Dissertations / Theses on the topic 'Language games'
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Gyllingberg, Linnéa. "Evolutionary Language Games." Thesis, Uppsala universitet, Analys och tillämpad matematik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-208854.
Full textRobinson, Nigel John. "The Apothecary's Tales : a game of language in a language of games." Thesis, University of Bedfordshire, 2009. http://hdl.handle.net/10547/296770.
Full textKluge, Jacob, and Jonas Bjärnmark. "Digital Games and Language Learning." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31841.
Full textKhatibi, Miandouab Ece, and Eva Cowie. "Language learning through interactive games." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29804.
Full textMalmhake, Daniel, and Henrik Karlsson. "Natural Language Interface technology in computer games : AN EVALUATION OF NATURAL LANGUAGE PARSERS IN COMPUTER GAMES." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166411.
Full textEtt Natural Language Interface är ett gränssnitt som tar indata i form av språk istället för detvanliga sättet med tangentbord och mus. Ett Natural Language Interface fungerar genom attdet först tar ut satsdelarna i indatan, och sedan omvandlar dessa satsdelar till logiska uttrycksom kan bearbetas. Effektiviteten och användbarheten hos Natural Language Interfacesjämfördes med det normala sättet att få indata i form av tangentbord och mus. Dettagenomfördes genom att testanvändare spelade ett spel med Natural Language Interface ochsedan köra deras använda indata genom en semantic parser. Resultaten indikerar att NaturalLanguage Interface i sitt nuvarande tillstånd är ett mindre effektivt sätt att få indata än detvanliga sättet med tangentbord och mus.
Hobro, Mark, and Marcus Heine. "Natural Language Interfaces in Computer Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166592.
Full textKirshner, David. "Language games in a visual environment." Thesis, University of Brighton, 2000. https://research.brighton.ac.uk/en/studentTheses/44bc3b22-4f71-4a8a-8501-63425e15e9ed.
Full textBlomberg, S. (Sallamari). "The usefulness of games in foreign language learning:using games as an aid and motivation in language lessons." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201405081362.
Full textPelien hyödyllisyys vieraan kielen oppimisessa voi olla suuri, kun peli ja pelitilanne on loppuun asti hyvin suunniteltu. Sisällyttämällä pelit kielten oppitunteihin opettaja voi luoda motivoivan ja hauskan ympäristön, jossa kaikenikäiset lapset oppivat innoissaan uusia taitoja. Näin ollen tutkielman tarkoitus on kerätä todisteita pelien käytännöllisyydestä kielten oppimisessa. Opettavaisten pelien suosio on kasvanut vuosien saatossa ja tutkimalla aiempia tutkimuksia pelien yhdistämisestä opetustilanteeseen voimme huomata niiden monikäyttöisyyden. Pelitilanteissa oppilaat keskittyvätkin enemmän itse peliin eikä niinkään oppimisprosessiin. Muun muassa Hakkarainen, Westwood ja Hyvönen ovat tutkineet tarkoituksellista ja satunnaista oppimista, ja heidän mielestään vieraan kielen oppimisessa satunnainen oppiminen voi olla hyödyllisempää, sillä silloin uudet tiedot varastoituvat proseduraaliseen muistiin (Hakkarainen, 2002; Westwood, 2004; Hyvönen, 2007). Pelaamalla pelejä oppilaat kehittävät sanastoa, kielioppia, ääntämistä ja suullisia taitoja ajattelematta, sillä mielenkiintoiset ja motivoivat toimintatavat vievät heidän ajatuksensa muualle. Kuten Piaget ja Vygotsky ovat kirjoittaneet, aktiivinen osallistuminen parantaa oppimista. Pelkkä istuminen ja kieliopin sääntöjen ulkoa opettelu ei ole tarpeeksi antoisaa, joten Piaget ja Vygotsky ovat tulleet siihen tulokseen, että joko fyysinen tekeminen tai sosiaalinen kanssakäyminen ihmisten kanssa voi auttaa ihmistä oppimaan tehokkaammin (Burman, 2010; Harré, 2006; Sinnemäki, 1998). Gee on samaa mieltä, sillä hänen mukaansa pelien arkinen kieli lähentää pelaajia motivoiden heitä oppimaan yhteisessä ympäristössä (Gee & Hayes, 2011). Huomioimalla nämä opit opettajat voivat kehittää itseään ja luokkahuonettaan monipuolisemmaksi ja aktiivisemmaksi. Lauta- ja videopelit kerättiin aiemmista tutkimuksista ja niiden arvioinnit SWOT-analyysin mukaan näyttävät, kuinka ja miksi pelejä pitäisi sisällyttää kielten oppitunneille. Vaikka lautapelit näyttävät pelien tyypillisimmät ominaisuudet, digitaalinen maailma saa koko ajan enemmän jalansijaa kehittyessään monipuolisemmaksi, joten nuoret oppilaat suosivat niitä. Osa peleistä on tarkoituksella kehitetty kielten oppitunteja varten, mutta joitakin pelejä voi ja pitääkin muokata toimivammiksi kokemuksiksi. Jokainen esimerkkipeli kuitenkin muuttaa tavallisen ilmapiirin luokkahuoneessa ja näin onnistuu opettamaan vierasta kieltä unohtumattomammin ja realistisemmin tavalla, joka mahdollisesti inspiroi oppilaita oppimaan myös tulevaisuudessa
