Dissertations / Theses on the topic 'Board game cafe'

To see the other types of publications on this topic, follow the link: Board game cafe.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 49 dissertations / theses for your research on the topic 'Board game cafe.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Evensen, Erik A. "Making it Fun: Uncovering a Design Research Model for Educational Board Game Design." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862315.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

RABENHORST, ARTHUR E. "Differences in Outcomes after Spinal Cord Stimulator Device Placement in the Ohio Board of Workers' Compensation." University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1211464948.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Jetelová, Markéta. "Podnikatelský plán – Kavárna s hernou (deskové hry)." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-203729.

Full text
Abstract:
The main goal of this master´s thesis is to write a business plan for the board games café in Prague. The other objective is to verify its feasibility and return on investment. The key users of the business plan are founders of the café and it forms the basis for the future decision about its realisation. The theoretical part describes basic terms and individual sections of the business plan. The practical part contains the business plan itself. The main focus is on the description of the entrepreneurial opportunity, competitive analysis, marketing and financial plan, risk analysis and identification of the potential business strategies. The conclusion consists of the overall evaluation of the project based on the applied methods. The plan presents a complex picture of running a business in the chosen industry and proves a viability of the café in the future.
APA, Harvard, Vancouver, ISO, and other styles
4

Galassi, Andrea. "Symbolic versus sub-symbolic approaches: a case study on training Deep Networks to play Nine Men’s Morris game." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12859/.

Full text
Abstract:
Le reti neurali artificiali, grazie alle nuove tecniche di Deep Learning, hanno completamente rivoluzionato il panorama tecnologico degli ultimi anni, dimostrandosi efficaci in svariati compiti di Intelligenza Artificiale e ambiti affini. Sarebbe quindi interessante analizzare in che modo e in quale misura le deep network possano sostituire le IA simboliche. Dopo gli impressionanti risultati ottenuti nel gioco del Go, come caso di studio è stato scelto il gioco del Mulino, un gioco da tavolo largamente diffuso e ampiamente studiato. È stato quindi creato il sistema completamente sub-simbolico Neural Nine Men’s Morris, che sfrutta tre reti neurali per scegliere la mossa migliore. Le reti sono state addestrate su un dataset di più di 1.500.000 coppie (stato del gioco, mossa migliore), creato in base alle scelte di una IA simbolica. Il sistema ha dimostrato di aver imparato le regole del gioco proponendo una mossa valida in più del 99% dei casi di test. Inoltre ha raggiunto un’accuratezza del 39% rispetto al dataset e ha sviluppato una propria strategia di gioco diversa da quella della IA addestratrice, dimostrandosi un giocatore peggiore o migliore a seconda dell’avversario. I risultati ottenuti in questo caso di studio mostrano che, in questo contesto, la chiave del successo nella progettazione di sistemi AI allo stato dell’arte sembra essere un buon bilanciamento tra tecniche simboliche e sub-simboliche, dando più rilevanza a queste ultime, con lo scopo di raggiungere la perfetta integrazione di queste tecnologie.
APA, Harvard, Vancouver, ISO, and other styles
5

Turner, Anna Jacomina Carolina. "Assessing the value of a South African-developed educational nutrition board game in selected Grade 4 primary school learners and their life orientation educators in the City of Cape Town district." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/96060.

Full text
Abstract:
Thesis (MNutr)--Stellenbosch University, 2014.
ENGLISH ABSTRACT: Objectives: To measure the impact on nutrition knowledge; to ascertain the opinions and practices related to nutrition and physical activity, tuck shop visits, and dietary quality of Grade 4 learners; as well as the perceptions on and acceptability of the ‗Fun Food Game‘ (FFG) as nutrition education tool as evaluated in selected Grade 4 learners and educators. Design: A before-after, experimental study with analytical components. Setting: A purposive sample of four schools in the City of Cape Town district of the Western Cape province. Schools A and B in a higher socio-economic area served as intervention school (HIS) and control school (HCS), whereas schools C and D were in a lower socio-economic area and served as intervention school (LIS) and control school (LCS). Subjects: Grade 4 English-speaking boys (n=85), girls (n=90) and Life Orientation educators (n=10). Methods: Pre-tested questionnaires were used to determine change in nutrition knowledge, opinions and practices, both related to nutrition and physical activities in a pre-and post-setting, as well as the perceptions on and acceptability of FFG as a nutrition education (NE) tool for Grade 4 learners and educators. A ‗Dietary Diversity Questionnaire‘ was used to establish the ‗Dietary Diversity Score‘ (DDS), and to note tuck shop visits. Questionnaires were pre-tested in a pilot study. Results: Increased nutrition knowledge and improved opinion on nutrition and physical activities were measured in all schools, but practices related to nutrition and physical activities as well as visits to the tuck shop showed mixed results. In the pre- and post-setting, a DDS of 5 was measured in the HIS and HCS, with a DDS of 5 in the pre- and 6 in the post-setting in the LIS and LCS. Fewer learners had a DDS<4 in the post-setting. Consumption of most food groups and eating breakfast were higher in the post-setting. Bringing lunch boxes to school scored lower in the intervention schools. More tuck shop visits were reported in the LIS and LCS. Most (80% n=8) educators indicated a strong need for NE for themselves. All educators indicated self-learning as a means of familiarising themselves with the content of NE. Sources of nutrition advice included magazines (90% n=9), the Internet (80% n=8) and textbooks (70% n=7). A strong need for NE was expressed by all educators; however, they stated that it should not increase their work load. Educators ‗strongly agreed‘ that the educational nutrition board game FFG can be classified as ‗Health Promotion‘. Overall, learners indicated that playing FFG was a positive experience. Conclusion: Playing FFG and/or having an increased awareness regarding nutrition and physical activities at schools could have had a positive impact on nutrition knowledge and behaviour that could have resulted in positive behaviour, but no definite conclusion can be made in this regard. Nutrition behaviour was more positively influenced in the lower socio-economic schools. Implementing the Health Promoting Schools concept, where Nutrition Education Programmes form part of a multi-component strategy, is recommended.
AFRIKAANSE OPSOMMING: Doel: Om die impak van voedingskennis, opinies en praktyke verwant aan voeding en fisiese aktiwiteite, snoepiebesoeke asook dieetkwaliteit van Graad 4 leerders te bepaal, sowel as die persepsie en aanvaarbaarheid van ‗Fun Food Game‘ (FFG) as hulpmiddel in voedingsopleiding soos geëvalueer deur geselekteerde Graad 4 leerders en -onderwysers. Ontwerp: ‗n Voor-na, eksperimentele studie met analitiese komponente Omgewing: ‗n Doelbewuste groepskeuse van vier skole. Skole A en B in ‗n meer gegoede area het as intervensie skool (HIS) en kontrole skool (HCS) gedien, terwyl skole C en D in ‗n minder gegoede area as intervensie skool (LIS) en kontrole skool (LCS) gedien het in die Stad Kaapstad distrik van die Westelike Provinsie. Deelnemers: Graad 4 Engelssprekende seuns (n=85), dogters (n=95) en Lewensoriënteringsonderwysers (n=10) Metodes: Voorafgetoetsde vraelyste is gebruik om te bepaal of voedingskennis, opinies en praktyke beide verwant aan voeding en fisiese aktiwiteite, voor en na die studie verander het, asook die persepsie en aanvaarbaarheid van FFG as ‗n hulpmiddel in voedingsopleiding vir geselekteerde Graad 4 leerders en onderwysers. ‗n Dieetdiversiteit Vraelys (‗Dietary Diversity Questionnaire‘ – DDQ) is gebruik om ‗n Dieetdiversiteit Telling (‗Dietary Diversity Score‘ – DDS), sowel as snoepiebesoeke te bepaal. ‗n Loodsstudie is uitgevoer om die vraelyste te toets. Resultate: ‗n Toename in voedingkennis en verbeterde opinies oor voeding en fisiese aktiwiteite is in alle skole gevind, maar praktyke oor voeding en fisiese aktiwiteite, asook snoepiebesoeke het gemengde resultate getoon. In die voor- en na-toetsing is ‗n DDS van 5 in HIS en HCS bepaal, met ‗n DDS van 5 in die voor- en 6 in die na-toetsing in LIS en LCS. Minder leerders het ‗n DDS<4 in die na-toetsing gehad. Inname van die meeste voedselgroepe sowel as ontbyt het in die skole toegeneem. Die bring van kosblikke het in die intervensie skole verminder. Die hoogste frekwensie snoepiebesoeke kom voor by die LIS en LCS. Meeste (80% n=8) onderwysers het ‗n sterk behoefte aan voedingsopleiding vir hulself aangedui. Alle onderwysers dui aan dat die inhoud van voedingskennis deur selfleer verhoog word. Tydskrifte (90%, n=9), Internet (80%, n=8) en handboeke (70%, n=7) word as bronne van voedingsadvies beskryf. ‗n Sterk behoefte vir opvoedkundige voedingsopleiding is deur al die onderwysers aangedui, maar sonder dat dit hul werkslading moet verhoog. Die onderwysers is ―sterk oortuig‖ daarvan dat die opvoedkundige voedingsbordspeletjie FFG, as ―Gesondheidsbevordering‖ geklassifiseer kan word. In die algemeen het leerders dit baie positief ervaar om FFG te speel. Samevatting: Die speel van FFG en/of ‗n groter bewusmaking van voeding en fisiese aktiwiteit wat by die skole plaasgevind het, kon ‗n positiewe impak op voedingskennis en -gedrag gehad het, wat kon lei tot positiewe gedrag, maar geen definitiewe gevolgtrekking kan gemaak word in die verband nie. Voedingsgedrag in die mindergegoede skole is meer positief beïnvloed. Implimentering van die Gesondheidsbevorderende Skole konsep, waar Voedingsopleidingsprogramme deel vorm van ‗n multi-komponent strategie, word aanbeveel.
APA, Harvard, Vancouver, ISO, and other styles
6

Melero, Gallardo Javier. "Design and implementation techniques for location-based learning games." Doctoral thesis, Universitat Pompeu Fabra, 2014. http://hdl.handle.net/10803/145498.

