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1

Pettersson, Izabella, and Ola Wictorin. "Matematiklärande genom digitala lärspel : En analys av digitala lärspel för årskurs 4–6 med fokus på matematiska kompetenser." Thesis, Karlstads universitet, Fakulteten för hälsa, natur- och teknikvetenskap (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-84757.

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Idag finns en stor mängd digitala lärspel med inriktning mot matematikundervisning. Tillgången till digitala verktyg i skolan är idag stor och därför finns det goda möjligheter för lärare att inkludera digitala lärspel i matematikundervisningen. Syftet med studien är att skapa ny kunskap om vilket lärande digitala lärspel möjliggör för eleven i matematikämnet. För att undersöka syftet gjordes en innehållsanalys mot några vanligt förekommande digitala lärspel i matematikundervisningen inom svenska skolor för elever tillhörande årskurs 4–6. För innehållsanalysen framställdes några analysfrågor.
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Jonsson, Sandra. "Are games more than fun? : Motivational aspects on digital games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63288.

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Games are increasingly becoming a powerful and effective tool for training. The use of games as a training tool increase intrinsic motivation which enhances learning. This study concerns why people play and why they continue play. The study consists of two parts; a focus group and a web questionnaire. The results suggest that people prefer playing together with others, and that they play mainly because of entertainment, fellowship and pastime. Results also show that the participants come to an agreement of five different characteristics a game must have in order for the participants to play; a
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Kluge, 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.

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With this survey paper we have contrasted and summarized research on digital games and language learning in order to investigate whether digital games can be used to instil communicative competence in students. In addition, we have examined what kinds of considerations that need to be made by teachers when applying digital games in educational settings. In order to acquire an indication of whether games were being used as a language-learning tool in schools today, we conducted a small pilot study in the region of Skåne. In this pilot study, we asked 10 language teachers whether they had ever u
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Habgood, Matthew Peter Jacob. "The effective integration of digital games and learning content." Thesis, University of Nottingham, 2007. http://eprints.nottingham.ac.uk/10385/.

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This thesis is concerned with how the coveted user-engagement of digital games can be usefully harnessed for educational goals. Educational software has traditionally used gaming elements as a separate reward for completing learning content. The early "edutainment" sector became synonymous with this cursory "chocolate-covered broccoli" approach (Bruckman, 1999): tagging games on to learning content in order to make it more palatable. However, such methods have often proved ineffective (Kerawalla & Crook, 2005; Trushell, Burrell, & Maitland, 2001) and have been criticised for combining the wors
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Mascolo, Damiano <1985&gt. "Web 2.0 and Digital Games in Language Learning and Teaching: The Lerna Project." Master's Degree Thesis, Università Ca' Foscari Venezia, 2013. http://hdl.handle.net/10579/3681.

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Negli ultimi anni il Web e la didattica stanno sempre più spesso entrando in contatto l’uno con l’altra. Cavalcando questa tendenza sono comparsi sulla Rete diversi programmi per apprendere le lingue, spesso mere trasposizioni di libri di testo in formato digitale, che ignorano completamente le immense potenzialità del Web 2.0. Con questa tesi si vogliono porre le basi per la realizzazione di un software, che chiamerò Lerna, basato sui principi della glottodidattica umanistica, che mettono al centro del processo di apprendimento lo studente e i suoi bisogni. Il tutto alla luce delle immense po
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Jin, Chengyue. "Game narrative conveyed through visual elements in digital games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20104.

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This thesis compares the different concepts of game narrative and traditional narrative, and aims to explore and analyze the relationship between visual elements and game narrative in video games. Game narrative is an emerging narrative based on digital media. It can not only include stories from traditional narratives, but also convey narratives through the virtual environment and mechanisms of games. This thesis discusses the concepts of traditional narrative and game narrative from the basic concepts of narrative, and lists different visual narrative elements and video games of different na
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Zhu, Jun Chao. "The evolution of official media reports on video games :a case study of the People's Daily." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953768.

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8

Tirén, Stina. "Digital Games in English Language Learning : A Mixed Method Study of Teachers' and Students' Attitudes to Digital Games and Its Effects in English Language Learning." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36072.