Chown, Nick. "A treatise on language methods and language-games in autism." Thesis, Sheffield Hallam University, 2012. http://shura.shu.ac.uk/7164/.
Full textManzaneda, Martin. "Natural Language Interface Technology in Computer Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166647.
Full textEyre, Henrietta. "Vagueness in competitive and cooperative language games." Thesis, University of Bristol, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.658866.
Full textSundin, Olle. "Natural Language Content Generation for Computer Games." Thesis, Umeå universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-165091.
Full textStrong, S. A. "Gamer-generated language and the localisation of Massively Multiplayer Online Role-Playing Games." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10046921/.
Full textGulcehre, Caglar. "Two Approaches For Collective Learning With Language Games." Master's thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613109/index.pdf.
Full texts naming game. The emergence of categories throughout interactions between a population of agents in the categorization games are analyzed. The test results of categorization games as a model combination algorithm with various machine learning algorithms on different data sets have shown that categorization games can have a comparable performance with fast convergence.
Schueller, William. "Active control of complexity growth in Language Games." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0382/document.
Full textSocial conventions are learned mostly at a young age, but are quite different from other domains, like for example sensorimotor skills. The first people to define conventions just picked an arbitrary alternative between several options: a side of the road to drive on, the design of an electric plug, or inventing a new word. Because of this, while setting a new convention in a population of interacting individuals, many competing options can arise, and lead to a situation of growing complexity if many parallel inventions happen. How do we deal with this issue?Humans often exhert an active control on their learning situation, by for example selecting activities that are neither too complex nor too simple. This behavior, in cases like sensorimotor learning, has been shown to help learn faster, better, and with fewer examples. Could such mechanisms also have an impact on the negotiation of social conventions ? A particular example of social convention is the lexicon: which words we associated with given meanings. Computational models of language emergence, called the Language Games, showed that it is possible for a population of agents to build a common language through only pairwise interactions. In particular, the Naming Game model focuses on the formation of the lexicon mapping words and meanings, and shows a typical burst of complexity before starting to discard options and find a final consensus. In this thesis, we introduce the idea of active learning and active control of complexity growth in the Naming Game, in the form of a topic choice policy: agents can choose the meaning they want to talk about in each interaction. Several strategies were introduced, and have a different impact on both the time needed to converge to a consensus and the amount of memory needed by individual agents. Firstly, we artificially constrain the memory of agents to avoid the local complexity burst. A few strategies are presented, some of which can have similar convergence speed as in the standard case. Secondly, we formalize what agents need to optimize, based on a representation of the average state of the population. A couple of strategies inspired by this notion help keep the memory usage low without having constraints, but also result in a faster convergence process. We then show that the obtained dynamics are close to an optimal behavior, expressed analytically as a lower bound to convergence time. Eventually, we designed an online user experiment to collect data on how humans would behave in the same model, which shows that they do have an active topic choice policy, and do not choose randomly. Contributions from this thesis also include a classification of the existing Naming Game models and an open-source framework to simulate them
Xu, Yushi Ph D. Massachusetts Institute of Technology. "Language technologies in speech-enabled second language learning games : from reading to dialogue." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/75652.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 237-244).