Full text
Abstract:
Over the past few years the use of computer-supported games for learning purposes has reported many educational benefits in terms of students’ motivation and engagement towards learning. However, the comprehensive integration of Game-Based Learning (GBL) environments in formal learning settings is still a challenge that shapes several interdisciplinary research problems in the domain of GBL. A main problem is that for games to be relevant in formal education they need to be aligned with the curriculum and adapted to teachers’ requirements depending on their particular educational situations. An approach to face this problem is to formulate GBL technologies that enable teachers to design meaningful games for their scenarios. This thesis contributes to this approach in GBL. In particular, the thesis focuses on location-based learning games. These games are relevant to create contextualized learning activities in which physical objects and spaces are virtually augmented with interactive digital objects. The thesis’ standpoint is that for teachers to be involved in the definition of location-based games, their constituting design elements need to be of feasible customization by teachers while, at the same time, enable rich learning activities. From the premise that the structural design of location-based learning games is often inspired by board games, the thesis proposes a puzzle board metaphor and a template based on the metaphor as techniques for the design of location-based learning games. The thesis also contributes with a model for the computational representation of the games and a set of implementation guidelines. The design and implementation techniques are applied and evaluated in a set of case studies at different scales involving a total of 36 teachers and 253 students.
A lo largo de los últimos años, el uso de juegos computacionales para el aprendizaje ha aportado diversos beneficios educativos relacionados, principalmente, con la motivación y el interés de los estudiantes hacia el aprendizaje. Sin embargo, la adopción de entornos de aprendizaje basados en juegos (también conocidos como Game-Based Learning ó GBL en inglés) en contextos educativos formales todavía es un reto que conlleva varios problemas de investigación interdisciplinares dentro del dominio del GBL. Uno de los problemas principales es que para que los juegos sean relevantes en la educación formal, tienen que estar alineados con el curriculum y adaptados a los requisitos de los profesores dependiendo de sus situaciones educativas particulares. Una solución para afrontar este problema consiste en el desarrollo de tecnologías basadas en el GBL que permitan a los profesores diseñar juegos significativos para sus escenarios. Esta tesis contribuye a este enfoque en el GBL. En particular, esta tesis se centra en los juegos de aprendizaje ubicuos. Estos juegos son relevantes porque permiten crear actividades de aprendizaje contextualizadas en las que objetos y espacios físicos son virtualmente aumentados con objetos digitales interactivos. El punto de partida de esta tesis considera que, para que los profesores se involucren en el diseño de juegos de aprendizaje ubicuos, los elementos de diseño que componen este tipo de juegos tienen que poder ser personalizados por los profesores mientras que, al mismo tiempo, deben permitir la creación de actividades de aprendizaje enriquecidas. Considerando la premisa de que el diseño estructural de juegos de aprendizaje ubicuos a menudo está inspirado en “juegos de tablero”, esta tesis propone una metáfora de “tablero de puzzles” junto con un conjunto de plantillas basadas en dicha metáfora como técnicas para el diseño de juegos de aprendizaje ubicuos. Esta tesis, además, contribuye con un modelo para la representación computacional de estos juegos y una serie de guías de implementación. Tanto las técnicas de diseño como las de implementación se han utilizado y evaluado en un conjunto de estudios de caso a diferentes escalas en los que han participado un total de 35 profesores y 253 estudiantes.
Al llarg dels últims anys, l’ús de jocs computacionals per a l’aprenentatge ha aportat diversos beneficis educatius relacionats, principalment, amb la motivació i l’interès dels estudiants cap a l’aprenentatge. No obstant això, la adopció d'entorns d'aprenentatge basats en jocs (també coneguts com Game-Based Learning o GBL en anglès) en contextos educatius formals encara és un repte que comporta diversos problemes de recerca interdisciplinaris dins del domini del GBL. Un dels problemes principals és que perquè els jocs siguin rellevants en l'educació formal, han d'estar alineats amb el currículum i adaptats als requisits dels professors depenent de les seves situacions educatives particulars. Una solució per afrontar aquest problema consisteix en el desenvolupament de tecnologies basades en el GBL que permetin als professors dissenyar jocs significatius per als seus escenaris. Aquesta tesi contribueix a aquest enfocament en el GBL. En particular, aquesta tesi se centra en els jocs d’aprenentatge ubics. Aquests jocs són rellevants perquè permeten crear activitats d’aprenentatges contextualitzades en les quals objectes i espais físics són virtualment augmentats amb objectes digitals interactius. El punt de partida d’aquesta tesi considera que, perquè els professors s’involucrin en el disseny de jocs d’aprenentatge ubics, els elements de disseny que componen aquest tipus de jocs han de poder ser personalitzats pels professors mentre que, al mateix temps, permetre la creació d’activitats d’aprenentatge enriquides. Considerant la premissa que el disseny estructural de jocs d’aprenentatge ubics sovint està inspirat en “jocs de tauler”, aquesta tesi proposa una metàfora de “tauler de puzles” juntament amb un conjunt de plantilles basades en aquesta metàfora com a tècniques per al disseny de jocs d’aprenentatge ubics. Aquesta tesi, a més, contribueix amb un model per a la representació computacional d’aquests jocs i una sèrie de guies d’implementació. Tant les tècniques de disseny com les d’implementació s’han utilitzat i avaluat en un conjunt d’estudis de cas a diverses escales en els quals han participat un total de 35 professors i 253 estudiants.
APA, Harvard, Vancouver, ISO, and other styles
7

Wu, Wei-Yi, and 吳偉義. "Gamification: A Case Study of Board Game Teaching Video." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/77582846080910080592.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
101
This thesis aims at investigatimg how board game teaching video can be improved through the application of gamification. We combine a board game teaching video and some game design elements by using annotations in YouTube. It helps video be paid attention and upgrades the viewer's interest. Board game teaching video “A” which doesn’t has gamification and “B” which has gamification have been finished and upload them in Youtube, then disseminate links to some board game internet station, did the data collection in a month. During the experiment and a survey were conducted for the viewers. The results of performance metrics and audience retention demonstrated that board game teaching video which has gamification could be paid attention and upgrades the viewer's interest, but some convenient items easily lead viewers only see they want to see, bring about increased number of viewing but average viewing time doesn’t have growing, that needs attention and improvement.
APA, Harvard, Vancouver, ISO, and other styles
8

汪孟慶. "Apply Design Patterns to the Game Program Design-A Case Study on Board Game." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/04913309514144637128.

Full text
Abstract:
碩士
東海大學
資訊工程與科學系碩士在職專班
92
Believe it or not, the existing history of PC games is almost as long as personal computers, although the first idea of the mainstream PCs was based on “business machine.” All the stuffs show the requirement of PCs is not only for business but also for entertainment. Nowadays, due to the reason that network industry is shrunken, we are sure that PC games have become one of the most profitable models in Taiwan. It, as a result, lets the game industry showing the brilliant future in Taiwan, gradually coming out of the shadow of “out of trend” and “toys for kids” in earlier times. However, currently, on the market of PC games, Taiwan can only plays the role of serving as a contrast( or selling as a consignee). The reason is that this industry was not esteem before and only developed by SOHOs or single users. It leads to the delay of the product during the developing progress, the incompleteness of the story, the difficulty of maintenance or modification. Also, the incompleteness of components results in some problems such as the low rate of reuse and lots of bugs in the program. Such problems repeat in a row. It is strikingly the same as the main problem of general developing business software in Taiwan. At present, of the game-developing teams, it is common that a programmer handles the whole project in Taiwan. It easily causes the mistake in the progress or incomprehensible program structure which is too personally. Also, the class or function can’t be used anymore after the project being developed or that co-workers can’t keep going when the programmer resigns causes some waste of the stuff, time and resource. There are a lot of articles about resolving the problem of the development of common system or application by design patterns at present, but there are few research reports or theses about resolving the problem for the computer games during program design. Thus, this article will apply several patterns of design patterns in the main program of on-line games in order to increase the possibility of reuse of on-line games, simplify the progress of designation. Hopefully the game will be released in the limited time and resource in the market of PC games which has short product life period.
APA, Harvard, Vancouver, ISO, and other styles
9

Lin, Li-Fu, and 林立夫. "A Software Framework for Online Board Game and Case Study." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/4dyjn6.