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The possible benefits of digital games for English language learning and teaching have received increasing attention in recent years as more research shows that digital games can affect students’ learning and motivation within formal education. A great deal of the integration of digital games in school contexts depends on the attitude of teachers and students. The aim of this study is to investigate upper-secondary teachers’ and students’ attitudes toward digital games in the English language classroom in a Swedish context. Additionally, this study will also examine teachers’ and students’ vie
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Lealdino, Filho Pedro. "Jogo digital educativo para o ensino de matemática." Universidade Tecnológica Federal do Paraná, 2014. http://repositorio.utfpr.edu.br/jspui/handle/1/1442.

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Acompanha: Manual operacional do jogo digital educacional: “As aventuras de Simon Bile”<br>A educação matemática tem como um dos desafios criar espaços motivadores para o ensino. Jogos digitais tem o potencial de influir positivamente sobre o sentimento dos alunos quanto ao ambiente da disciplina e assim contribuir com os estudos. Este trabalho investiga elementos para o desenvolvimento de jogos digitais educativos, buscando uma relação clara com teorias de ensino-aprendizagem e aplicando técnicas de engenharia de software. O objetivo da pesquisa é aferir a motivação conseguida por um jogo edu
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Westin, Thomas. "Inclusive Digital Socialisation : Designs of Education and Computer Games in a Global Context." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-141340.

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Digital socialisation is to learn the ways of living online, across national borders, local cultures and societies and has to be inclusive for equal participation. Conditions for this socialisation process are different due to both local and individual limitations. In a high-income country like Sweden, playing computer games are one of the most common practices for digital socialisation among youth online (digital youth), but rarely in school with teachers. Thus, there is limited institutionalised support taking responsibility for the socialisation process online of digital youth. As contrast,
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Răzman, Diana Cristina. "Press ‘F’ to pay respects : Grief and memorialization in video games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20098.

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This paper aims to present, discuss, and analyze the potential role of digital games within practices of memory, bereavement, and inheritance. The paper examines how users inhabit game environments, how their in-game memories and identities extend into the real world, and what kind of digital legacy players may be leaving behind. A study based on theoretical frameworks relating to memorialization and grief processing is conducted to look at how games can become part of mourning and memorialization practices.
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Gudkova, N. "Gamification in the context of special purpose foreign language teaching." Thesis, Національний авіаційний університет, 2020. https://er.knutd.edu.ua/handle/123456789/15161.

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Teachers of foreign languages equated successful learning of a language with memorizing texts, focused on studying books. Today many educators are proponents of exciting interactive activities. With the rapid development of the Internet, the possibilities of using computer technology for teaching and learning a foreign language appeared. In classes equipped with Internet technologies, students have access to numerous information. The Internet technologies contribute to the study, comparison, contrasting and development of knowledge of the language and culture being studied. Online communicatio
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Máthé, Melinda. "Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers." Licentiate thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-181004.

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Interest in the use of digital games in education has been increasing over the past few decades. Advocates argue that digital games are powerful learning tools with the potential to support increased motivational, cognitive, behavioural, affective, physiological and social outcomes. However, empirical evidence for their effectiveness is mixed. Research has focused primarily on measuring the effect of games on learning in researcher-controlled experiments, whilst relatively less attention has been paid to the role of teachers. The thesis addresses the research gap by investigating how teachers
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14

Tjernberg, Wilmer. "Tabletop game player experience in the age of digitization : Social and material aspects of play." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20134.

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This thesis explores physical and social aspects of playing tabletop games physically versus remotely. It also examines the experiences of contemporary players of tabletop games, with focus placed on play during the COVID-19 pandemic. The report begins with an explanation of tabletop games, including social and material aspects as examined in previous work. To explore the thesis’ problem area, several tabletop game players were interviewed, resulting in a number of recurring themes. The interview results suggest that social rituals and material aspects of tabletop games are highly important to
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Sutcliffe, Tami. "Exploring Naming Behavior in Personal Digital Image Collections: the Iconology and Language Games of Pinterest." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc699943/.

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As non-institutional digital image collections expand into social media, independent non-professional image curators are emerging, actively constructing alternative naming conventions to suit their needs in a social collecting environment. This project considers how independent user-curators are developing particular sense-making behaviors as they actively contribute names to large, unstructured social image collections. In order to capture and explore this evolving language adaptation, Pinterest names are analyzed using a matrix composed of Panofsky’s three strata of subject matter, Rosch’s l
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Razak, Aishah Abdul. "Enhancing teaching and learning using digital games-based learning (DGBL) within the curriculum for excellence (CtE) : an exploratory study." Thesis, University of the West of Scotland, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.751390.

