Dissertations / Theses on the topic 'Players' learning'
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Kallunki, K. P. (Kari-Pekka). "Learning English in World of Warcraft:perspectives from the players." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201603111310.
Full textTämän Pro Gradu -tutkielman tavoitteena on tutkia, millä tavoin verkossa pelattava moninpeli World of Warcraft edesauttaa englannin oppimista vieraana kielenä. Samalla tavoitteena on kriittisesti arvioida pelaamisen kautta tapahtuvan kielenoppimisen hyötyjä ja haittoja. Videopelien pelaaminen on yleistynyt 2000-luvulta lähtien, ja esimerkiksi World of Warcraftin pelaajakunnasta noin 35 prosenttia on naispuolisia pelaajia. Videopeleillä on alati laajeneva kohderyhmä, ja englantia opitaan yhä enemmän pelien kautta, joten on aiheellista tutkia kielenoppimista peleissä kouluopetuksen näkökulmasta. Tämä tutkimus perustuukin eurooppalaisilla World of Warcraftin pelaajilla teetettyyn kyselyyn, jossa heitä pyydettiin kertomaan ajatuksiaan, mielipiteitään ja kokemuksiaan liittyen englannin oppimiseen World of Warcraftin kautta. Tutkimuksen eräänä tavoitteena on myös selvittää, onko videopelien avulla tapahtuvaa englannin oppimista syytä pitää uhkana koulujärjestelmän asettamien kielenoppimisen tavoitteiden kannalta vai voitaisiinko videopeleistä ottaa jopa vaikutteita kouluopetukseen. Verkossa pelattavat moninpelit ovatkin yksi kätevimmistä keinoista päästä harjoittelemaan englantia kansainvälisessä kontekstissa. Hampel (2006) ja Furstenberg (1997) sanovat, että tietokonepohjaisissa kielenoppimistilanteissa oppija pääsee toimimaan aktiivisena osallistujana ja saa tehdä yhteistyötä muiden oppijoiden kanssa. Sylvén ja Sundqvist (2012) jatkavat, että World of Warcraft tarjoaa pelaajilleen mahdollisuuksia käyttää englantia aidonkaltaisissa vuorovaikutustilanteissa. Gee (2003, 2007) puolestaan sanoo, että videopelit herättävät pelaajassa aitoa motivaatiota oppimista kohtaan. Gee (2007) myös perustelee videopelien tehokkuutta kielenoppimisen välineenä sanomalla, että kieli on peleissä vahvasti kontekstualisoitua. Pelissä suoritetut toiminnot ja pelin tarjoamat kuvalliset ja äänelliset vihjeet siis tukevat kielen ymmärtämistä ja helpottavat oppimista. Saarenkunnas (2006) toteaakin, että tästä syystä myös nuoret lapset kykenevät pelaamaan englanninkielisiä pelejä. Tutkimuksesta saadut tulokset kuitenkin antavat ristiriitaisen kuvan kielenoppimisesta World of Warcraftissa. Toisaalta pelaaminen on helppo ja mielenkiintoinen tapa oppia uutta ja monimutkaista sanastoa. World of Warcraft myös tarjoaa pelaajilleen sosiaalisen ympäristön, jossa harjoitella englannin puhumista autenttisissa kielenkäyttötilanteissa. Toisaalta taas pelaajien puhuman englannin taso vaihtelee puhujakohtaisesti, eikä pelissä puhuttu kieli noudata aina kaikkia englannin kielioppi- tai oikeinkirjoitussääntöjä. Pelissä myös törmää usein epäsoveliaaseen kielenkäyttöön ja käytökseen, joten pelin kannustavuus kielenoppimisympäristönä voidaan kyseenalaistaa. Kouluopetuksessa voitaisiin kuitenkin ottaa mallia videopelien tavasta luoda motivoivia ja autenttisia kielenkäyttötilanteita. Jatkotutkimuksessa voitaisiinkin selvittää, miten videopeleistä saadut kielenoppimisen hyödyt voitaisiin valjastaa kouluopetuksen käyttöön siten, että vain kielenoppimisen kannalta myönteiset vaikutukset siirtyvät pelistä oppijaan
Lu, Wei-Lwun. "Learning to track and identify players from broadcast sports videos." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/39956.