Second language learning has become an important societal need over the past decades. Given that the number of language teachers is far below demand, computer-aided language learning software is becoming a promising supplement to traditional classroom learning, as well as potentially enabling new opportunities for self-learning. The use of speech technologies is especially attractive to offer students unlimited chances for speaking exercises. To create helpful and intelligent speaking exercises on a computer, it is necessary for the computer to not only recognize the acoustics, but also to understand the meaning and give appropriate responses. Nevertheless, most existing speech-enabled language learning software focuses only on speech recognition and pronunciation training. Very few have emphasized exercising the student's composition and comprehension abilities and adopting language technologies to enable free-form conversation emulating a real human tutor. This thesis investigates the critical functionalities of a computer-aided language learning system, and presents a generic framework as well as various language- and domain-independent modules to enable building complex speech-based language learning systems. Four games have been designed and implemented using the framework and the modules to demonstrate their usability and flexibility, where dynamic content creation, automatic assessment, and automatic assistance are emphasized. The four games, reading, translation, question-answering and dialogue, offer different activities with gradually increasing difficulty, and involve a wide range of language processing techniques, such as language understanding, language generation, question generation, context resolution, dialogue management and user simulation. User studies with real subjects show that the systems were well received and judged to be helpful.
by Yushi Xu.
Ph.D.
Mirjana, Mikalački. "Positional games on graphs." Phd thesis, Univerzitet u Novom Sadu, Prirodno-matematički fakultet u Novom Sadu, 2014. https://www.cris.uns.ac.rs/record.jsf?recordId=85754&source=NDLTD&language=en.
Full text\section*{Izvod}Prou\v{c}avamo takozvane Mejker-Brejker (Maker-Breaker) igre koje se igraju na granama kompletnog grafa sa $n$ \v{c}vorova, $K_n$, \v{c}ija familija pobedni\v{c}kih skupova $\cF$ obuhvata sve skupove grana grafa $G\subseteq K_n$ koji imaju neku monotono rastu\'{c}u osobinu. Dva igra\v{c}a, \textit{Mejker} (\textit{Pravi\v{s}a}) i \textit{Brejker} (\textit{Kva\-ri\-\v{s}a}) se smenjuju u odabiru $a$, odnosno $b$, slobodnih grana po potezu. Interesuje nas da prona\dj emo grani\v{c}ni bias $b_{\cF}(a)$ za sve vrednosti pa\-ra\-me\-tra $a$, tako da za svako $b$, $b\le b_{\cF}(a)$, Mejker pobe\dj uje u igri, a za svako $b$, takvo da je $b>b_{\cF}(a)$, Brejker pobe\dj uje. Posebno nas interesuju slu\v{c}ajevi u kojima oba parametra $a$ i $b$ mogu imati vrednost ve\'cu od 1. Na\v{s}a pa\v{z}nja je posve\'{c}ena igri povezanosti, gde su pobedni\v{c}ki skupovi grane svih pokrivaju\'cih stabala grafa $K_n$, kao i igri Hamiltonove konture, gde su pobedni\v{c}ki skupovi grane svih Hamiltonovih kontura grafa $K_n$.Zatim posmatramo igre tipa Avojder-Enforser (Avoider-Enforcer), sa biasom $(1:b)$, koje se tako\dj e igraju na granama kompletnog grafa sa $n$ \v{c}vorova, $K_n$. Za svaku konstantu $k$, $k\ge 3$ analiziramo igru $k$-zvezde (zvezde sa $k$ krakova), u kojoj \textit{Avojder} poku\v{s}va da izbegne da ima $k$ svojih grana incidentnih sa istim \v{c}vorom. Posmatramo obe verzije ove igre, striktnu i monotonu, i za svaku dajemo eksplicitnu pobedni\v{c}ku strategiju za oba igra\v{c}a. Kao rezultat, dobijamo gornje i donje ograni\v{c}enje za grani\v{c}ne biase $f^{mon}_\cF$, $f^-_\cF$ i $f^+_\cF$, gde $\cF$ predstavlja hipergraf igre (familija ciljnih skupova).%$f^{mon}$, $f^-$ and $f^+$.Tako\dj e, posmatramo i monotonu verziju $K_{2,2}$-igre, gde Avojder \v{z}eli da izbegne da graf koji \v{c}ine njegove grane sadr\v{z}i graf izomorfan sa $K_{2,2}$.Kona\v{c}no, \v{z}elimo da prona\dj emo strategije za brzu pobedu Mejkera u igrama savr\v{s}enog me\v{c}inga i Hamiltonove konture, koje se tako\dj e igraju na granama kompletnog grafa $K_n$. Ovde posmatramo asimetri\v{c}ne igre gde je bias Mejkera 1, a bias Brejkera $b$, $b\ge 1$.