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17

Fredriksson, Anncharlotte, and Ramirez Vanessa Mårtensson. "Teacher attitudes and practices regarding the use of digital educational games for student motivation in the English language classroom." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43416.

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The purpose of incorporating digital educational games in educational settings is to engage the students' desire to learn. The aim of the syllabus for upper secondary school, as expressed by Skolverket (2011) is to support the students for lifelong learning and in order to do so, motivation is needed. However, a problematic gap can be found between “games” and “formal education” which are two different concepts which cross paths in this study. One path shows the foundation of the Swedish steering documents, and the other displays the motivational aspects of implementing digital educational gam
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Tam, Long-fai Frankie, and 譚朗暉. "Develop problem solving skills in secondary mathematics classroom through digital game design." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B47469262.

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This study examined the use of digital game design and development process in secondary mathematic classroom to develop students’ mathematical problem-solving skills. The findings indicated students were able to acquire new mathematical concept and applied the newly acquired knowledge to solve different problems throughout the game design and development process. The game development process was highly motivating and it promoted students learning attitudes and interests in general. However, the complex skills required in the game development process did discourage one of the students.<br>publ
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Pinto, Ivete Martins. "Ambientes tecnológicos lúdicos de autoria (ATLA): espaços de criação e experimentação para o aprendizado." reponame:Repositório Institucional da FURG, 2012. http://repositorio.furg.br/handle/1/4837.

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Submitted by Josiane ribeiro (josiane.caic@gmail.com) on 2015-04-14T18:00:41Z No. of bitstreams: 1 Ivete Martins Pinto.pdf: 11352704 bytes, checksum: 4e0778f7a0585522e4cba0d6991209e9 (MD5)<br>Approved for entry into archive by Vitor de Carvalho (vitor_carvalho_im@hotmail.com) on 2015-05-08T18:10:01Z (GMT) No. of bitstreams: 1 Ivete Martins Pinto.pdf: 11352704 bytes, checksum: 4e0778f7a0585522e4cba0d6991209e9 (MD5)<br>Made available in DSpace on 2015-05-08T18:10:01Z (GMT). No. of bitstreams: 1 Ivete Martins Pinto.pdf: 11352704 bytes, checksum: 4e0778f7a0585522e4cba0d6991209e9 (MD5) Previous
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Amarius, Sebastian, and Oliver Fredriksson. "Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779.

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Digital games are often considered a pastime activity with little to no real or tangible benefits. This, however, is contrary to studies on the usefulness of digital games in second language (L2) learning. There are several aspects of L2 learning that are affected positively by gaming, as well as other extramural English (EE) activities. One of these aspects is vocabulary, which has been proven to be substantially improved by gaming through incidental learning.  Collocations are often referred to as word pairs that co-occur more frequently than any other two words. The definition of a colloca
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Costa, Douglas Geraldo. "Tecnologias digitais da informa??o e da comunica??o aplicadas ? educa??o: an?lise pedag?gica de jogos digitais." UFVJM, 2016. http://acervo.ufvjm.edu.br/jspui/handle/1/1016.

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Submitted by M?rden L?les (marden.inacio@ufvjm.edu.br) on 2016-07-21T18:23:12Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Douglas_Geraldo_Costa.pdf: 15234005 bytes, checksum: b19da7250c71e81671bbec2d81b1fe5e (MD5)<br>Approved for entry into archive by Rodrigo Martins Cruz (rodrigo.cruz@ufvjm.edu.br) on 2016-07-22T15:44:08Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Douglas_Geraldo_Costa.pdf: 15234005 bytes, checksum: b19da7250c71e81671bbec2d81b1fe5e (MD5)<br>Made available in DSpace on
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Wakefield, Jenny S. "A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849769/.

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This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by r
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Hamm, Breanna H. "Today's Learners: Applying Gaming Elements to Enhance Student Engagement in a University Visual Communication Course." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1308576036.