Full textTaylor, Angela Ruth. "Understanding older amateur keyboard players : music learning and mature adult musical identity." Thesis, UCL Institute of Education (IOE), 2009. http://eprints.ioe.ac.uk/20594/.
Full textGalvao, Afonso Celso Tanus. "Practice in orchestral life : an exploratory study of string players' learning processes." Thesis, University of Reading, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269116.
Full textVidlund, 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 textWhetzel, Jonathan Hunt. "Developing intelligent agents for training systems that learn their strategies from expert players." Texas A&M University, 2005. http://hdl.handle.net/1969.1/2662.
Full textHill, Jimmy Matthew. "Extra-curricular activities on the field subcultural learning of in-game infractions among collegiate football players /." Birmingham, Ala. : University of Alabama at Birmingham, 2009. https://www.mhsl.uab.edu/dt/2009m/hill.pdf.
Full textDonnelly, Jilian K. "Understanding Educational Choice Processes of Retired Professional Hockey Players." Diss., Temple University Libraries, 2014. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/260106.
Full textEd.D.
The purpose of this qualitative study was to investigate the processes and influences that underlie the choice of retired elite athletes to further their education and assume the adult learner role. In the current study, focus was applied specifically to professional ice hockey players who were in a period of retirement from active play. Elite athletes often retire at a time when most other professions are just beginning or reaching a level of stability. Research suggests that many retired elite athletes experience a difficult transition to an early retirement from athletics that is fraught with depression and unemployment. A select number of these elite athletes choose to further their educations after their careers have expired. The literature suggests that some of these retired elite athletes find educational programming a valuable coping strategy in the often traumatic post-athletic career adjustment. Unfortunately, this choice is made by only few athletes. It would be desirable to encourage more retired athletes to consider and engage in educational activities; however, currently, there is only very little knowledge on the processes underlying athletes' choice to participate, or not to participate, in education in their retirement years. Using a theoretical framework that includes adult learning theory and adult development theory, in conjunction with expectancy-value theory of motivation, the impact of individual characteristics and environmental opportunities on post-athletic career choices made by professional athletes may be better understood. The primary instrument for data collection was a personal interview with ten retired professional hockey players, conducted over a consecutive six-month period resulting in significant data. Utilizing the constant-comparative method for data analysis, common themes were identified as indicators of educational engagement: Informal Mentorship, Head Injury Related Retirement, and Pre-Transition Planning. In addition to these themes, the findings reflected an alternative adult developmental model possibly unique to professional hockey players. The findings of this study are valuable to the larger conversation regarding adult learners, adult development, and elite athlete career transition.
Temple University--Theses
Llobet, Martí Bernat. "Analysis of the interactivity in a teaching and learning sequence with novice rugby players: the transfer of learning responsibility and control." Doctoral thesis, Universitat de Girona, 2016. http://hdl.handle.net/10803/399791.
Full textAquesta tesi és una compilació de 3 articles, i l'objectiu principal és eñ mecanisme de traspàs de l'aprenentatge. El primer article explica el Rugby Attack Assessment Instrument, una eina que avalua el rendiment col·lectiuen el rugbi en una situació reduïda de 5x5, tenint en compte accions simples i comportaments tàctics més complexos. El segon article explica l'ús del Model Integrat Tècnic-Tàctic utilitzat durant la seqüència d'ensenyament i aprenentatge, i explica els resultats de l'aprenentatge d'aquesta seqüència. Els resultats en un nivell macro revelen que no hi ha millores significatives. Els resultats a nivell micro mostren un increment de la freqüència de determinats comportaments tàctics. El tercer article analitza la interactivitat entre els participants i el traspàs de la responsabilitat de l'aprenentatge de l'entrenador als jugadors. Les unitats d'anàlisi són els segments d'interactivitat. Els resultats mostren que aquest procés està lligat a un lleuger descens de la segmentació i principalment a un traspàs dels moments de reflexió des de segments específics de discussió cap a reflexions dutes a terme durant la pràctica guiada
Millard, Lourens, and Ryan Raffan. "Impact of visual skills training on the visual ability of elite rugby players." Thesis, Nelson Mandela Metropolitan University, 2016. http://hdl.handle.net/10948/12692.