Laveborn, Joel. "Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension." Thesis, Karlstad University, Karlstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5487.
Full textVideo games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate how students explained the words. Depending on their explanations, students were categorized as either using a “video game approach” or a “dictionary approach” in their explanations.
The results showed a gender difference, both with regard to the frequency of playing and what types of games that were played. Playing video games seemed to increase the students‟ comprehension of English words, though there was no clear connection between the frequency with which students were playing video games and the choice of a dictionary or video game approach as an explanation.
Eliasson, Christopher. "Natural Language Generation for descriptive texts in interactive games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5651.
Full textMitchell, Elizabeth Gay. "Different ways of seeing : the language games of mothering." Thesis, University of Warwick, 2005. http://wrap.warwick.ac.uk/1191/.
Full textDroutsas, Nikolaos. "Gamers with the Purpose of Language Resource Acquisition : Personas and Scenarios for the players of Language Resourcing Games-With-A-Purpose." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-445873.
Full textPasovic, Petrovic Ema. "Games in the Language Classroom-To Play is to Learn." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-32839.
Full textBorror, Kaylynn Nicole. "Creating a Domain-Specific Modeling Language for Educational Card Games." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1626864894150672.
Full textTirén, Stina. "Digital Games in English Language Learning : A Mixed Method Study of Teachers' and Students' Attitudes to Digital Games and Its Effects in English Language Learning." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36072.
Full textOjeda, Fernando Arturo. "The role of word games in second-language acquisition second-language pedagogy, motivation, and ludic tasks /." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0003980.
Full textNilsson, Kenny. "Wittgenstein´s “Private Language Argument” According to Kripke." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6108.
Full textAlnesjö, Robert, and Johan Darnald. "Usability and enjoyability of natural language interface technology in computer games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166858.
Full textSyftet med denna rapport är att undersöka tillämpningen av naturligt språk gränssnitt (NLI) teknik i datorspel när det gäller användbarhet och nöjdhet.För att testa detta så jämförs ett NLI med ett formellt språk gränssnitt (FLI) med hjälp av systemanvändbarhetsskalan (SUS) för att bestämma användbarheten.Resultaten visar att även om NLI:t fick lägre SUS-medelpoäng än FLI:t så uppmättes det till att vara roligare.Slutsatsen är att användning av NLI tekniken är väl motiverad eftersom det primära målet för ett dataspel är att vara underhållande.
Karlsson, Tobias. "MOTIVATION AND LANGUAGE LEARNING IN ENTERTAINMENT GAMES : The Impact of Instructions." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8251.
Full textBack, Jennifer Mary. "Mathematical talk in primary classrooms: forms of life and language games." Thesis, King's College London (University of London), 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.483548.
Full textJohnson, Matthew S. S. "The subject at play computer games and composition studies /." [Bloomington, Ind.] : Indiana University, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3229570.
Full text"Title from dissertation home page (viewed July 3, 2007)." Source: Dissertation Abstracts International, Volume: 67-08, Section: A, page: 2969. Adviser: John L. Schilb.
