Dissertations / Theses on the topic 'Computer adventure games'
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Moser, Robert B. Computer Science & Engineering Faculty of Engineering UNSW. "A methodology for the design of educational computer adventure games." Awarded by:University of New South Wales. Computer Science and Engineering, 2000. http://handle.unsw.edu.au/1959.4/18613.
Full textBuckles, Mary Ann. "Interactive fiction : the computer storygame adventure /." Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.
Full textAfram, Rabi. "Puzzle Design in Adventure Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1916.
Full textMolley, Sean. "Ta Da! - The Text Adventure Design Assistant a Visual Tool for the Development of Adventure Games." TopSCHOLAR®, 1997. http://digitalcommons.wku.edu/theses/347.
Full textRogers, Elise, and n/a. "Observed interaction between students using computers." University of Canberra. Education, 1995. http://erl.canberra.edu.au./public/adt-AUC20061107.154847.
Full textLee, Benjamin Nelson. "Lude behavior designing contexts for playing out the kingdom of God /." Theological Research Exchange Network (TREN), 2005. http://www.tren.com/search.cfm?p062-0272.
Full textMagnuson, Markus Amalthea. "The Dig : De grafiska äventyrsspelen som flyktigt medium." Thesis, Stockholms universitet, Filmvetenskapliga institutionen, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-179044.
Full textHedenskog, Jens. "Exploring Game Design Pitfalls through patterns : Experiences when making our first game." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1618.
Full textMoser, Robert B. "A methodology for the design of educational computer adventure games /." 2000. http://www.library.unsw.edu.au/~thesis/adt-NUN/public/adt-NUN20021003.141152/index.html.
Full textRaková, Michaela. "Historie a kontext produkce počítačových her žánru adventure v České republice." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-322012.
Full textKracík, Radim. "Vliv herních mechanismů na uživatelskou zkušenost." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312260.
Full textČISLAKOVÁ, Patricie. "Výuková počítačová hra, její tvorba a využití při opakování chemie kovů." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-395123.
Full textKŘÍŽOVÁ, Šárka. "Výuková počítačová hra, její tvorba a využití při opakováni chemie nekovů." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-375457.
Full textNERAD, Oldřich. "Výuková počítačová hra, její tvorba a využití při opakováni učiva chemie přírodních látek." Master's thesis, 2019. http://www.nusl.cz/ntk/nusl-395124.
Full textWang, Ching-Yung, and 王敬詠. "The Effects of Computer Adventure Game-Based Learning on Learning Achievement, Motivation and Attitudes in “English for Educational Technology” Course." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/30159153382818249175.
Full text淡江大學
教育科技學系碩士班
100
With the advances in technology, computers are widely used to support instruction and learning. Many studies showed that game-based learning had highly positive impact on learning outcomes and learning attitudes. Therefore, computer games are invented not only for entertainment but also for educational purpose. Computer games, especially adventure games, provide learners a challenging environment as well as motivate learners to accomplish the tasks. The purpose of this study was to investigate students’ learning achievement, motivation and attitudes by implementing computer adventure games into “English for Educational Technology” course. Participants were 66 junior students studying in the Department of Educational Technology at Tamkang University. The researcher implemented the English achievement pre- and post-tests as well as the Learning motivation pre- and post-scales to gather the needed data. Additionally, an attitude survey was given to the students at the end of the study. To examine the difference of learning achievement and motivation, paired-samples t-tests were used. Also, the researcher analyzed the feedback collected from the students to explore their game-based learning attitudes. The findings of this study are as follows. Students made significant improvement on achievement from pretest to posttest. This result indicated that computer adventure games were significantly helpful for students to learn English for Educational Technology. As for motivation, significant differences were found on the motivational scale and five subscales, namely “extrinsic goal orientation”, “task value”, “self-efficacy for learning”, “expectancy for success”, and “test anxiety”. It showed that computer adventure games had positive influence on student motivation. In terms of attitudes, 95% of students held positive attitudes toward adventure game-based learning. 100% of students (the entire class) pointed out that they will be interested in learning with computer adventure games in the future.
Zhao, Mei-Hua, and 趙梅華. "The Influence of Computer Adventure Game Instruction on Creativity Ability, Problem Solving Ability and Achievement Motives on Elementary Fifth Grade Students." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/69693137279551336226.
Full text臺南師範學院
國民教育研究所
90
The purpose of this study was to assess the effect of computer adventure game instruction on the creativity ability, problem solving ability and achievement motives of the fifth grade students in elementary school. In the initial stage of the research, the researcher sifted fitter computer adventure games such as 「Legend of Kyrandia」 and 「Escape from Monkey Island」as the research software, and then the researcher choose three kinds of tests:「Williams Creative Test」(including: Williams Creative Thinking Ability Measurement and Williams Creative Attitude Measurement)、「Problem Solving Test」and「Achievement Motives Scale」as the research instruments. The study adopted a quasi-experimental method with pretest-posttest nonequivalent-control-group design, and used cluster sampling selecting two fifth grade classes from Sheng-li Elementary as subjects. The two classes were assigned to experimental group and control group, experimental group received computer adventure game activities while control group didn''''''''t participate in computer adventure game activities. The experiment was conducted for 25 times, 50 minutes a time, the time amount to 1250 minutes. This study had four kinds of variables: gander as background variable, experimental treatment as independent variable, the pretest scores of all research instruments as covariance and the posttest scores of all research instruments as dependent variable. The data were analyzed by two-way analysis of covariance(ANCOVA).The major result can be drawn as fallows: 1.The effect of computer adventure game instruction on the creativity ability (1)There was no significant interaction effect on creative thinking ability between gander and treatment. (2)The girls got higher scores on elaboration than the boys, but there was no significant difference in other section between the boys and the girls. (3)The students of experimental group got higher scores on originality、 title and creative thinking ability total scores than the students of control group, but there was no significant difference in other section between the two groups. (4)There was no significant interaction effect on creative attitude between gander and treatment. (5)There was no significant difference on creative attitude between the boys and the girls. (6)There was no significant difference on creative attitude between the experimental group and the control group. 2.The effect of computer adventure game instruction on the problem solving ability (1)There was no significant interaction effect on problem solving ability between gander and treatment. (2)There was no significant difference on problem solving ability between the boys and the girls. (3)The students of experimental group got higher scores on problem solving ability than the students of control group. 3.The effect of computer adventure game instruction on the achievement motives (1)There was significant interaction effect on successful tendency and achievement motives total scores between gander and treatment. Experimental girls are better than control girls on success tendency and achievement motives total scores. (2)There was no significant difference on achievement motives between the boys and the girls. (3)The students of experimental group got higher scores on self tendency、 success tendency、challenge tendency and achievement motives total scores than the students of control group, but there was no significant difference on between the two groups. Finally, based on the result of this study, several suggestions for not only parents but also teachers who teach computer and further studies were presented.