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Silva, Hudson William da. "Estudo sobre as potencialidades do jogo digital Minecraft para o ensino de Proporcionalidade e Tópicos de Geometria." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20273.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-08-10T13:51:38Z No. of bitstreams: 1 Hudson William da Silva.pdf: 2405210 bytes, checksum: 12508f9683dbda5991f503ed08e26bba (MD5)<br>Made available in DSpace on 2017-08-10T13:51:38Z (GMT). No. of bitstreams: 1 Hudson William da Silva.pdf: 2405210 bytes, checksum: 12508f9683dbda5991f503ed08e26bba (MD5) Previous issue date: 2017-06-28<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>This work aimed to analyze the potentialities of the digital game Minecraft for teaching Proportionality and topics of Flat and
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Cress, Bradley D. "Design and Development of a Digital Game-Based Learning Module on Transportation." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1245724226.

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Vieira, Izana Weber. "Análise de jogos digitais infantis para o ensino e aprendizagem de História das Artes." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18165.

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Made available in DSpace on 2016-04-29T14:23:33Z (GMT). No. of bitstreams: 1 Izana Weber Vieira.pdf: 3774125 bytes, checksum: a82d5a0ccd1b4cad1f3af12ac55aa72a (MD5) Previous issue date: 2014-11-28<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Contemporary technologies favor the process of teaching and learning, construction of knowledge and awareness. In this proposal we are considering the diversity of media that today converge to a structured technological base through digital resources. Contribute to progress towards digital and social inclusion, in the areas of teachi
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Silva, Fabricio. "Jogos digitais como suporte para o ensino e aprendizagem em história." Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/152796.

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Submitted by Fabricio Silva (fsfabricio.81@gmail.com) on 2018-02-22T13:40:50Z No. of bitstreams: 1 DISSERTAÇÃO_MESTRADO.pdf: 3231754 bytes, checksum: 2bd2e9d8c833d0bb827398be2027064a (MD5)<br>Approved for entry into archive by Maria Marlene Zaniboni null (zaniboni@bauru.unesp.br) on 2018-02-22T14:57:45Z (GMT) No. of bitstreams: 1 silva_f_me_bauru.pdf: 3231754 bytes, checksum: 2bd2e9d8c833d0bb827398be2027064a (MD5)<br>Made available in DSpace on 2018-02-22T14:57:45Z (GMT). No. of bitstreams: 1 silva_f_me_bauru.pdf: 3231754 bytes, checksum: 2bd2e9d8c833d0bb827398be2027064a (MD5) Previous
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Wyn-Jones, Caspian, and Jacob Blomqvist. "Pedagogers resonemang kring digitala spel i verksamheten." Thesis, Högskolan i Gävle, Didaktik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-33096.

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Denna studie har som mål att utforska de attityder som pedagoger har till lärandet genom digitala spel i användningen inom skolverksamheten. Det studien mer specifikt kommer att undersöka “Hur förhåller sig pedagoger till användningen av digitala spel i skolverksamheten”. Vi har använt semistrukturerade intervjuer för att samla in vårt empiriska material. Ett sociokulturellt perspektiv användes för att analysera det empiriska materialet som hade samlats in.  Slutsatsen av denna studie är att pedagoger har en positiv inställning till lärandet genom digitala spel samt att lärandet och utveckling
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Damasceno, Vanessa Doumid. "O jogo digital nos processos de ensino aprendizagem de língua portuguesa: um estudo através das seqüências narrativas." Universidade do Vale do Rio do Sinos, 2006. http://www.repositorio.jesuita.org.br/handle/UNISINOS/2553.

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Made available in DSpace on 2015-03-05T18:10:48Z (GMT). No. of bitstreams: 0 Previous issue date: 31<br>Nenhuma<br>Este estudo tem como objetivo principal apresentar o jogo num ambiente digital, possibilitando o ensino-aprendizagem de língua portuguesa através da narrativa.O trabalho está dividido em quatro capítulos. No primeiro capítulo apresento o jogo e, em especial, o jogo em ambiente digital. No segundo capítulo exploro o jogo digital como um Hipergênero. No terceiro capítulo apresento o jogo em seu contexto de produção. No quarto capítulo são abordadas as estruturas de narrativas a
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Arvidsson, Malin, and Mattias Liljegren. "Gamification : Hur spelerfarenhet påverkar gamifications motiverandeeffekt inom skolan." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43253.

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The purpose of the study is to investigate how digitalgaming experience affects how motivated studentsbecome by gamification and whether there is anydifference in motivation that is experienced whetherplaying or not in leisure.There was no clear connection on the motivation withinthe different game groups of the result. The resultshowed that some elements motivated more than othersand those that motivated the groups most were points,levels and quests
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Fernandes, Marcelo. "Aplicação do jogo ludo atomística no ensino de química." Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/7188.