Erickson, Darald Eugene. "The games teachers play: Students' opinions of educational games in the secondary classroom." CSUSB ScholarWorks, 2000. https://scholarworks.lib.csusb.edu/etd-project/1650.
Full textMachin, Amanda. "Language Games and the Subject of Lack; Wittgenstein, Lacan and the Nation." Thesis, University of Westminster, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.500547.
Full textMicciolo, Matthew. "Designing a Visual Programming Language for the Creation of Multiplayer Embodied Games." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1272.
Full textPurushotma, Ravi. "Communicative 2.0 : video games and digital culture in the foreign language classroom." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39145.
Full textI explore two core concepts in today's youth entertainment culture that will increasingly become central in future attempts to design affordable foreign language learning materials that hope to bridge the chasm between education and foreign popular culture. In the process, I outline a series of example applications that apply these concepts to developing rich foreign language materials -- starting with more experimental/long-term approaches such as using video game modding techniques to make language learning friendly video games and ending with more concrete, ready-to-go, applications like extending open source content management applications. The first concept I look at is that of "Remix culture." In short, Remix culture describes the way in which youth culture today more visibly orients itself around creating media by extracting component pieces from other people's media creations, then connecting them together to form something new. In the video game world this phenomena is more specifically termed 'modding.' In this process, amateur fans take a professional commercial game title and then modify it in creative ways that the original designers may not have considered.
(cont.) Outside of video games, we see terms like "web 2.0" used to describe technologies that allow website viewers to play a role in authoring additions to the sites they are reading, or "mashups" where users use programming interfaces to rapidly create web content by mashing together pieces from different sources. The second emerging concept critical for curricular designers to follow is that of transmedia storytelling. Traditionally, one might assume a model in which distinct media forms are used to serve distinct cultural practices: television or novels tell stories, video games are for play, blogs for socializing and textbooks for learning. While initially this may have been the case, as each of the media forms above have evolved, they have expanded to cover multiple other cultural practices, often by extending across other media forms. By following the evolution of the interactions between these various media forms and activities within entertainment industries, we can find valuable insight when forecasting their possible interactions in the education industry.
by Ravi Purushotma.
S.M.
McGraw, Ian C. (Ian Carmichael). "Web-based, speech-enabled games for vocabulary acquisition in a foreign language." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44733.
Full textIncludes bibliographical references (p. 79-85).
In this thesis, I present two novel ways in which speech recognition technology might aid students with vocabulary acquisition in a foreign language. While research in the applied linguistics field of second language acquisition (SLA) increasingly suggests that students of a foreign language should learn through meaningful interactions carried out in that language, teachers are rarely equipped with tools that allow them to provide interactive environments outside of the classroom. Fortunately, speech and language technologies are becoming robust enough to aid in this regard. This thesis presents two distinct speech-enabled systems to assist students with the difficult task of vocabulary acquisition in Mandarin Chinese. At the core of each system is a Mandarin speech recognizer that, when connected to a web-based graphical user interface, provides students with an interactive environment in which to acquire new Mandarin vocabulary.
by Ian C. McGraw.
S.M.
Bado, Niamboue. "Video Games and English as a Foreign Language Education in Burkina Faso." Ohio University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1395498334.
Full textLaws, Dannielle Kaye. "Gaming in Conversation: The Impact of Video Games in Second Language Communication." University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1461800075.
Full textJacobi, Gabriel. "Interacting with Words: Development of a text-based game on language." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24015.
Full textMangolas, Athanassios Anastassios. "An Ada library for positional board games." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06082009-171004/.
Full textGreiner, Marion Ulrike. "The Effective Use of Games in the German as a Foreign Language (GFL) Classroom." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1276106126.
Full textNilsson, Pontus, and Wilhelm Öhman. "Natural Language Interfaces in Computer Games : A study of NLI accuracy in Risk." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186865.
Full textGhica, Dan R. "A games-based foundation for compositional software model checking /." Oxford : Oxford University Computing Laboratory, 2002. http://web.comlab.ox.ac.uk/oucl/publications/tr/rr-02-13.html.