Full text
Abstract:
碩士
國立交通大學
資訊學院資訊學程
106
Mobile gaming is growing in popularity. Even though various kinds of mobile games were released, board game is still one of long-lasting game. It is important to have online board games on mobile apps. Mobile games should be simpler to play. This makes them much easier to use and accessible for players. For online games, procedures of finding opponents, handling broken connection, reconnection and synchronization etc. are common behaviors and can be a framework for other board games. In this thesis, we design a software framework for mobile online board game. This framework implements communication between mobile client and server, design server interfaces interact with client for transporting and synchronization. Furthermore, this framework provides some common modules for iOS board game and separate game rule logic, locating games and online message communication. The iOS developers only need to focus on the development of game rule logic and user interface, so they can implement online board games more easily and efficiently.
APA, Harvard, Vancouver, ISO, and other styles
10

Hsiao, Cheng-Cheng, and 蕭琤琤. "Board Game Design for Learning:A Case Study on Disaster Precaution Education." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/kh39kt.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
102
Taiwan is located in the Circum-Pacific Seismic Zone, the world's greatest earthquake belt. The Ministry of Education has been working on promoting disaster precaution education for many years. Disaster precaution education is a basic and important course in K-12 education. But most of disaster precaution education teaching materials were boring and couldn’t stimulate high engagements. Board games are one kind of table games and have become one of the most favorite games in the world today. Board games teach lessons about getting along with others and reward logical reasoning problem-solving ability. This research transforms the game “Sabotuer” into a disaster precaution board game. This game can be used as a teacher’s tool when teaching courses on disaster precaution education. Besides, The development procedure of this board game can also be used as a reference for those who are interested in designing their own games in the future.
APA, Harvard, Vancouver, ISO, and other styles
11

Ting, Pei-Hsuan, and 丁姵瑄. "A Case Study on the Financial Board Game for the Sixth Graders." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7rwkn2.

Full text
Abstract:
碩士
臺北市立大學
數學系數學教育碩士在職專班
106
The purpose of this study is to explore the feasibility of applying board games into financial education courses for the 6th grade students. The research method adopted the case study and observed eight participated students of the researcher in New Taipei City. The teaching materials, designed by the researcher, contained six topics that included savings and financial institutions, money and currency, consumer behavior, investment and wealth management, insurance and risk management, and lending and credit. The qualitative data included live video, classroom learning sheets, teaching observation logs, student interviews, and course feedback sheets. The main results are as follows: (a) Applying board games into financial education courses helps students build financial literacy. (b) After participating in the financial education course, all the feedbacks from children are positive. (c) It is a practical plan to apply the board games into financial education courses because the board games are both entertaining and educational.
APA, Harvard, Vancouver, ISO, and other styles
12

Sun, Yu-An, and 孫宇安. "Cultivating Curriculum Leadership through Board-game: A Case Study of ‘Systems Thinking’ Module." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/9u8eg3.

Full text
Abstract:
碩士
國立臺灣師範大學
教育政策與行政研究所
105
This research focus on developing systems thinking module with a board-game-based activity within ‘Cultivating Curriculum Leader’ workshop. As a thinking tool, “systems thinking” is viewed as part of “curriculum leadership”. Therefore, it is a crucial tool for those potential curriculum leaders. Data are from participatory observation, document analysis and interviews with work shop participants. Participants of this workshop learned about “systems thinking” via the board-game, “Carcassonne”. This research has the following three findings: 1. The development of systems thinking module with the board-game-based learning activity is a cycle of developing, implementing and revising. 2. The board game “Carcassonne” could be used to deepen the understanding of systems thinking, improving interaction and the development of group dynamics. 3. The participants are able to apply archetypes to describe related issues in schools.
APA, Harvard, Vancouver, ISO, and other styles
13

Chia-Chie, Chen, and 陳佳琪. "Research of the Effect of Board Game Group Program on Self-Care of Children with Asthma." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/48118044431209467748.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

chen, Chia-ching, and 陳家慶. "Design of Virtual Reality Online Board Games-A Case Study of Taiwan’s Ma-Jiang." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/21308460362834283590.

Full text
APA, Harvard, Vancouver, ISO, and other styles
15

CHEN, JIN-YEN, and 陳晶彥. "Applying Creative Skills to Develop Board Games - Taking the Case of Knowing Conservation Animals." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/std44a.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
106
Board games are different from current popular video games. They are entertainment which are highly interactive and require abstract thinking, and can increase interpersonal communication between people. Board games originated from Europe, the theme of table game production is naturally based on the history of Europe or the humanities. Therefore, there are few games designed dedicated for the Taiwan market. This research uses creative skills to create a board game based on the knowledge of animal conservation for endangered species in Taiwan. In addition to discussing the ecological environment, we will use the example of conservation animals in Taiwan to summarize the style of use and ways of presenting. Moreover, this research combines the designed board games with academic teaching to promote ecological conservation education. This research contains the motivation for describing the creation of the product, the design of the art style, and the production process, etc., to fully express the creative concept, and to verify the feasibility and practicality of the design through expert interviews and testers of different professional backgrounds. The theme of the designed table game in the research is clear and explicit. The game content is related to the ecological conservation in Taiwan. There are motivations to attract players to try and the staff can also be used as teaching aids for joyful learning. In the performance of the art design of board games, the animals on the cards are presented in a realistic style and are expressed using pastel paintings and oil paintings, and the exquisiteness is quite high. For testers, there is a correct understanding of the external image of conservation animals.
APA, Harvard, Vancouver, ISO, and other styles
16

Kao, Cheng-Yu, and 高振育. "The Impact of Board Game Design for College Students Learning Motivation - A Case Study on Disaster Precaution Education." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/42csd7.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
102
This research aims to explore the learning motivation of college students on the subject of disaster-precaution. It exams the influences and effects of applying board game as a supplementary material for learning. The quasi-experimental designs was used as the research method, and four classes of 187 students were selected to participate in this study. The experimental group was carried out with the application of board game in disaster-precaution course whereas the control group proceeded with a traditional style of lecturing teaching in disaster-precaution course for one week. “Instructional Materials Motivational Scale” were used as pretest and post-test. The learning motivation of each group were compared by the Paired-Samples T Test and analyzed by ANCOVA to exclude the influence of pre-test. The learning motivation of students in the experimental group adopting board game as the supplementary material is higher than that of students in the control group. The difference is significant. In other words, after applying gamification to learning, the motivation rose greatly indeed. Gender brought no significant difference caused by application of board game as a supplementary material in learning motivation.
APA, Harvard, Vancouver, ISO, and other styles
17

LIN, FENG-YI, and 林鳳儀. "Design of a Board Game for a Color Principles Course:A Case Study of Color Mixing and Color Unit." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/9t2nbz.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
105
The researcher is teaching "Color Principles" in vocational high school of Multimedia Animation Department. This course combines with the design of board game in order to make students have more impression on learning and enhance the effects of learning.The design of this study comes from "The Settlers of Catan" and "Monopoly" with the theory of color principles, making students learn the knowledge of color by using games, and have more interest in this course. This board game is used in the researcher's teaching scene, with a total of 24 students for the art group. Analysis of the scene of the demo situation and problems. Hoping to become a universal teaching aids for other teachers in the use of their own teaching scene. The results of the study found that the study designed the table tour students interest, students want to win the game and try to learn the principle of color content. But the study of the table tour only confined to the color mixing unit, follow-up study suggested that each chapter are designed a related table tour, and with learning a single; so that teaching more lively and interesting.
APA, Harvard, Vancouver, ISO, and other styles
18

Huang, Hsiu-wen, and 黃綉雯. "A Correlation Analysis on Elementary School Students'' Perception of Board Game: A Case Study of Monopoly." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/33456390076244294175.

Full text
Abstract:
碩士
國立中央大學
學習與教學研究所
100
Board game is an emerging educational technology, which is the game that can play on a table or other flat. Monopoly is the most classic board game.This study aims to understand the elementary school students'' perception of board game. Take Monopoly as an example, we investigated the relationship among personal factors (perceived usefulness, perceived ease of use, behavioral intention to use), environmental factors (system characteristics, social influence) and use behavior (use of time, frequency of use).This study recruited the middle and high graders as research participants from public elementary schools in Taoyuan County. According to the townships and stratified random sampling, 2112 students who have played Monopoly were selected to fill in questionnaires. The questionnaire named “The perception of Monopoly to Elementary School Students” is the main instrument in this study. The canonical correlation analysis was performed to analyze the data. The results of the study showed that environmental factors and personal factors have a significant positive correlation; personal factors and the use behavior have a significant positive correlation; environmental factors and use behavior have a significant positive correlation.
APA, Harvard, Vancouver, ISO, and other styles
19

HSIEH, CHIA-CHU, and 謝佳築. "A Research of Infusing Board Game into School-Based Curriculum-A Case of Fifth and Sixth Grade Students." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7r2xf3.