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Submitted by Luciana Sebin (lusebin@ufscar.br) on 2016-09-14T18:11:05Z No. of bitstreams: 1 DissMF.pdf: 4470180 bytes, checksum: 46b46e581cf95360c3fc86808b84e68a (MD5)<br>Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-09-15T14:01:26Z (GMT) No. of bitstreams: 1 DissMF.pdf: 4470180 bytes, checksum: 46b46e581cf95360c3fc86808b84e68a (MD5)<br>Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-09-15T14:01:30Z (GMT) No. of bitstreams: 1 DissMF.pdf: 4470180 bytes, checksum: 46b46e581cf95360c3fc86808b84e68a (MD5)<br>Made available in DSpac
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Samuelson, Gustav. "Pixel art - The Medium of Limitation : A qualitative study on how experienced artists perceive the relationship between restrictions and creativity." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-178771.

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I den här studien undersöks huruvida den tekniskt obsoleta konstformen pixelgrafik, eller ”pixel art” fortfarande är ett relevant medium och vilka kvaliteter som gör det till ett självständigt praktiskt hantverk. I en kvalitativ studie intervjuas fyra erfarna pixel konstnärer om deras definitioner av ”pixel art” samt deras egen praktik. Dessa analyseras sedan med hjälp av befintliga teorier inom design och praktisk kunskap. Studien finner att en anledning till att pixelgrafik fortsatt att vara relevant beror på begräsningarna som har sin bakgrund i tekniska restriktioner i gammal hårdvara ger
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Savonitti, Gabriel Almeida. "Jogos digitais e aprendizagem: características e potencial dos games de entretenimento para o ensino do inglês como segunda língua." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20557.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-10-27T12:27:22Z No. of bitstreams: 1 Gabriel Almeida Savonitti.pdf: 584536 bytes, checksum: 5abd1961038ac08287b2cdf27835f777 (MD5)<br>Made available in DSpace on 2017-10-27T12:27:22Z (GMT). No. of bitstreams: 1 Gabriel Almeida Savonitti.pdf: 584536 bytes, checksum: 5abd1961038ac08287b2cdf27835f777 (MD5) Previous issue date: 2017-09-12<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>This dissertation explores the use of entertainment games for teaching English as a second language. It is a literature revie
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Peixoto, Artur Duarte. "Jogar com a história : concepções de tempo e história em dois jogos digitais baseados na temática da Revolução Francesa." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/157133.

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O presente trabalho versa sobre a escrita da História em dois jogos digitais baseados na temática da Revolução Francesa. Os artefatos analisados foram Tríade: liberdade, igualdade e fraternidade e Assassin’s Creed Unity. O primeiro, produzido pela Universidade do Estado da Bahia (UNEB), no contexto de uma chamada pública para financiamento governamental de jogos digitais com destinações educacionais. O segundo, desenvolvido por um dos maiores estúdios criadores de jogos digitais do mundo, a Ubisoft. O foco da pesquisa se concentrou na análise das concepções de tempo e de História presentes nos
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Silva, Filho Supercil Mendes da. "Desenvolvimento de jogos digitais por alunos do ensino médio para o desenvolvimento de conceitos químicos." Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/5389.

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Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2016-03-29T13:07:19Z No. of bitstreams: 2 Dissertação - Supercil Mendes da Silva Filho - 2015.pdf: 3703290 bytes, checksum: 78d7c9742746e812f8183e0a7dff4f7f (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-03-29T13:09:04Z (GMT) No. of bitstreams: 2 Dissertação - Supercil Mendes da Silva Filho - 2015.pdf: 3703290 bytes, checksum: 78d7c9742746e812f8183e0a7dff4f7f (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a77147
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Gomes, Leonardo Augusto de Figueiredo. "Aplicativos do Sistema Operacional Android na aprendizagem de Matemática: Aplicativos e jogos digitais." Universidade Estadual da Paraíba, 2017. http://tede.bc.uepb.edu.br/jspui/handle/tede/3010.