Full textMüller, Claudia [Verfasser]. "Serious Games for Global Education : Digital Game-Based Learning in the English as a Foreign Language (EFL) Classroom / Claudia Müller." Frankfurt a.M. : Peter Lang GmbH, Internationaler Verlag der Wissenschaften, 2017. http://d-nb.info/1148910794/34.
Full textLi, Cong. "Gamification in Foreign Language Education: Fundamentals for a Gamified Design of Institutional Programs for Chinese as a Foreign Language." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1534728851596305.
Full textMaragliano, Leslie. "Cast-a-spell--the "write" program for second graders in a looping class /." View abstract, 2000. http://library.ctstateu.edu/ccsu%5Ftheses/1611.html.
Full textThesis advisor: Margaret Ferrara. " ... in partial fulfillment of the requirement for the degree of Master of Science in Elementary Education." Includes bibliographical references (leaves 61-63).
Ali, Ahmad, and Svensson Marcus. "Animation through Body Language : A study using the fictional character Mokhtar." Thesis, Uppsala universitet, Institutionen för speldesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297660.
Full textWeche, Michael Oyoo. "Bantu and Nilotic children' s singing games : a comparative study of their value communication." Doctoral thesis, University of Cape Town, 2009. http://hdl.handle.net/11427/8278.
Full textIncludes bibliographical references (leaves 229-238).
This study is based on the premise that Luo and Luhya children's singing games are creative works that subtly reflect the aesthetics of the two communities. The aim is to critically examine how the performance of the singing games and their texts reflect the aspirations, norms and values of the macro cultures of the two Nilotic and Bantu communities respectively. The sampled singing games include those done in the traditional setting, sung in vernacular and those that are taken from the urban or cosmopolitan settings.
Vidlund, Anna. "English in video and online computer games : Potential enhancement of players’ vocabulary." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28402.
Full textAndersson, Katarina. "Språkstimulerande arbete i förskolan." Thesis, Karlstad University, Faculty of Arts and Education, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-611.
Full textAbstract
My purpose with this essey is to study how they work in preschool whir language- stimulation. I will try a way to work with this trough intervjus whit teacher at preschool. My main questions are: Way dose teachers use language- stimulation? How dose teachers use language- stimulation when it comes to there way of working and methods? Do the teachers think that language- stimulation help the childrens development?
To answer these questions I interviewed 6 teachers I central Sweden and used this as data. I have written about language, language- development in a biologik and theoretical aspect, teachers plan, language- stimulation, playing by language sounds and TRAS (early registration of language development) in my literary review.
My result shows that working whit language- stimulation helps children in there language- development, it also develops there self-image and identity. Children that have had language- stimulation in preschool are aware of the use of the language. Whit language- stimulation the childs self- knowledge and social competens are strengthening.
Keywords: language- stimualtion, language- development, language- games, teachers plan
Sammanfattning
Syftet med min uppsats är att undersöka hur man på förskolan arbetar med språkstimulering. Detta kommer jag att göra genom intervjuer med lärare på förskolan. Frågeställningar: Varför använder sig lärarna av språkstimulering? Hur använder sig lärarna av språkstimulering vad gäller arbetssätt och metoder? Anser lärarna att språkstimulering på förskolan underlättar barnens utveckling?
För att besvara dessa frågeställningar intervjuade jag 6 förskollärare i Mellansverige och använde detta som insamlingsdata. I litteraturgenomgången har jag skrivit om språk, språkutveckling i olika aspekt, läroplanen, språkstimulering, språkljudlek och TRAS (tidig registrering av språkutveckling) som är kopplat till resultatet.
Resultatet visar att arbete med språkstimulering hjälper barnen i deras språkutveckling, det utvecklar dessutom deras självinsikt och identitet. Barn som har fått språkstimulering på förskolan använder sig medvetet av språket. Med språkstimulering växer barnets självinsikt och den sociala samvaron stärks.
Nyckelord: språkstimulering, språkutveckling, språklekar, läroplanen
Mohabbatsafa, Mona. "The impact of language games on classroom interaction in an Iranian EFL primary classroom." Thesis, University of Southampton, 2015. https://eprints.soton.ac.uk/376647/.
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