Full text
Abstract:
碩士
國立高雄師範大學
教育學系
106
A Research of Infusing Board Game into School- Based Curriculum-a Case of Fifth and Sixth Grade Students Abstract This study aimed to investigate the effects of school-based Tabletop games Instruction on English ability of fifth and sixth grade students. 23 students participated in this quasi-experimential study in as elemertary school of Tainian. The method adapted in this research was a paired-samples t-test design, and lasted for five weeks, once a week and once for 40 minutes. This study adopted qualitative and quantitative research method, and take school-based Tabletop games Instruction. Testing tool include students interviews, writing and oral test, and teaching reflections. After the experiment, investigate the effects of students’ English attitude, achievement, and attitude. The results of this study were as follows: 1. School-based Tabletop games Instruction can partly improve students’ English attitude. 2. School-based Tabletop games Instruction can partly improve students’ English achievement. 3. School-based Tabletop games Instruction can partly improve students’ English attitude. Key words: School-based, Tabletop games, English attitude, English achievement, English attitude.
APA, Harvard, Vancouver, ISO, and other styles
20

Chiang, Tien-Yu, and 江典祐. "The Relationships among Consumption Experience, Flow Experience and Purchase Intention: A Case of Board Games." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/cmc52e.

Full text
Abstract:
碩士
國立交通大學
管理學院經營管理學程
105
Board game is different from today’s digital game, it can be played without power supply, and it has been developed in Europe and the United States for many years. In recent years, the size of the board game market has risen strongly (Canada and the United States market from $ 500 million in 2011 to $ 1.5 billion in 2015, CAGR 40%). Besides, board game belongs to hedonic product, and most Taiwan’s board game stores not only sell board game product, but also provide consumption experience for consumers. During the game time, consumers also produce flow experience when they feel pleased and satisfied. In view of the rising board game market in Taiwan, the aim of this study is to investigate the effects of consumption experience and flow experience on consumer’s purchase intention in the case of board game. Results from this study indicate that sense experience, feel experience, think experience and act experience have positively effects on consumer’s purchase intention. Moreover, flow experience completely mediated the positive influence of sense experience, feel experience and think experience on consumer’s purchase intention. Finally, this study provides some marketing strategy recommendations for future research.
APA, Harvard, Vancouver, ISO, and other styles
21

Hung, I.-Chun, and 洪宜均. "Applying Board Games on Curriculum design for elementary school- a case of Integrative Activities Curriculum." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/cmgag6.

Full text
Abstract:
碩士
國立高雄師範大學
文化創意設計碩士學位學程
106
Board Game that means the game which can be played on the desk or other planes is an emerging educational technology. Because of education reform, learning is no longer limited at school. In terms of the learning process, the learning content with life experience is the best results to learn and to maintain. Therefore, ways to learn are no longer limited to the textbooks. The purpose of board game on learing is to integrate the flow experience and digital learning through experiencing in the game, so as to enhance learners' motivation and interests in learning and encourage learners to enduring participate in learning. Students can not only learn through the whole process of the game, but also produce a flow in that situation. In addition, they can learn new knowledge and skills naturally. In recent years, board game is more and more popular in the educationese. By board game, learners can cultivate their mind, enhance learner's motivation and interests, and promote enduring learning. Besides, board game with digital technology can increase the games’ variability and enjoyment more. Board Game is the new way that teachers love to use in their teaching recently. Because board game is the teaching methods with interactive and informative, learners can learn to think and to adapt in various subjects, such as mathematics, language, history and science. In addition to intellectual disciplines, board game also provides opportunities for students to be collaborative, explorative and critical thinking. Besides, through the games, train students to resolve conflicts and to apply strategies to learn. This study is based Evaluation Grid Method and questionnaire to research the students' willingness in learning, and take in-depth interviews to evaluate students’ satisfaction surveys by promoting the students' cognition, affection, behavior. The purpose of this study is to understand students’ the acceptance of board games in integrative activities and to disscuse the relationship among environment factors, curriculum factors and students' using behaviors on board games. Therefore, the results of the follow-up verification study can be used as a reference to board games in teaching design in the future.
APA, Harvard, Vancouver, ISO, and other styles
22

Tsai, Yu-Chun, and 蔡瑜君. "A Case Study of Using Social Skill Program Combine Board Game to Improve the Social Skill of ADHD Child." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/81856655614043835182.

Full text
Abstract:
碩士
國立東華大學
特殊教育學系
103
The purposes of this research were to explore how board games influenced social skills of students with ADHD. Two elementary students with ADHD who were received special education services were targeted participants of current study. The case study was used for the research. Direct observations, students’ responses, and feedbacks from students’ classroom teacher and parents were collected to analyze the influence of interventions. After eight weeks, the results indicated that students with ADHD have improved their social skills after board game intervention. In addition, the researchers have made suggestions and implications for field practices as well as future study. The result of the study were as follows: 1. Using Social Skill Program Combine Board Game to teaching for students with ADHD was able to improved their social skills that positive effects of counseling. 2. After program,the ADHD student’s classroom teacher and parents were give more positive support and recognition.
APA, Harvard, Vancouver, ISO, and other styles
23

Chen, Kuan-Hsun, and 陳冠勲. "Gamification design in placemaking for small-scale tea farmers in Longtan.A case study of "Pick "on" Tea" board game." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/rrzxwy.

Full text
Abstract:
碩士
中原大學
商業設計研究所
107
Due to factors of environmental, social and government policies and local issue problems, many tea farmers in Taiwan are becoming a small-scale farmer who thrive in a small specialist market for satisfying specific market needs, such as rare and specialty organic tea. Throughout in-depth interviews with tea farmers, literature reviews and Placemaking cases, the Pick “on “tea board game aims to increase social awareness for creating a better living environment not only for the famers, but also for the society. Since 2017, The Taoyuan City Government has begun to focus on local social issues, including environmental, people with disability, vulnerable groups, women, family issues and small-scale farmers. The Taoyuan City Social Business Center has established to inspire locals to collectively leverage innovative business model to solve social issues with the intention of creating economic development and social benefits, as well encouraging residents are more committed to make social influence. In this case, , the Pick “on “tea board game aim to help solving Longtan, Taoyuan small-scale tea farmer, Mr. Yin, for marketing channel and sales problems. This research is based on the success of board games cases and academic research and statement, integrating Placemaking cases, Longtan township, Taoyuan Tea history, literature and in-depth of local review with small-scale organic tea farmer for the design concept of Pick “on “ Tea board game, additionally, developing a series of related board games products by design thinking and image creation. With this board game integration with Placemaking concept and gamification method, it can be packaged as a giftbox, this not only can be cooperated with the industries and government officials for economics, but also can be leveraged for local development by increasing opportunities in crowd-funding, corporate partnership, fair trade, local trip (tea-picking) and more issues for educations in order to solve local problems. This research aims to decrease social problems and create sustainable development for academic research.
APA, Harvard, Vancouver, ISO, and other styles
24

Wen, Ju-May, and 溫如梅. "The Study on Chinese Teaching through Play—A Case Study of Integrating Creative Thinking Spiral into Educational Board Game." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ja8h87.

Full text
Abstract:
博士
國立中央大學
學習與教學研究所
107
The study aims to explore the influence of integrating flash cards, educational board games, and the strategy of creative thinking spiral into basic Chinese teaching on students’ learning motivation, flow experience, and learning effectiveness. There are Study One and Study Two in this study with a total of 116 subjects from a basic Chinese class. The quantitative and qualitative data are collected and analyzed by t-test. Quantitative data include learning motivation scale, flow scale, pretest and posttest results, while the qualitative data include researcher’s observation records and interview records. There are two groups in Study One. One group receives flash card teaching, and the other, the original education board game teaching. The results show that the learning of the original educational board game group is more effective than that of the flash card one. Therefore, educational board games have a certain effect on basic Chinese learning. Inspired by the results of Study One, researcher tries to further explore the possibility of integrating the strategy of creative thinking spiral into educational board games to see if this is more helpful in learning. Researcher continues to do Study Two, in which there are also two groups. The control group uses the Chinese teaching educational board game adapted from original educational board game; the experimental group uses creative thinking spiral. The results show that: 1. The integration of teaching strategy into Chinese teaching helps to keep students’ learning motivation and flow experience high; 2. The learning effectiveness of the creative thinking spiral group is no better than that of Chinese teaching educational board game group; 3. The writing skill of the creative thinking spiral group is significantly better than that of the Chinese teaching educational board game group; 4. The oral skill of the creative thinking spiral group is significantly better than that of the Chinese teaching educational board game group. This study suggests that the experiment model could be applied to the advanced Chinese teaching in the future to study its effect on learners’ listening, speaking, reading, and writing skills.
APA, Harvard, Vancouver, ISO, and other styles
25

Tang, I.-Ting, and 唐懿亭. "A Case Study on the Oral Expression of Children with Language Delayed Development in Board Games." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/2893pv.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

HUNG, FENG-YING, and 洪鳳瑛. "The Case Study of Phonics with Board Game on English Vocabulary Learning of Junior High School Students with Special Needs." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/33022764569995777715.