Full textSalameh, Rana. "THE RELATIONSHIP BETWEEN ENGAGMENT LEVELS AND PLAYERS’ INTENDED BEHAVIORS IN GAME-BASED TRAINING FOR CYBERSECURITY." OpenSIUC, 2019. https://opensiuc.lib.siu.edu/dissertations/1761.
Full textByun, JaeHwan. "EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT." OpenSIUC, 2012. https://opensiuc.lib.siu.edu/dissertations/595.
Full textBesson, Lilian. "Multi-Players Bandit Algorithms for Internet of Things Networks." Thesis, CentraleSupélec, 2019. http://www.theses.fr/2019CSUP0005.
Full textIn this PhD thesis, we study wireless networks and reconfigurable end-devices that can access Cognitive Radio networks, in unlicensed bands and without central control. We focus on Internet of Things networks (IoT), with the objective of extending the devices’ battery life, by equipping them with low-cost but efficient machine learning algorithms, in order to let them automatically improve the efficiency of their wireless communications. We propose different models of IoT networks, and we show empirically on both numerical simulations and real-world validation the possible gain of our methods, that use Reinforcement Learning. The different network access problems are modeled as Multi-Armed Bandits (MAB), but we found that analyzing the realistic models was intractable, because proving the convergence of many IoT devices playing a collaborative game, without communication nor coordination is hard, when they all follow random activation patterns. The rest of this manuscript thus studies two restricted models, first multi-players bandits in stationary problems, then non-stationary single-player bandits. We also detail another contribution, SMPyBandits, our open-source Python library for numerical MAB simulations, that covers all the studied models and more
Rifenburg, James Michael Sidler Michelle. "Pens, paper and football plays a case study of student athlete literacy /." Auburn, Ala, 2009. http://hdl.handle.net/10415/1656.
Full textMackenzie, Robert J. "An in-situ exploration of the reflection and experience-based learning of professional football players and coaches." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/18117.
Full textHansen, Jared Capener. "Why Can't Zelda Save Herself? How the Damsel in Distress Trope Affects Video Game Players." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7304.
Full textKoning, Sander. "Increasing perceived competence in beginning tennis players the effects of a task-oriented motivational climate and adaptive learning strategies /." Connect to this title online, 2008. http://etd.lib.clemson.edu/documents/1211390688/.
Full textTitle from first page of PDF file. Document formatted into pages; contains viii, 103 p. ; also includes graphics (some col.). Contains additional supplemental file.
Nemechek, Traci 1962. "Navajo hoops and higher learning: A study of female high school basketball players and their post-secondary academic success." Thesis, The University of Arizona, 1997. http://hdl.handle.net/10150/291912.
Full textVik, Jon. "Not All Goals Are Created Equal : Evaluating Hockey Players in the NHL Using Q-Learning with a Contextual Reward Function." Thesis, Linköpings universitet, Databas och informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175149.
Full textO, Donnell Francis. "COED ADOLESCENT SOCCER PLAYERS IN A COMPETITIVE LEARNING MILIEU: AN ETHNOGRAPHIC ASSESSMENT OF GENDER ATTITUDES, PERCEPTIONS AND SPORT SPECIFIC COMPONENT TESTING." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4411.
Full textPh.D.
Curriculum and Instruction
Education
Curriculum and Instruction
Sullivan, Gregory S. "The effects of a coaching education workshop on the self-regulated motivation of 6th grade male and female basketball players." Connect to this title online, 2005. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1116875842.
Full textTitle from first page of PDF file. Document formatted into pages; contains xi, 292 p.; also includes graphics (some col.) Includes bibliographical references (p. 273-292). Available online via OhioLINK's ETD Center
Garnett, Daniel. "The relationship between reported coaching behaviours and learning resources on youth rugby players' attitudes towards injury prevention and performance in the tackle." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29662.