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Submitted by Jean Medeiros (jeanletras@uepb.edu.br) on 2018-04-12T13:03:42Z No. of bitstreams: 2 PDF - Leonardo Augusto de Figueiredo Gomes.pdf: 35984804 bytes, checksum: 0c3f51a9256c37b0b68a94854f8cac7b (MD5) Produto - Leonardo Augusto de Figueiredo Gomes.pdf: 3717056 bytes, checksum: 823a88b47c94a6a9eb9527c872488977 (MD5)<br>Approved for entry into archive by Secta BC (secta.csu.bc@uepb.edu.br) on 2018-04-23T20:27:54Z (GMT) No. of bitstreams: 2 PDF - Leonardo Augusto de Figueiredo Gomes.pdf: 35984804 bytes, checksum: 0c3f51a9256c37b0b68a94854f8cac7b (MD5) Produto - Leonardo Augusto de Figue
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Rino, Marcelo Valério. "Estratégias para a utilização de jogos digitais e tecnologias emergentes no ensino de linguagem de programação." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/154090.

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Submitted by Marcelo Valério Rino (marcelorino@gmail.com) on 2018-05-24T19:04:08Z No. of bitstreams: 1 DISSERTAÇÃO FINAL SISTEMA_marcelorino.pdf: 2469950 bytes, checksum: 4f480136cfd4ea1d86ac4d4838abdb2a (MD5)<br>Approved for entry into archive by Minervina Teixeira Lopes null (vina_lopes@bauru.unesp.br) on 2018-05-25T13:03:42Z (GMT) No. of bitstreams: 1 rino_mv_me_bauru.pdf: 2434607 bytes, checksum: e5de5a2cf2950aab833829e25bf9ba2a (MD5)<br>Made available in DSpace on 2018-05-25T13:03:42Z (GMT). No. of bitstreams: 1 rino_mv_me_bauru.pdf: 2434607 bytes, checksum: e5de5a2cf2950aab833829e2
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Svensell, Elin, and Amanda Öberg. "Vilken karaktär väljer du? : Karaktärsval i digitala spel och klädernas roll." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183615.

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In this study we look at character choices in digital games, what causes them and more specifically how big of an impact the character’s clothing has on this choice, and how this differs between genders. Further, we also look at differences in how partially nude characters are perceived versus fully clothed characters, as well as how all of this affects the player's user experience. With this in mind, we also want to know how game designers can use this knowledge in character choices to design for a good user experience. To answer these questions, we conducted qualitative interviews as well as
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Centenaro, Franciele Knebel. "INVESTIGAÇÃO DE UMA ABORDAGEM PEDAGÓGICA PARA O ENSINO DE LÍNGUA INGLESA POR MEIO DE JOGOS DIGITAIS." Universidade Federal de Santa Maria, 2016. http://repositorio.ufsm.br/handle/1/10683.

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The use of technology in the classroom has constantly challenged students and teachers (KENSKI, 2005), it happens because in this context there is a new generation of students who are capable to use technologies (BARBOSA, 2010), that is, they use and manage digital technologies like computers, smartphones and videogames. In this sense, teaching materials do not always call the attention of these young students, and learning in a traditional way can demotivate them, since emerging technologies attract much more their attention (REIS, 2015). Therefore, considering the paradigm schools are facing
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Răzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.

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In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn fr
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Menezes, Janaína. "Jogos sociais digitais como ambiente de aprendizagem da língua inglesa." Universidade do Vale do Rio dos Sinos, 2013. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3532.

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Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2015-05-14T13:19:54Z No. of bitstreams: 1 Janaína Menezes.pdf: 3325969 bytes, checksum: c9d6a7eacfa7c41df20c524f7e4dcb93 (MD5)<br>Made available in DSpace on 2015-05-14T13:19:54Z (GMT). No. of bitstreams: 1 Janaína Menezes.pdf: 3325969 bytes, checksum: c9d6a7eacfa7c41df20c524f7e4dcb93 (MD5) Previous issue date: 2013<br>Nenhuma<br>Essa pesquisa está vinculada à Linha “Educação, Desenvolvimento e Tecnologias do Programa de Pós-Graduação em Educação da Universidade do Vale do Rio dos Sinos – UNISINOS. O tema está relaciona
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Grödem, Tim. "Co-authorial narrative : Attempting to draw a border in the no man’s land that is emergent narrative." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20100.

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

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This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with
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Rodrigues, Jeanne Jesuíno Cardoso. "Jogos digitais : uma experiência de aprendizagem de língua inglesa em uma escola pública." Universidade Federal de Uberlândia, 2017. https://repositorio.ufu.br/handle/123456789/20920.