Full text
Abstract:
碩士
國立臺南大學
教育學系課程與教學碩士在職專班
105
The purpose of the study was to investigate how the combination of phonics and board game enhances English vocabulary learning of the junior high school students with special in needs and their opinion.Based on the case study,the subjects were three junior high school students with special in needs.This study aims to explore the formative evaluation and summative evaluation of phonics with board game on English vocabulary learning through eight-week teaching.The subjects’ viewpoints are based on their feedback sheet and interview contents. The results of this study are organized as follows: 1. The instruction of phonics with board game could significantly enhance the participants’ spelling and word-reading abilities. 2. The instructor should overcome the teaching of English alphabet factors, the difference between the degree of the case and the implementation of the board game problems. 3. The teachers and subjects display a positive attitude toward phonics with board game. According to the results mentioned above, some suggestions were proposed for the teaching and research of learning phonics with board game.
APA, Harvard, Vancouver, ISO, and other styles
27

SHIU, YU-CHIEH, and 許瑀倢. "The Development and Design of Board Games–A Case Study of Basic Chromatic Education on Fifth Graders." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/26bp9h.

Full text
Abstract:
碩士
國立雲林科技大學
技術及職業教育研究所
105
Fifth grade learners use watercolor which by ready-made pigment in the course of Visual Arts in the field of art and humanities. Because they paint only by off the shelf paint, they are lack color mixing concepts and techniques. The reason caused learners have low color performance in paint. Therefore, researchers use board game into the teaching. The board game combined with chromatics used in the fifth grade learners color harmonic concept. The main purpose of this study was to analyze the impact in cognitive domain, affective domain, and psychomotor domain of fifth grade learners by applying board game in chromatics teaching. One-group pretest-posttest design of experimental research method was adopt to conduct this study, which involved 62 fifth grade learners. Before pretest, researcher took the method of didactic teaching; after the pretest, researchers use game-based teaching applying board game in chromatics teaching. It is found that the game-based learning designed by this study can effectively enhance learners’ learning motive and outcome. The learners can not only establish color harmonic concept, but familiar with color harmonic concept in short time. The results of the study show as the following: 1. Applying the board game in color harmonic teaching can effectively enhance the learners’ color cognitive. The study shows girl got a great impact in their learning. 2. Applying the board game in color harmonic teaching can effectively enhance the learners’ color cognitive. The study shows the low-achieving learners got a great impact in their learning. 3. Applying the board game in color harmonic teaching can effectively enhance the learners’ affective reaction. The study shows boys got a great impact in their learning. 4. Applying the board game in color harmonic teaching can effectively enhance the learners’ affective reaction. The study shows the low-achieving learners got a great impact in their learning. 5. The effect of using board game into color harmonic teaching to the class is better than using traditional teaching.
APA, Harvard, Vancouver, ISO, and other styles
28

CHEN, CHIA-CHING, and 陳佳靜. "A Study on the Charm Elements of Table Games Applied to Preschool Special Education Courses~A case study of visual perception board games." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8djy7c.

Full text
Abstract:
碩士
國立高雄師範大學
文化創意設計碩士學位學程
107
ABSTRACT Table games are popular in all ages in recent years, and they are rich in game learning activities. As the name implies, they are games played on a table or any other plane. This study uses the Evaluation Grid Method (EGM). For 8 pre-school special education field workers with high involvement, the use of board games for teaching and in-depth interviews. Combined with the "Kano Model", the Kano Model is used to classify the attributes of the fascinating elements used in preschool special education courses to attract users. In combination with the abstract charm of the quality characteristics extracted by in-depth interviews, the table games are designed for the pre-school special education courses and do not have two-way questionnaires. The questionnaires are conducted using the instant and simple cloud questionnaire survey, and the testees can always and anywhere. Use the mobile device to fill out the questionnaire, shorten the time of collecting the questionnaire data and ensure the correctness of the original data. The questionnaire statistics use the two-dimensional quality model to analyze the user's satisfaction with the fascinating attributes of the table games, and classify the important factors of the attribute charm quality, in order to provide the board game designers and developers to develop innovative table games merchandise charm factors, will be demanded It is realized in the design and development of commodities to enhance the wider and more accurate acquisition of board games products by future users, so as to be effectively applied to more learning objects and learning purposes.
APA, Harvard, Vancouver, ISO, and other styles
29

TSAI, YU-HAN, and 蔡於翰. "The Study of Improving Elementary School Students’ Wetland Conservation Knowledge and Attitude by Applying the Board Game– The Case of Beimen Wetland." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/w8ehpf.

Full text
Abstract:
碩士
國立屏東大學
生態休閒教育教學碩士學位學程
107
The study aimed to investigate the impact of improving the elementary school students’ wetland knowledge and attitude by applying the board game. It was hoped to understand the importance of wetland conservation by knowing Beimen wetland. In addition, the adapted wetland board game was used to be a teaching assistant instrument to realize the students’ opinions. Purposive Sampling was conducted as the research method of the experimental design in the study. The subjects were two classes of fifth graders in Tainan municipal elementary school. Both groups were proceeding the teaching with lecture method whereas the experimental group received an extra teaching activity of the board game. The pretest and post-test questionnaires were analyzed to evaluate the effectiveness. Beside, the qualitative data was administered to comprehend students’ feeling and feedback during the progress of the wetland board game activity.   The results processed by Paired Sample t-test indicated that both experimental and control groups showed significant differences after wetland conservation teaching. The experimental group got higher scores than the control group in the wetland conservation’s knowledge and attitude scale. It proved that the board game was helpful for the students to improve their wetland conservation knowledge. Moreover, in the aspect of qualitative data, students had positive attitudes in learning the wetland conservation course. It was considered that students understood more about the course and also could help them participate in the class and increase their learning interests.   Therefore, the educators can apply more board games in the teaching. The suggestions are provided by the researcher as the references of teaching with board games for further research.
APA, Harvard, Vancouver, ISO, and other styles
30

Huang, Yu-Chan, and 黃裕展. "A Feasibility Study on the Financial Education for the 5th and 6th Graders by Applying Board Game Teaching-- A Case by WALEX." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/4t5z35.

Full text
Abstract:
碩士
臺北市立大學
數學系數學教育碩士在職專班
106
The aim of this research was to study the feasibility of applying board game into Financial Education. There were eight participants of the 5th and 6th graders from an elementary school in New Taipei City. Case study was adopted the qualitative method, included that interviews, course observation, learning sheets, and post-questionnaires. The findings of this study show that all the participated students liked the instructional strategy of using board game WALEX to develop financial course. Students considered the integration of board game on the financial course facilitate their learning motivation and beneficial to their learning effectiveness. Results of the study suggest that instructors should participate in more financial courses to strengthen their own professional knowledge. The importance of family education for students’ monetary value, and allowance is viewed as an appropriate way for students to practice. For the future study, it can extend the research targets and time.
APA, Harvard, Vancouver, ISO, and other styles
31

Yeh, Yu-Chen, and 葉瑜真. "A Case Study of the Effect of Activity-Theory-Based Board Game Teaching Plan on Gifted Elementary School Students' Creativity and Learning Process." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/93wk9b.

Full text
Abstract:
碩士
國立臺北教育大學
數學暨資訊教育學系(含數學教育碩士班)
106
The purposes of this case study were to explore the effects of activity-theory-based board game teaching plan on fifth-grade gifted students’ creativity and learning process. There were four gifted fifth graders participated in the lesson for eight times. The “Torrance Tests of Creative Thinking” was implemented in the pre- and post-experiment to investigate the effects of students’ creativity. Students’ creative products were also analyzed. The students participated in the study were interviewed by the researcher. Interview data and teaching records analyzed by activity theory. The results of this study were as follows: 1.The results of “Torrance Tests of Creative Thinking” revealed that all students performed better on the post-test than the pre-test. The results supported that Activity-theory-based board game teaching plan could improve students’ creativity. Four students performed both better in “fluency” and “sensitivity” aspects after teaching. Differences in the degree of “originality” and “elaboration” aspects due to differences in personal qualities and abilities. Restricted by study time cannot improve “title”. 2.Students presented creativity on their works. Through board game teaching plan, fifth-grade gifted students were guided to create their own board games. 3.The results of interviews showed that all students demonstrated positive attitudes toward Activity-theory-based board game teaching plan. They indicated that creating board game is interesting and challenging. They enjoyed sharing their projects with other classmates. 4.The effect of teaching of creativity reflects on teachers’ teaching methods and assessments. Implementing teaching of creativity contributes to teachers’ growth and change of research.
APA, Harvard, Vancouver, ISO, and other styles
32

Hsin-Hung, Chang, and 張心虹. "The Effects of Language Learning to the Middle Grade Students Using the Board Game in a Remote Rural School - A Case study of Dixit." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/j5xnv5.