Full textGredin, Viktor. "Skill acquisition in youth novice soccer players : An intervention study of repetitive-part and dual-task training strategies for acquisition of dribbling technique and decision making." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-2915.
Full textFilsecker, Wagner Michael Karlheinz [Verfasser], Michael [Akademischer Betreuer] Kerres, and Dominique [Akademischer Betreuer] Petko. "Engagement in educational games : An exploration of the interaction between game features, players’ perceptions and learning / Michael Karlheinz Filsecker Wagner. Gutachter: Dominique Petko. Betreuer: Michael Kerres." Duisburg, 2014. http://d-nb.info/1052417485/34.
Full textMoritz, Felipe Arthur. "Composição musical : processos de aprendizagem de instrumentistas de sopro." Universidade do Estado de Santa Catarina, 2015. http://tede.udesc.br/handle/handle/1559.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Esta pesquisa investiga os processos de aprendizagem, no que se refere à composição musical, de três instrumentistas de sopro catarinenses, procurando evidenciar como esta prática contribui na aprendizagem musical destes músicos. Para isso, realizou-se um estudo multicaso, dentro de uma abordagem qualitativa, com instrumentistas profissionais, membros de uma banda de música catarinense. Como técnica de pesquisa, optou-se pela utilização de três modelos agregados: a entrevista semiestruturada, o Grupo Focal e o Portfólio. Os referenciais teóricos que nortearam este trabalho foram: Wilkins (2006), que embasa os processos de ensino e aprendizagem da composição musical; e Illeris (2013), que traz suporte à aprendizagem humana, através de uma visão contemporânea. As categorias de análise centraram-se em cinco modalidades: a) os músicos participantes, sua formação e experiências musicais; b) as influências das bandas na formação musical dos participantes da pesquisa; c) a tomada de decisões composicionais; d) a análise das composições; e) as percepções dos músicos sobre os processos de aprendizagem da composição. Os resultados descrevem o cenário de aprendizagem, as tomadas de decisões composicionais e os processos de aprendizagem da composição de três instrumentistas pesquisados. As considerações finais trazem reflexões acerca do processo de pesquisa, dos dados recolhidos, e também apresentam sugestões para pesquisas futuras.
Blohm, Joel, Alexander Edman, and Sasha Foroudinzhad. "En kvalitativ intervjustudie om innebandyspelares perspektiv på lärandemiljö och välbefinnande." Thesis, Högskolan i Halmstad, Akademin för hälsa och välfärd, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-45595.
Full textFloorball is today one of Sweden's biggest sports, which makes it interesting to know more about what affects the learning environment and well-being in floorball. The learning environment is everything that can affect learning, which means that it is a broad area with many factors that affect. The complexity of creating a good learning environment means that constant work is required that affects both leaders and players within floorball teams. The purpose of the study was to, from the perspective of active floorball players, shed light on the learning environment and well-being in sports. The theoretical basis of the study is based on a socio-cultural perspective and Sense of Coherence (SOC). The collection method for the material in the study consists of semi-structured interviews which were then analyzed through a qualitative content analysis. The results showed that there are many aspects that affect the learning environment where a safe and open learning environment together with different dimensions of the leadership in the team were highlighted as important. Community and learning were also considered important for the learning environment. As there are many aspects that come into play in a good learning environment, it is something that should be kept in mind by everyone involved within and around the team to make it visible if there is something that needs to be changed.
Цимбал, Олександр Геннадійович. "Методи підвищення ефективності ігрової економіки." Магістерська робота, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/19476.
Full textДипломная магистерская работа посвящена исследованию теоретических основ развития игровой индустрии в условиях диджитализации и пандемии COVID-19. Проведен комплексный анализ рынка игровой индустрии в Украине и определены предпосылки для привлечения международными компаниями ИТ-специалистов в сфере геймдева благодаря соответствующему уровню умений и навыков. Исследованы особенности деятельности Murka Games как конкурентоспособной компании на рынке игровых продуктов. Предложены основные направления оптимизации игровых продуктов Murka Games. Представлены направления усовершенствования маркетинговой стратегии Murka Games благодаря использованию современных инструментов цифрового маркетинга. Произведено сегментирование игроков нового продукта компании, позволяющее на основе выделенных групп создавать соответствующие сюжеты и размещать тематический контент. Проанализированы потребности игроков с помощью A/B тестирования.