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Devido ao grande avanço das tecnologias digitais ocorrido nos últimos anos, o uso da informática e de recursos tecnológicos nas escolas tem aumentado consideravelmente. Igualmente, a produção e o consumo de jogos digitais expandiram-se, alcançaram um patamar de popularidade muito grande, e estão cada vez mais presentes em nosso cotidiano. Entretanto, é possível observar que, mesmo com sua popularização, ainda encontramos resistência quanto ao emprego desses recursos tecnológicos como ferramentas de auxílio à aprendizagem, principalmente quando tratamos de jogos. Nesse contexto, o presente trab
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Neilan, Judith A. "Desktop publishing and photo manipulation : a survey of Indiana high school publications advisors." Virtual Press, 1999. http://liblink.bsu.edu/uhtbin/catkey/1137674.

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Örtendahl, Jennelie. "Ett hav av matematikapplikationer, och att hitta rätt : En analys av matematikapplikationer som används i grundskolans tidigare år." Thesis, Karlstads universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-57081.

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Applikationer har blivit en tillgång för att utveckla elevernas kunskaper inom taluppfattning. Men innehåller applikationer didaktiska eller pedagogiska styrkor som andra läromedel inte innehåller? Vilka matematiska kunskaper är möjliga att utveckla genom att spela en applikation inom området? Med dessa frågeställningar tog denna studie avstamp som syftar till att studera applikationers layout och innehåll inom taluppfattning. Studien är en kvalitativ innehållsanalys där 39 applikationer har analyserats genom en analysmodell. Alla applikationerna används av elever i förskoleklass eller grundsk
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Bernström, Adam. "Digitala verktyg - framtidens lärande? : En kvalitativ studie om vad lärare anser om digitala verktyg, dess möjligheter och utmaningar." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44925.

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Studien som har bedrivits är ett resultat av den pågående digitaliseringen som sker i både samhället och skolan. Revideringar från Skolverket har försett läroplanen med mer integrering av digitala verktyg och möjligheter för hur eleverna ska kunna använda samt navigera på dem. Denna förändring har även gjort att kraven för lärares digitala kompetens måste utökas. Detta leder in på syftet med denna studie då den har som avsikt att söka en djupare förståelse för hur lärare upplever digitala verktyg i svenskundervisningen samt hur planering och utförande påverkas. Forskningsfrågorna som studien g
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Dalvit, Lorenzo. "Multilingualism and ICT education at Rhodes University: an exploratory study." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1003556.

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In South Africa, the linguistic hegemony of English over the African languages in the academic field reproduces unequal power relationships between their speakers. The present study shows that an intervention shaped by a counterhegemonic ideology can change the attitudes of Black university students, key players in spearheading social change. Usign statistical analysis and survey methodologies, this research explored the hegemonic role of English as the only language of learning and teaching (LoLT) in the discipline of Computer Science (CS) at Rhodes University. The study found that those spea
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Ljunglöv, Robin. "Prestation, intresse, engagemang, uppskattning : Skillnader i upplevelse av en virtuell lärmiljö mellan matematiskt hög- och lågpresterande elever." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69260.

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Digitala läromedel blir ett vanligare inslag i skolgången då ny teknologi erbjuder tidigare okända pedagogiska möjligheter. Denna uppsats undersöker hur elever som använder ett digitalt läromedel i form av en virtuell lärmiljö för matematiklärande upplever denna lärmiljö. Dessutom undersöks elevernas prestation i lärmiljöns matematiska uppgifter. Skillnader mellan elever i olika årskurser samt elever som är matematiskt låg- eller högpresterande studeras. Matematisk prestation beskrivs utifrån Goods (1981) passivitetsmodell som innebär att lågpresterande elever är mindre risktagande i klassrums
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Ferreira, Filipe André Sousa. "Digital games and mathematic education: an integrative review." Master's thesis, 2018. http://hdl.handle.net/1822/56975.

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Dissertação de mestrado integrado em Psicologia<br>Digital Games have been gaining new relevance in the research community, and in the recent years more and more studies have been conducted regarding their implementations on education. The present integrative review aims at providing an overview of how these implementations have been improving students’ performance and motivations towards mathematics. Also it will be focused on understanding the perspectives of teachers towards the implementations of this new method. It was possible to understand that in the generality the use of digital games
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