Full text
Abstract:
碩士
崑山科技大學
資訊管理研究所
106
The board games could be used by teachers as a tool for teaching which is more attractive to children. As a result, students' attention and motivation for language learning were enhanced. In addition, students can learn independently and use the interpretation with the rules of the board game to improve their language comprehension and logical reasoning ability. Therefore, the present study focuses on analyzing the causal relationship between board games and learning outcomes. This study uses an action research for the Fourth Grade schoolchildren in K Elementary school through the use of the teaching courses conducted 12 weeks. In particular, the project collected and designed instructional courses through the use of pre-leading research, teaching observation, and collection of literacy test data; observation records in action, classroom performance of schoolchildren, and teacher reflections, to continuously adjust the courses and explore the role, function and direction of the use of the ‘Dixit’ in the future middle and senior grade teaching. The experiment results showed that board games can be incorporated into the teaching situations to effectively reinforce the learning motivation and outcomes from each other in the exchange and competition process. Consequently, it enhances the effectiveness of learning and cultivate students' rational thinking, emotional control and communication abilities.
APA, Harvard, Vancouver, ISO, and other styles
33

Lee, Chi-Hsuan, and 李記萱. "The Effects of Mathematics Remedial Instruction with Board Games for Junior High School Students:A Case Study of Factor and Multiple." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/44fmbf.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
103
In order to help underprivileged family with low achievement students, the ministry of education has launched a plan in 2005 entitled “Hand in Hand Plan” which provides free remedial classes to help these pupils. However, the teacher faced with low achievement students who are diversified in their learning skills and needs to experience with a variety of teaching techniques in order to find the appropriate approach while preparing different learning materials for the students. The aim of this study is to observe how table games can be applied to remedial math classes for a better achievement in lessons. The objects are the forty ninth graders of a junior high school in Taipei and the lesson being taught are based on the repository site for remedial teaching in junior high school. The topic chosen for this thesis is “Factor and Multiple” as it is more basic and shows a lower level of achievement for students. This study hand out surveys such as “Mathematics Learning Achievement Test”, "Learning Mathematics Attitude Scale" and "Table Games Remedial Teaching Feedback Form”. Through this research, the observer learns that the twenty students in the experimental group who used table games to learn had a much higher achievement compared to the twenty students in controlled group who learned mathematics in the traditional way. Moreover, the experimental group showed a decrease in achievement gap when taking the “Mathematics Learning Achievement Test” while the controlled group showed an increase in achievement gap. The experimental group also showed significant before and after difference in the "Learning Mathematics Attitude Scale". Besides, the twenty students in the experimental group who took the satisfactory survey implied that boys showed a higher level of interactive satisfaction than girls. Yet, they did not show much different in learning achievement, learning attitude and table game satisfaction.
APA, Harvard, Vancouver, ISO, and other styles
34

Hsieh, Pei-Hua, and 謝佩樺. "A Case Study of Using Board Games on the Social Skill Training Programs for an Elementary Student with Asperger’s Syndrome." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/28693034240446653952.

Full text
Abstract:
碩士
國立臺北教育大學
特殊教育學系碩士班
103
The purpose of this research was to investigate the effect of using board games on the social skill training for a fifth-grade student with Asperger’s syndrome. The social skills explored in this study included: following the rules, answering others, initiating interactions, discussing and cooperating with others. A 9-week social skills training program was developed. In the program, several board games were used to set up the context for practicing and being familiar with the social skills in diverse settings. Interviews, observing records and video of instructional activities were collected for data analyses. The triangulation was conducted from research data and participants for cross-reference verification. Overall, the main results of current study were summarized as following: 1. The student with Asperger’s Syndrome feels that his social skills have improved. 2. Using Board games on the social skill training program for student with Asperger’s syndrome is feasible. 3. Board games combined with social skills training program could help student with Asperger syndrome to generalize social skills into daily lives. 4. The teachers, peers, and parents acknowledged the effects of the training program.
APA, Harvard, Vancouver, ISO, and other styles
35

Chang, Yu-Chen, and 張玉珍. "The Effects of Mathematics Remedial Instruction with Board Games for Elementary School Students:A Case Study G5 of Factor and Multiple." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/q9ut8x.

Full text
Abstract:
碩士
臺北市立大學
學習與媒材設計學系課程與教學碩士班
106
Abstract This study is to apply board games in elementary school’s mathematics remedial instruction courses. Take the lesson of factor and multiple in fifth grade for example. We selected four students who participated in mathematics remedial instruction as the subject. We present the use of board games as a teaching tool in remedial instruction for students with low academic achievement. It is hoped that board games could not only improve student’s leaning efficiency, but also better teaching methods and techniques. The research result are as follows, 1. Improvement of mixing up terminology and concepts From the result of students answering worksheets and tests, we could found out the situation of mixing up terminology and concepts has been improved. 2. Improvement of missing factors Through the application of board games in remedial instruction, all students were fully aware that factors come in pair when looking for factors. The situation of missing factors no longer exist. 3. Partial improvement of understanding word problems Through board games tests, only one students could fully understand the problems. Other three students could understand word problems of factors, but when it comes to word problems of multiples, those three student still needed instructions from researcher to understand the meaning of problems and complete their answers. Finally, researcher shares reflections on teaching process, providing the conclusions and suggestions to serve as a reference for future relevant research. Key word: Factor、Multiple、Remedial Instruction、Board Games
APA, Harvard, Vancouver, ISO, and other styles
36

LEE, TAI-CHIEN, and 李岱倩. "The Impact of Playing Board Games on Shu Lin Elementary School Students' Learning Motivation: A Case Study in New Taipei City." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/fe5kt3.

Full text
Abstract:
碩士
南華大學
國際事務與企業學系公共政策研究碩士班
105
The purpose of this study is to investigate the impact of playing board game program on students’ learning motivation in elementary school. The researcher designed the board game curriculum based on the goals of Grade 1-9 Curriculum Guidelines. The samples were selected from Shulin Elementary School in New Taipei City. 145 students were considered as an experimental group, and 129 students were considered as a control group. The experimental group received a forty-minute activity of board game program once a week. This experiment lasted for six weeks. The control group didn’t receive the board game program. All students were required to fill out the learning motivation evaluation forms before and after the experiment. Finally, the gathering data was analyzed by t-test of correlated samples and one-way ANOVA.   The conclusions of the research are as below: 1. The board game program significantly affects the learning motivation of fifth graders. 2. The research indicates the seeking success , perceived control and goal orientation are higher influences to students; however,it is not effective in the persistence.   Based on the findings, suggestions are provided for the educational administrators, elementary school educators and support for future research.
APA, Harvard, Vancouver, ISO, and other styles
37

Tuan, Yun-Hao, and 段雲豪. "The Research of A Board Game Design Combines with The Civil Aviation Pilot Workplace- A Case Study of The Cadet Pilot Training Programs in Taiwanese Airlines." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ys95ut.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
This study discusses the design of a board game that simulates a civil aviation pilots workplace and can be used in the pilot training program of Taiwanese airlines. The global demand for trained pilots is growing rapidly as is the demand in Taiwan. Many candidates enter airline cadet pilot training programs, but the workplace can be very mysterious and difficult to understand and some candidates are unable to become familiar with the whole training process or the pilot workplace environment. The purpose of this research project was the investigation of board game mechanics and content and the determination of how much the actual playing of the game improved the cadets understanding of the workplace. Problems encountered during design of the game were investigated and some advice for future improvement is offered. To realize a real civil aviation pilot workplace, Document Analysis and Interviews with flight school instructors and Airline pilots were conducted. The board game prototype included document data and an ADDIE model. After interviews with experts, modifications were made to correct shortcomings and to more closely approximate real pilot workplace conditions. College students were used as test subjects for the final version and an observation survey and interviews were used to identify weaknesses in the game as well as to find ways in which it might be improved and also make it fun to play. The data showed that playing the board game increased understanding of the pilot workplace. The players also indicated that the game was interesting enough to play within the rules to be enjoyable by the general public. The design was clear and players quickly became immersed in the game. After final interviews with the players, modifications were made to the mechanism and design to give the game more integrity. This study has made it clear that the characteristics of the job workplace can be used in the design of board games and some of the problems of design and understanding were also clarified.
APA, Harvard, Vancouver, ISO, and other styles
38

陳怡君. "A Study of Learning Effectiveness on Traffic Safety Education through the Board Games-A Case of Upper-Grade Students of Elementary School." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/xxfz6c.

Full text
Abstract:
碩士
中華大學
運輸科技與物流管理學系
104
The main causes of traffic accidents are the violation against traffic signs, according to the analysis of National Police Agency, Ministry of the Interior. Traffic safety attitude and knowledge is the major factors to keep a safe life, which should be learned from childhood. It is important for schools to advocate traffic safety education. Therefore, this study intends to promote students’ learning effects and interests toward traffic safety education by using self-designed board games. First this study reviewed the current traffic safety education situation, referenced to traffic safety education index, then designed a board game basically on the content the traffic safety educational websites. After pretesting and adjust the board game, this study observed students’ response. The purpose of the board game is to lead students to observe traffic signs and to peer-cooperation. The object of this study is 50 high-graders in elementary school. Students did the pretest questionnaire 3 weeks before the board game. After playing the board game, students completed the posttest, the traffic safety board game learning interest questionnaire, students’ feedback sheet. The data were analyzed with paired-samples t test to study students’ learning outcome and the changing of learning interest. The results of this study show: 1. The result indicates that there are still some low-identified and confusing traffic signs, which could be provided to traffic institutions and schools. 2. the average of the posttest is significantly higher than the pretest’s average. Which means the traffic safety educational board game can promote students’ learning outcome. 3. The result of the questionnaire and the feedback sheet shows that students have a positive attitude toward traffic safety learning and they are interested in traffic safety learning by playing the self-designed traffic educational board game. Keyword: Traffic Safety Education, Board Game, Learning Interest
APA, Harvard, Vancouver, ISO, and other styles
39

Liu, Yi-Ting, and 劉依亭. "A Case Study of Integrating the Board Games into the Social-Skill Learning Process of a 8th Grade Student with Cerebral Palsy." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/13621563995389165543.