The master's thesis is devoted to the study of the theoretical foundations of the gaming industry in the context of digitalization and the COVID-19 pandemic. A comprehensive analysis of the gaming industry market in Ukraine has been conducted and the preconditions for attracting IT specialists in the field of game development due to the availability of the appropriate level of skills have been identified. The peculiarities of Murka Games' activity as a competitive company in the market of gaming products are studied. The main directions of optimization of Murka Games game products are offered. The directions of improving Murka Games' marketing strategy through the use of modern digital marketing tools are presented. The players of the company's new product have been segmented, which allows them to create relevant stories and post thematic content on the basis of selected groups. The needs of players were analyzed using A / B testing.
Bergsten, John, and Konrad Öhman. "Player Analysis in Computer Games Using Artificial Neural Networks." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14812.
Full textGuinebert, Mathieu. "Détection automatique des interactions entre apprenants dans les jeux sérieux multi-joueurs dédiés à l'apprentissage." Electronic Thesis or Diss., Sorbonne université, 2019. http://www.theses.fr/2019SORUS130.
Full textThis thesis is supervised by Mathieu Muratet, Amel Yessad and Vanda Luengo (thesis director). The goal of this work is to allow the automatic detection of peer interactions that could emerge from a multi-player learning game scenario before any use of it. The peer interactions contribute to the motivation and involvement of learners in their learning process. The work undertaken in this thesis propose models and analysis tools to allow game designers to obtain information on the peer interactions that could emerge from their game without requiring players’ traces. Thus, the designers could rely on that information to modify their scenarios to match with their needs towards peer interactions. In order to fulfill this goal, we brought three main contributions. The first contribution is an ontology thanks to which it becomes possible to model multi-player learning games scenarios with various granularity levels. The interactions are often abstractly defined; the second contribution aims to help their formalization thanks to low-level features. Interactions formalized in a such a way become automatically detectable. The third contribution is a set of algorithm dedicated to the analysis of the modeled scenario in order to detect the various interactions that could emerge from it. The ontology has been tested on various serious games scenarios. The two other contributions have been put to the test through an experimentation carried out on a game created in the scope of this thesis
Mealing, Richard Andrew. "Dynamic opponent modelling in two-player games." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/dynamic-opponent-modelling-in-twoplayer-games(def6e187-156e-4bc9-9c56-9a896b9f2a42).html.
Full textNistala, Akhil. "Using deep learning to understand patterns of player movement in basketball." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119728.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 85).
National Basketball Association (NBA) coaches spend a great deal of time analyzing the effectiveness of various strategies. Typically, this entails countless hours pouring over videos of games, and trying to derive generalizable conclusions from hundreds of thousands of examples. In this thesis, we present a methodology for quantitatively approaching this task. We start from player tracking data that records the position on the court of each player 25 times per second. We use an unsupervised machine learning pipeline to learn a low-dimensional encoding for each player's movement, over one possession on offense. Each encoding captures the semantics of a single player's movement, such as locations of the endpoints, screen actions, court coverage, and other spatial features. We generate 3 million such trajectory-embeddings from 3 seasons of data. These can be clustered to reveal trends in player movement between sets of games. Our framework can be used to answer such questions as "How did Klay Thompson's movements change between wins and losses during the 2016 NBA Finals?" (18% of his trajectories in wins were movements between the sidelines and corners, compared to 3.5% in losses) and "How much more frequently did Andre Drummond establish position on the right block than the left block during the 2015-2016 regular season?" (Almost 40% of his trajectories from 2015-2016 were right of the basket, compared to less than 15% to the left)..
by Akhil Nistala.
M. Eng.
Ljung, Dennis. "Using Reinforcement Learning to Evaluate Player Pair Performance in Ice Hockey." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175928.
Full textPavlas, Davin. "A model of flow and play in game-based learning the impact of game characteristics, player traits, and player states." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4513.
