Francesa. Os artefatos analisados foram Tríade: liberdade, igualdade e fraternidade e Assassin’s Creed Unity. O primeiro, produzido pela Universidade do Estado da Bahia (UNEB), no contexto de uma chamada pública para financiamento governamental de jogos digitais com destinações educacionais. O segundo, desenvolvido por um dos maiores estúdios criadores de jogos digitais do mundo, a Ubisoft. O foco da pesquisa se concentrou na análise das concepções de tempo e de História presentes nos dois produtos, de modo que isso possa contribuir com professores que pretendam utilizá-los como recursos didático-pedagógicos no ensino de História. Para realizar a pesquisa foi necessário jogá-los, sob um olhar atento para as imagens, a paisagem sonora e a narrativa interativa, característica desse tipo de artefato digital. Os resultados da investigação sugerem que existem semelhanças nas concepções de História nos dois jogos, pois ambos apresentam certo apego a um tipo de História dos grandes homens e dos grandes acontecimentos. Mas positivamente, o jogo educacional possui uma personagem feminina como protagonista da narrativa, ao contrário do comercial, em que é essencialmente masculino. Por outro lado, o jogo produzido pelo grande estúdio, possui uma complexa concepção temporal, apresentando ao jogador múltiplas temporalidades simultâneas, mas o jogo educacional, tem predominantemente uma concepção linear de tempo histórico. É fundamental, portanto, em caso de utilização como recurso didático-pedagógico no ensino de História, a intervenção do professor para sanar os limites desses artefatos, de maneira que os estudantes construam conhecimento histórico.
This 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.
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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.
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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.
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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.
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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.

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In this study we look at character choices in digital games, what causes them and more specifically how big of an impact the character’s clothing has on this choice, and how this differs between genders. Further, we also look at differences in how partially nude characters are perceived versus fully clothed characters, as well as how all of this affects the player's user experience. With this in mind, we also want to know how game designers can use this knowledge in character choices to design for a good user experience. To answer these questions, we conducted qualitative interviews as well as a survey. Based on the results we concluded that the clothing has quite a low impact on the player’s character choice, but that they prefer to play as a fully clothed character if they get to choose. Instead, the character’s abilities are mostly what drives the choice. Furthermore, a partially nude character is most often seen as unrealistic, annoying, and/or uncomfortable for the player. This is especially true for female characters. In order to design for a good user experience in character choices, the game designer should include as many female as male characters, as this benefit both men and women. This is because women tend to play as female characters, whereas men to a greater extent plays with both male and female characters. Beyond this it is also a good idea for the colours of characters to be customizable to tailor to players specific needs, such as colour-blindness.
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Centenaro, 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.

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The use of technology in the classroom has constantly challenged students and teachers (KENSKI, 2005), it happens because in this context there is a new generation of students who are capable to use technologies (BARBOSA, 2010), that is, they use and manage digital technologies like computers, smartphones and videogames. In this sense, teaching materials do not always call the attention of these young students, and learning in a traditional way can demotivate them, since emerging technologies attract much more their attention (REIS, 2015). Therefore, considering the paradigm schools are facing nowadays and from the need as English language teacher understand how the use of digital games can be explored in languages learning classes, we investigate digital learning games based on the learning principles proposed by Gee (2005) and designed a pedagogical proposal focused in the concept of language teaching approach developed by Almeida Filho (2002), the Digital Teaching Material Cycle (REIS; GOMES, 2014), the genre and multiliteracies pedagogy principles (ROSE; MARTIN, 2012; COPE; KALANTZIS, 2015) and the Game Activity Design Framework suggested by Reinhardt (2011 apud SYKES, 2013). In this way, an action research was applied in the research line of Educational Technology Management Network, at the professional master's program in Educational Technology Network, with foreign language students in regular classroom at English Language course. The corpora was collected by teaching participant observation and by the implemented instruments, such as diagnostic and assessment questionnaires, filming and activities developed at Virtual Learning Environment. The results show as a final product, a pedagogical approach that uses digital learning games in language teaching to enhance the learning of vocabularies, the improvement of the English language skills and the practice of multiliteracies, which is named Language Teaching through Digital Learning Games cycle, that includes seven stages (Context analysis; Game analysis; Planning activities; Game practice; Practice in group; Activities practice; and Accountability). We believe that from this approach, language teachers can promote their practice by the use of digital learning games in schools, developing a contemporary education that matches to the today student's interests.
O 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.
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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.