Full text
Abstract:
碩士
淡江大學
教育科技學系碩士在職專班
104
With the trends in special education worldwide, more and more students with disabilities or special needs are placed in the class to learn with non-disabled students in Taiwan. However, these students often encounter difficulties in peer-interaction, such as being discriminated or ignored by their non-disabled peers. As a special education teacher and researcher, I found that these students need to improve their social skills. This research aimed to integrate three board games to facilitate these students’ learning processes of social skills, especially for students with cerebral palsy. An 8th grader with cerebral palsy was invited to participate in this study. Three dependent variables are: first, the subject is able to express his opinions and his voice can be clearly recorded by video cameras; second, he is able to respond questions in a way that others can accept and understand; and finally, he is able to express his opinion in a way that others can accept and understand. Board games adopted for the study include Geistesblitz, Tell the Truth II and Pig-a-Dog. The subject’s classmates’ reactions were also analyzed to understand how the subject’s experience with the board game influences his interaction with the peers in the regular class. Before the experiments, the subject played these board games with the researcher to familiarize himself with the rules on Monday during lunch break. The experiments were conducted routinely on Wednesday lunch break for 35 minutes. The A-B-A design for the single-subject experimental design is adopted. Data were collected and analyzed using the following methods: visual analysis, C-statistics, semi-structured interviews. The results of this research are stated as follows: First, playing the board game has positive impact on the subject’s learning of social skills; second, the subject feels positive toward this method of learning social skills; finally, playing board games may facilitate the inclusion of students with disabilities into regular classrooms.
APA, Harvard, Vancouver, ISO, and other styles
40

Chang, Yin-Sen, and 張堙森. "The Design-Based Research of the Learning Effect of Digital Board Game for Indigenous Fifth and Sixth Graders in Taiwan- The Case Study of Qing Dynasty Period." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8j397k.

Full text
Abstract:
碩士
國立臺北教育大學
教育傳播與科技研究所
105
In general, indigenous students in Taiwan have worse learning results than the common students, especially in History. They can't memorize, digest and organize well the knowledge of the history in Taiwan. Indigenous students prefer dynamic, visual and situated learning, which can be designed as game-based learning. Therefore, this study is aimed to develop a digital board game to improve the learning results of the indigenous students in the fifth and sixth grades in the elementary schools. This digital board game, named as “Brave across the Taiwan Strait ” can guide indigenous students to learn the Qing Dynasty history in Taiwan. “Brave across the Taiwan Strait ” is a memory game, which allows players to match the historical events with Taiwan place name cards. The game designer had reviewed many documents and interviewed 7 experts to set up the appropriate instructive object and the game mechanism. This game also has a reference from the” Ziche Zocke” and includes a website, Augmented Reality (AR) and 3D printing technology. Before the game starts, players can find the introduction of “Brave across the Taiwan Strait” and the game background through the website. Next, players will watch an instructional video to understand the game rules and how to scan the event cards through iPads or Tablets. During the game, players can use Augmented Reality (AR) technology to scan the event cards and watch the popping out historical event video. This historical event video will display if this player matches the right card pair and wins a 3D printing model or not. And the player who can collect all the 3D printing models wins the game and the game ends. As a result, players will easily learn the Taiwan history through a playful learning experience and improve the learning effects easily. This study was designed based on the pre- and post- test of single target group under the quasi-experimental standard. The target group was 40 indigenous students under fifth and sixth grade from two indigenous elementary schools in Yilan County. Students had to complete the learning achievement test and learning attitude scale pre-test three days before the game started. It took two classes to play “Brave across the Taiwan Strait”. Each class took 40 minutes, so it took 80 minutes in total to finish this digital board game. After the game completed, all the students had to take the learning achievement test, learning attitude scale post-test, and learning feedback sheet again. After evaluating the pre- and post- test results of implementing the digital board game, “Brave across the Taiwan Strait”. The results were shown as follow: (1). Through the evaluation of the learning achievement test and learning attitude performance in the post-test, the fifth and sixth grade indigenous students showed significant learning improvement and learning effectiveness of the Qing Dynasty understanding by playing this digital board game, “Brave across the Taiwan Strait ”. (2). The average scores of usability and ease-of-use were above 5 in the six-point Likert scale, which lied between agree and strongly agree. The results indicated that indigenous students had positive attitudes toward this digital board game “Brave across the Taiwan Strait”. Among all the numerical valuation questions, the ninth usability point was valued as the highest point at 5.68, which proved digital board game was a helpful methodology to improve the indigenous students’ learning results. (3). According to the result of the learning sheets, indigenous students learned to understand the Taiwan history and recognize the name of Taiwan places through this digital board game. They loved the learning mechanism which “Brave across the Taiwan Strait” introduces, especially the Augmented Reality(AR) and 3D printing model portions in the game. There were 31 students in total love to learn history through “Brave across the Taiwan Strait”, which was over three-quarters of the total target testing group.
APA, Harvard, Vancouver, ISO, and other styles
41

YANG, YU-CHING, and 楊予情. "A Study on Integrating Board Game into Instruction toward Students’ Problem Solving Ability–A Case of 8th Grade Students of X Junior High School in Taipei City." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/4qdayh.

Full text
Abstract:
碩士
銘傳大學
教育研究所碩士在職專班
106
The purpose of this study is to explore relationship integrating board game into scout course to promote problem solving ability of 8th grade students. Problem solving serves as students' ability to enhance their high-level skills through the process of problem solving. The methodology of this study is quasi-experiment by pre/post-test in experiment and control group. The experiment group carried out by integrating board game into course whereas the control group is lectured-oriented teaching. The subjects of this study are 2017 academic-year 8th grade 48 students (2 classes, 24 students/class) in Taipei City. The duration of conducting this study was 7 weeks (2 hours/week). A research instrument of this study is “New Problem Solving Test” by pre/post-test. After the implementation of teaching in both group, problems occurred implementation process were explored. The 3 results of this study are shown as follows, 1.The post-test grade of experiment group is significantly higher than that of control group. 2.The progress grade (post-test – pre-test) of experiment group is significantly different in all aspects of problem solving whereas the progress grade of control group is not significantly different in all aspects of problem solving. 3.2 problems occurred in integrating board-game into scout course implementation are “how to control time” and “how to master the learning goal”. Finally, the educational implications of this study and recommendations for future study are also proposed.
APA, Harvard, Vancouver, ISO, and other styles
42

SHEN, SHU-MING, and 沈淑銘. "The Determinants of Teachers’ Willingness to Adopt Board Games in Teaching-A case Study of Teachers in The Elementary School in Hsinchu County." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/y2gjr8.

Full text
Abstract:
碩士
國立中正大學
教學專業發展數位學習碩士在職專班
107
The Determinants of Teachers’ Willingness to Adopt Board Games in Teaching-A case Study of Teachers in The Elementary School in Hsinchu County Advisor Dr: Hu Meng Ching, Ph.D Student: Shen Shu Ming ABSTRACT The purpose of this study is to investigate the dterminants of teachers’ willingness to adopt Board game teaching, the study of subjects are 505 elementary school teachers in Hsinchu County, and collected from a survey of 440. In the study, a questionnaire survey method and Semi-structured interview are used. The instruments of the study employ the SPSS statistic soft ware, and data analyses include descriptive statistics, chi-square test, independent sample t-test, ANOVA, and product- moment correlation. The main conclusions are as follows: 1. Teachers in Hsinchu elementary school are interested in the effect between board game teaching and teacher’s willingness positive correlation. 2. Teachers have the difference of age, seniority, position, scale of school, the frequency, and knowledge of board game how significance it is to use this teaching method. There is no clear difference on the gender of teacher’s pros & cons to use the board game. 3. Teachers have the difference of age, seniority, position, scale of school, the frequency, and knowledge of board game how significance it is to use this teaching method. There is no clear difference on the gender of teacher’s willingness to use the board game. According to the result of the study, some suggestions were provided for teachers, and education institutions, schools keywords:Board Games.Teaching Willingness.Determinants.
APA, Harvard, Vancouver, ISO, and other styles
43

Chang, Tzu Yi, and 張孜亦. "An Action Research of Infusing Board Games into English Teaching to Enhance the Elementary After School Care Class Students’ English Learning Motivation and Learning Achievement." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/5m86qk.