Full textID: 029051055; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2010.; Includes bibliographical references (p. 163-184).
Ph.D.
Doctorate
Department of Psychology
Sciences
Applied Experimental and Human Factors
Bradley, Jay. "Reinforcement learning for qualitative group behaviours applied to non-player computer game characters." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/4784.
Full textÓ, Súilleabháin Gearóid. "Learning transfer as “Preparedness” : a phenomenological study of computer and video game player." Thesis, Lancaster University, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.658015.
Full textRoots, Lindsey. "Learning to trust : experimental evidence of social learning in a real-world social network of player A's in a trust game." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/5704.
Full textZuo, Hongming. "A SELF-LEARNING AUDIO PLAYER THAT USES A ROUGH SET AND NEURAL NET HYBRID APPROACH." Thesis, Laurentian University of Sudbury, 2013. https://zone.biblio.laurentian.ca/dspace/handle/10219/2117.
Full textStephanos, Dembe. "Machine Learning Approaches to Dribble Hand-off Action Classification with SportVU NBA Player Coordinate Data." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etd/3908.
Full textGhisays, Valentina. "Exploring the Role of the DEK Oncogene as a Novel Player in Learning and Memory." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1505205454357126.
Full textGilbertson, Kathryn Marie. "Cinematic intermedia theatre and science plays: a fusion for learning." Thesis, Montana State University, 2012. http://etd.lib.montana.edu/etd/2012/gilbertson/GilbertsonK0512.pdf.
Full textTsiotas, Giorgio. "Deep learning models for the automatic analysis of volleyball plays." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/24789/.
Full textShelley, Elanca. "The role that courage plays in an experiential learning process." Doctoral thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/12995.
Full textExperiential learning is a well-known learning theory that underpins management development. This study presents a causal theory that is based on experiential learning and explains why some students experience a transformational learning experience that increases their management effectiveness and others do not. This theory was developed within a critical realist ontology and it used a constructivist grounded theory methodology to emerge the key variables that formed the theory. Prior to the grounded theory study, a pilot study was conducted to develop the conceptual framework for the research. This pilot study included approximately 240 research participants from within the classrooms in my work context. The conceptual framework facilitated the development of the key research question: How do engaged, learning ready students, who can manage their own learning process, undergo transformational learning experiences that increase management effectiveness?
Ibrahim, Karim Hesham Shaker. "The Interplay of Languaging and Gameplay: Player-Game Interactions as Ecologies for Languaging and Situated L2 Development." Diss., The University of Arizona, 2016. http://hdl.handle.net/10150/612888.
Full textSaini, Simardeep S. "Mimicking human player strategies in fighting games using game artificial intelligence techniques." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/16380.
Full textBiddle, M. "Learning and teaching for change, and the plays of Edward Bond." Thesis, University of York, 1985. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.373310.
Full textBorges, Simone de Sousa. "Gamification design in computer-supported collaborative learning: towards an approach for tailoring influence principles to player roles." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-30012018-165553/.
Full textGamificação é um termo que se refere ao uso de elementos do projeto de jogos em contextos que não são jogos. Nestes contextos, o objetivo primário da gamificação não é lúdico, mas sim o de motivar os usuários a realizarem tarefas ou alterarem comportamentos. Também é objetivo da gamificação, cativar usuários e influenciá-los a persistirem na utilização do sistema gamificado. Nos últimos anos, testemunhamos um crescente interesse em gamificação e sua aplicação em ambientes de aprendizagem, especialmente online. No contexto da aprendizagem, motivar os estudantes a dar seguimento as tarefas pedagógicas é um papel importante dos professores e dos ambientes educacionais inteligentes. Por essa razão, as tecnologias persuasivas como a gamificação têm sido usadas também em ambientes de aprendizagem colaborativa para aumentar o engajamento dos estudantes e para reduzir o sentimento de obrigação na execução de tarefas pedagógicas. Contudo, quando mal utilizada, a gamificação pode se tornar uma distração capaz de interferir no processo de ensino-aprendizagem. Entretanto, a maioria dos estudos na área continuam focados nos potenciais benefícios da gamificação e menos em investigar soluções sistematizadas para se atingir os benefícios. Nossa contribuição para a solução do problema é baseada no uso de perfis de persuasão que levam em consideração o papel de jogador do estudante. Nós conduzimos mapeamentos sistemáticos da literatura para obter informação sobre gamificação em educação e como são formados grupos de estudantes em ambientes de aprendizagem colaborativa. Como resultado nós criamos dois arcabouços conceituais. Um arcabouço para ajudar a compreender e classificar a formação de grupos no contexto da aprendizagem colaborativa com suporte computacional, e outro para apoiar a definição de papéis de jogadores em ambientes colaborativos. Em um estudo preliminar (N=481), adaptamos e validamos para o português brasileiro uma escala para medir a susceptibilidade à persuasão dos usuários. Em outro estudo (N=149) desenvolvemos um modelo teórico para mapear estratégias persuasivas e diferentes papéis de jogadores para apoiar a elaboração de perfis de persuasão. Para verificar a viabilidade de nosso modelo, em outro estudo (N=18) elaboramos protótipos de interfaces do usuário. Analisamos a capacidade de influenciar das interfaces comparando papéis de jogadores e susceptibilidade a princípios de influência. Os resultados mostram que os estudantes menos motivados eram mais susceptíveis a aceitar as sugestões do protótipo, enquanto usuários com índices de motivação acima da média (dentre estudantes observados), tendiam a reagir negativamente às tentativas de influenciá-los, apresentando índices menores de concordância para com as solicitações do protótipo gamificado. Observamos ainda nos três estudos conduzidos (N=648), comparado aos outros princípios de influência, o número de indivíduos suscetíveis ao princípio de autoridade eram os menores. Poucas iniciativas de pesquisa vêm investigando como desenvolver sistemas de gamificados que se adaptam aos papéis de jogadores. Parte desta deficiência pode ser explicada devido à complexidade no projeto e desenvolvimento destes sistemas. Entretanto como evidenciado, além da ineficácia dos modelos de gamificação baseados em uma solução para todos, o maior risco observado está no uso de modelos contraproducentes, uma vez que a estratégia apropriada para motivar um indivíduo, pode acabar desmotivando outros (backfire effect).
Crickard, Travis. "Examining Coach Pathways and Learning Situations: High-Performance Head Hockey Coaches who Played Goal." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/26200.
Full textShiau, Wen-Sheng, and 蕭文勝. "Difference of Learning Styles on Critical Thinkingamong Baseball Players." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/72173623781698210485.
Full text臺北巿立體育學院
運動技術研究所
98
Abstract The purpose of the current study was to investigate differences of learning styles on critical thinking among high school baseball players. In addition, the study was to understand how critical thinking of high school baseball players predicted competitive performance. Participants were from high school baseball teams in Taipei City, Taipei County, and Taoyuan Country that 240 athletes completed the questionnaires, and 208 questionnaires were valid. High School Baseball Athlete Learner Style, Critical Thinking Test-I, and Baseball Achievement Survey were used for the study. One-way ANOVA, MANOVA, and Multiple Regression were used for data analysis with α set at .05. Results revealed a significant difference on critical thinking among high school baseball players with different learning styles. A significant difference was found on critical thinking among high school baseball players with different defensive positions. However, no significant interaction on critical thinking was found between learning styles and different position. Competition achievement had significantly positive relationships with induction, deduction, and explanation of the players, but not related to hypothesis and evaluation. Deduction of the baseball players could effectively predict baseball competitive performance. Furthermore, results were analyzed by the researcher, and opinions for practical training and suggestions for future study were also provided. Keywords: high school baseball players, baseball achievement, defensive position
Fernandes, Gonçalves Carlos Manuel Ribeiro Lopes. "As Big tech como players do Sistema Financeiro." Master's thesis, 2020. http://hdl.handle.net/10400.26/34109.
Full textMatthews, Glenn F. "Using temporal difference learning to train players of nondeterministic board games." 2006. http://purl.galileo.usg.edu/uga%5Fetd/matthews%5Fglenn%5Ff%5F200612%5Fms.
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