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In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn from the analysis of various historical digital games, and how can these games be designed to foster diversity and fair representation.
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Menezes, 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.
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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.

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This study aims to define the area that fall in-between predetermined and emergent narratives and pitches the term of “co-authorial narrative” to describe it. Co-authorial narratives are defined by their design of splitting the responsibility of authorship between the developer and the player. The purpose of the study is to prove this concept, with the overall goal of broadening the understanding of emergent narrative.
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Getchell, Kristoffer M. „Enabling exploratory learning through virtual fieldwork“. Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/923.

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This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with a series of dynamic challenges with which they engage until such time as they have shown a certain level of competence. Once a series of domain specific objectives have been met, users are able to progress forward to the next level of the simulation. Through the use of Internet and 3D visualisation technologies, an excavation simulator has been developed which provides the opportunity for students to engage in a virtual excavation project, applying their knowledge and reflecting on the outcomes of their decisions. The excavation simulator enhances the student learning experience by providing opportunities for students to engage with the archaeological excavation process in a customisable, virtual environment. Not only does this provide students with an opportunity to put some of the theories they are familiar with into practice, but it also allows for archaeology courses to place a greater emphasis on the practical application of knowledge that occurs during the excavation process. Laconia Acropolis Virtual Archaeology (LAVA) is a co-operative exploratory learning environment that addresses the need for students to engage with archaeological excavation scenarios. By leveraging the immersive nature of gaming technologies and 3D multi-user virtual environments (MUVEs), LAVA facilitates the adoption of exploratory learning practices in environments which have previously been inaccessible due to barriers of space, time or cost.
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Rodrigues, 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.

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Devido ao grande avanço das tecnologias digitais ocorrido nos últimos anos, o uso da informática e de recursos tecnológicos nas escolas tem aumentado consideravelmente. Igualmente, a produção e o consumo de jogos digitais expandiram-se, alcançaram um patamar de popularidade muito grande, e estão cada vez mais presentes em nosso cotidiano. Entretanto, é possível observar que, mesmo com sua popularização, ainda encontramos resistência quanto ao emprego desses recursos tecnológicos como ferramentas de auxílio à aprendizagem, principalmente quando tratamos de jogos. Nesse contexto, o presente trabalho objetivou analisar as potencialidades do uso de jogos digitais para a aprendizagem de língua inglesa, com alunos dos 8º e 9º anos do ensino fundamental de uma escola pública de Uberlândia, bem como mapear as concepções dos alunos a respeito da inserção e utilização de jogos e recursos tecnológicos nas aulas de inglês. Pretendeu-se também analisar de que forma a inserção de jogos digitais nas aulas de língua inglesa poderia influenciar nas oportunidades de aprendizagem dos alunos, além de identificar o que seria possível aprender sobre a língua inglesa por meio de um jogo digital. O jogo escolhido pelos alunos e utilizado neste estudo foi League of Legends, um jogo comercial, desenvolvido pela Riot Games. Em relação à metodologia, esse trabalho enquadra-se como uma pesquisa qualitativa, de cunho interpretativista. Para coletar os dados, utilizei um questionário semiestruturado, trabalhei com relatos de experiências após as sessões de jogos e, ao final das mesmas, realizei também uma entrevista coletiva com os participantes. As análises foram realizadas com base em estudos que tratam do uso das tecnologias digitais para o ensino de línguas, da relevância das crenças dos aprendizes nesse processo e, também, do perfil tecnológico dos tais. A ênfase, porém, se deu nos estudos sobre a aprendizagem baseada em jogos digitais, especialmente, nos princípios de “bons jogos” de Gee (2005). Os resultados demonstraram que os participantes dessa pesquisa se encaixam no perfil de nativos digitais (PRENSKY, 2001, 2011) e de tech-comfy (PEGRUM, 2009), pois estão constantemente conectados e bem familiarizados com recursos tecnológicos. Além disso, os alunos-participantes foram unânimes ao afirmarem que acreditam ser possível aprender inglês por meio de jogos digitais, e que as tecnologias digitais podem favorecer essa aprendizagem. Porém, verifiquei também que esse uso ainda não está normalizado na escola, e que, apesar de possuírem acesso a esses recursos, eles ainda não são plenamente utilizados nesse ambiente, que caminha na contramão da realidade digital de nossa sociedade. Após a experiência das sessões de jogos, os participantes relataram que perceberam uma melhora em seu desempenho linguístico, principalmente nas habilidades de leitura e escrita. Eles também confirmaram o poder que os jogos digitais possuem de estimular, provocar e motivar seus jogadores. Portanto, as oportunidades de aprendizagem que emergem nesse contexto possuem mais chances de se efetivarem de forma significativa para os alunos.
Due 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)
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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.

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Örtendahl, 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.

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Applikationer har blivit en tillgång för att utveckla elevernas kunskaper inom taluppfattning. Men innehåller applikationer didaktiska eller pedagogiska styrkor som andra läromedel inte innehåller? Vilka matematiska kunskaper är möjliga att utveckla genom att spela en applikation inom området? Med dessa frågeställningar tog denna studie avstamp som syftar till att studera applikationers layout och innehåll inom taluppfattning. Studien är en kvalitativ innehållsanalys där 39 applikationer har analyserats genom en analysmodell. Alla applikationerna används av elever i förskoleklass eller grundskolans tidigare år 1–3 någonstans bland landets grundskolor inom ramen för matematikundervisningen. Studien visar att applikationerna är utformade med en layout som har en stimulerande och intresseväckande effekt hos eleverna. Applikationernas möjlighet till individuell direkt återkoppling kan dessutom bidra till att elevernas motivation ökar. Vilket matematiskt innehåll som applikationerna erbjuder varierar. De områden inom taluppfattning som minst antal applikationer behandlar är mönster och rimlighetsbedömning. Däremot erbjuder delar av applikationerna möjligheten att utveckla elevernas aritmetiska kunskaper.
Applications 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.
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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.

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Studien som har bedrivits är ett resultat av den pågående digitaliseringen som sker i både samhället och skolan. Revideringar från Skolverket har försett läroplanen med mer integrering av digitala verktyg och möjligheter för hur eleverna ska kunna använda samt navigera på dem. Denna förändring har även gjort att kraven för lärares digitala kompetens måste utökas. Detta leder in på syftet med denna studie då den har som avsikt att söka en djupare förståelse för hur lärare upplever digitala verktyg i svenskundervisningen samt hur planering och utförande påverkas. Forskningsfrågorna som studien grundar sig i är: Hur använder sig några lärare av digitala verktyg i svenskundervisningen? Vilka möjligheter och utmaningar anser några lärare digitala verktyg medför i svenskundervisningen? För att få en djupare förståelse och höra djupgående argument har studien bedrivits i form av en kvalitativ studie där sex verksamma lärare har intervjuats. All insamlade data har transkriberats och analyserats genom tematisk analys för att få fram ett resultat. Studiens resultat visar att det främst är kompetensen som styr användningen av digitala verktyg i undervisningen. Lärarna anser att de har bristande kunskaper om de digitala verktygen de använder vilket kan leda till att de känner viss rädsla för att använda digitala verktyg. De möjligheter som lärarna beskriver är ökad motivation hos eleven, effektivisering samt att det verkar som ett bra stöd för elever i behov. De utmaningar som lärarna uppger är störningsmomenten samt bristen på digitala verktyg.
The 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.
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Dalvit, Lorenzo. „Multilingualism and ICT education at Rhodes University: an exploratory study“. Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1003556.

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In South Africa, the linguistic hegemony of English over the African languages in the academic field reproduces unequal power relationships between their speakers. The present study shows that an intervention shaped by a counterhegemonic ideology can change the attitudes of Black university students, key players in spearheading social change. Usign statistical analysis and survey methodologies, this research explored the hegemonic role of English as the only language of learning and teaching (LoLT) in the discipline of Computer Science (CS) at Rhodes University. The study found that those speakers of an African language who are the most disadvantaged by the use of English as LoLT are also the most likely to resist a more extensive use of their mother tongue as an alternative. A group of such students were involved in the development and use of an online glossary of CS terms translated, explained and exemplified in an African language (isiXhosa). This experience increased the support for the use of African languages as additional LoLT, even in the Englishdominated field of study of Computer Science. This is an initial step towards promoting linguistic equality between English and African languages and social equality between their speakers.
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Ljunglöv, 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.

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Digitala läromedel blir ett vanligare inslag i skolgången då ny teknologi erbjuder tidigare okända pedagogiska möjligheter. Denna uppsats undersöker hur elever som använder ett digitalt läromedel i form av en virtuell lärmiljö för matematiklärande upplever denna lärmiljö. Dessutom undersöks elevernas prestation i lärmiljöns matematiska uppgifter. Skillnader mellan elever i olika årskurser samt elever som är matematiskt låg- eller högpresterande studeras. Matematisk prestation beskrivs utifrån Goods (1981) passivitetsmodell som innebär att lågpresterande elever är mindre risktagande i klassrumsmiljön. Elevernas upplevelse av digitala läromedel studerades i en virtuell lärmiljö bestående av två moduler, en spelmodul och en modul för skriven dialog. Upplevelsen av lärmiljön undersöktes genom att studera hur intressant eleverna tyckte att spelet var, huruvida eleverna tyckte att agenten gjorde att de brydde sig mer när de spelade, samt om de gillade den skrivna dialogen. Tidigare insamlad data från elever i årskurs 6-8 som använt den virtuella lärmiljön undersöktes med kvasiexperimentell metod och analyserades med ANOVA. Analysen påvisade en skillnad mellan låg- och högpresterande elever i hur mycket de tycker att en pedagogisk virtuell agent engagerar dem i en virtuell lärmiljö. Matematiskt högpresterande elever anser att agenten gör dem mer engagerade än vad matematiskt lågpresterande elever anser. Detta kan tyda på att lågpresterande elevers passivitet utöver traditionell klassrumspedagogik också påverkar elevernas upplevelse av digitala läromedel. I vidareutvecklingen av den virtuella lärmiljön och skapandet av andra virtuella lärmiljöer är det viktigt att se till att elever både lär sig och engageras av lärmiljön. Utvecklare bör också ta hänsyn till de skillnader som finns mellan låg- och högpresterande elevers upplevelse av lärmiljön. Detta kan exempelvis ske genom att den virtuella lärmiljön görs anpassningsbar för att passa elever oberoende av prestationsnivå. Detta är en viktig målsättning för att se förbättra lågpresterande elevers möjligheter i skolan, något som virtuella lärmiljöer och digitala läromedel i allmänhet kan utgöra ett kraftfullt medium för.
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48

Ferreira, Filipe André Sousa. „Digital games and mathematic education: an integrative review“. Master's thesis, 2018. http://hdl.handle.net/1822/56975.

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Dissertação de mestrado integrado em Psicologia
Digital 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.
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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.

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碩士
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.
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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.

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碩士
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.
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