Full text
Abstract:
碩士
國立臺南大學
教育學系課程與教學碩博士班
106
The purpose of this study is to solve the problems such as students' passive learning and students' differences in learning degree in after school care class. The researcher intends to infuse four board games into English teaching so as to enhance students' motivation for English learning and achievement of English learning, and improve the researchers' teaching difficulties. This study uses an action research method to examine the process of infusing board games into English teaching and its implementation in after school care class students. Through continuous reflection, revision and improvement, the researcher has the following conclusions. 1. Infusing board games into English teaching can improve students' achievement of English learning, and students believe that different board games can help them learning English. 2. Infusing board games into English teaching didn’t enhance students’ motivation for English learning. Students still have a positive recognition on them. 3. Infusing board games into English teaching can solve part of the teaching difficulties encountered by teachers, but teachers still need to pay attention to the problems of class management.
APA, Harvard, Vancouver, ISO, and other styles
44

CHEN, KAI-MING, and 陳楷茗. "A Study on the Effects of Promotion in Creativity with Board Games for 10th Grade Students-A Case Study of Senior High School in Nantou County." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/h3av32.

Full text
Abstract:
碩士
中華大學
科技管理學系
104
This study aimed to investigate the influence of promotion in creativity with board gam 10th grade students.The main purposes of the study are as follows: 1.To know about the viewpoints of board games for 10th grade students. 2.Whether gender affects the promotion in creativity with board games for 10th grade students ? 3.Whether gender affects the viewpoints of board games for 10th grade students ? 4.To investigate the effects of promotion in creativity with board games for 10th grade students. 5.Recommendations were made in accordance with the concluded results of this study for future reference of further research. This study adopted the pre-experimental design, and took 28 10th grade students including 19 boys and 9 girls in Nantou county as research object, total of six weeks of the experiment. Tools used in this study included the Torrance Tests of Creative Thinking, abstract and family board games, feedback sheets from students and so on. The quantitative data were used in statistical analysis based on descriptive statistics, paired-sample t test, analysis of covariance, qualitative research method , etc. The key conclusion lists as following: 1.After the course, the average scores of tasks including Fluency, Originality, Abstractness of Titles, Elaboration, Resistance to Premature Closure, Creative Potential, and Creativity Index in post-test are higher than those in pre-test , especially significant on Originality , Abstractness of Titles, Creative Potential, and Creativity Index. 2.The effects of promotion in creativity with board games were not different for students with different genders. 3.Most students held a positive viewpoint toward the board games. 4.The overall viewpoints of board games were not different for students with different genders.
APA, Harvard, Vancouver, ISO, and other styles
45

Hou, Hui-Chou, and 侯惠周. "Applying Remedial Instruction with Building Blocks and Board Games: A Case Study on the Effects of Motivation among Senior Elementary School Students with Low Mathematics Achievements." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/6znj55.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
In this thesis, the building blocks and table games were assimilated into the remedial teaching and learning of mathematics students study the impact of low achievement motivation was investigated for a small country high school students. Experiments showed that the students would be guided blocks operation during the course, which could help to understand mathematical concepts, enhance the participation of students in class discussions, build the confidence from the game, and prompt the learning motivation. Moreover, the researchers would also use the game to explore the classroom learning to help more children, which the teachers might face the dilemma, and how to break and correction, and after the end of the experiment course, referring to findings, recommendations for remedial teaching in the curriculum planning. In this paper, the active research were performed the collection classroom observation, students learning log, classroom observations suggest that partners with feedback, reflective journaling teachers, students record interviews before and after the test and other related information. Then, the four Keller's ARCS model of motivation could explore the qualitative through analysis of students' learning motivation changes, as well as researchers could improve the teaching methods and how to plan appropriate remedial curriculum. According to the study analysis shows that the "attention" project has the largest number of cases of ascension; however, in the "relevance" of the project, has the least number of cases of ascension. In addition, four cases in motivation project has improved the project, the greater variations bring the more learning outcomes, which can produce more and more intense motivation. Therefore, according to research and analysis, the results can be summarized as follows: the building blocks and table games match with the remedial teaching activities improved for students to enhance learning low achievement motivation, which the "attention" part is the best effectiveness. Finally, this study can be found that the operation of the entity to provide students more time would help children construction concepts and knowledge, and derive satisfaction, build confidence, which the effective to cause the attention of students, and teachers should plan diverse classroom activities, remedial teaching.
APA, Harvard, Vancouver, ISO, and other styles
46

Urban, Petr. "Výuka Anglického jazyka: Neobvyklé cesty a potřeby neobvyklých dětí." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-312829.

Full text
Abstract:
This diploma thesis has outlined the issues of gifted education and the problems which this whole area of education faces. It introduced the basic topics related to the gifted population such as the gift itself, its division etc. In addition, it described the basic forms of work with gifted students, with emphasis on the importance of teacher training and introduced (using interviews) the personal characteristics of teachers which are considered by the gifted students important. Furthermore it presented specific training needs of gifted students and showed the possibilities in helping the gifted. In its second part, this diploma thesis also presented some of the unusual methods which can be used in the process of teaching and which are usually highly effective when presented to gifted students. Individual methods were analysed and possible applications of each of those were described. For a better understanding, each of the methods was accompanied by an example. During the research I realized even more that the issue of gifted children and gifted individuals in general in the Czech Republic is not sorted out adequately. There are still many challenges to solve before talented individuals will be given the space for their education and also the following application at work and in life. Therefore,...
APA, Harvard, Vancouver, ISO, and other styles
47

LI, YI-CHIEH, and 李怡潔. "A Study of Impact of Board-Game-Integrated English Teaching in a Junior High Class on Teaching Process, Students’ Learning Motivation and Learning Achievement – A Case of Small- Scale Junior High School." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/hnqvt9.

Full text
Abstract:
碩士
佛光大學
未來與樂活產業學系
107
The Taiwan goverment announced in 2018 that it will promote the bilingual national policy in 2030 and hope to enhance the country's competitiveness. The education policy shows the importance of English learning and English teaching in Taiwan. In recent years, board games have flourished in Taiwan, and many academic studies have also conducted experiments and discussions on board games. The purpose of this study was to investigate the effect of the board game Rummikub Word which applied to spelling practice for seven graders of junior high school in English teaching. Combined with analysis of its relation with English teaching, the experiment lasted for 12 weeks, 45 minutes each time. The researcher did the action research in a junior high school of Yilan County to try to enhance the students’ learning interest and English ability. Also, divided all samples into experiment group and control group. The English learning motivation scale and test were measured by all students on the pre-test, then the experiment group was treated by the course for 12 weeks, but the control group was taught by the tradition expositive method. The post-test was taken in both groups after the 12-week treatment. At the research period of 12 weeks, the data were collected through students’ learning reflections, teaching journals and English learning questionnaire. Based on our results, the course could strengthen the students’ learning motivation, the students didn’t have much significant improvement on English spelling ability but they had positive opinions on this adapted board game. The experimental group claimed that it was joyful for them to spell vocabulary via the cooperation of classmates. The results of the study and suggestions were provided for teachers and further studies. Teachers could combine other teaching skills and take more application of the course to strengthen the students’ English ability.
APA, Harvard, Vancouver, ISO, and other styles
48

Wang, Ya-Chen, and 王雅禎. "A Case Study of the Exploration of the Effect of Integrating Board Games into the Curriculum on Emotion Recognition and Emotion Regulation of Young Children with Developmental Delay." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/ydpe7k.

Full text
Abstract:
碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
107
Emotion Recognition and Emotion Regulation played an important role in development of emotion on young children. For the child with unusual development of emotion, we should more value Emotion Recognition and Emotion Regulation than before .In the preschools, the teacher used the picture books as resources for young children who would learn about the lessons on emotion, but there were many limits in the picture books. The purpose of this study was to explore the effect of integrating board games with real emotional face into the lessons on Emotion Recognition and Emotion Regulation for the young child with developmental delay .We used three tools to research, including the board games, researcher’s observation and the form of development of emotion on young children .The young child was six years old with developmental delay. We arranged the lessons for the young child with developmental delay and we spent three days a week, thirty minutes each time, the six-week long lessons to research .This study showed that the young child with developmental delay had more aspiration to learn on emotion. Meanwhile Emotion Recognition and Emotion Regulation of young child with developmental delay would be promoted by integrating board games into the lessons.
APA, Harvard, Vancouver, ISO, and other styles
49

Botha, Carolina Stephanusina. "Reconstructing rainbows in a remarried family : narratives of a diverse group of female adolescents 'doing family' after divorce." Thesis, 2003. http://hdl.handle.net/10500/986.

Full text
Abstract:
This research journey investigated the ways in which (1) the lives of adolescents have been influenced by parental divorce and subsequent remarriage, (2) exploring the relationships participants have with biological, nonresidential fathers and (3) to collaboratively present ways of doing family in alternative. Four adolescent girls took part in group conversations where they could were empowered to have their voices heard in a society where they are usually marginalized and silenced. As a result of these conversations a family game, FunFam, was developed that aimed to assist families in expanding communication within the family. Normalizing prescriptive discourses about divorce and remarriage were deconstructed to offer participants the opportunity to re-author their stories about their families. The second part of the research journey explored the problem-saturated stories that these four participants had with their biological, nonresidential fathers. They deconstructed the discourses that influenced this relationship and redefined the relationship to suit their expectations and wishes.
Practical Theology
M.Th.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography