Дисертації з теми "Gaming environment"
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Fohlin, Robert. "A cross-media game environment for learning." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-9314.
Повний текст джерелаRuffin, Michael. "User retention and classification in a mobile gaming environment." Thesis, California State University, Long Beach, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1527021.
Повний текст джерелаGame analytics is a fast growing field where game studios are allocating valuable resources to develop sophisticated statistical models to understand user behavior and monetization habits to optimize game play and performance. Game developers' ability to understand user retention allows for game features that will generate high engagement leading to stronger overall monetization and increased lifetimes of players.
One important industry adopted metric is the percentage of users who log back into the game one day after installation, otherwise known as a one-day retention. Although this is an important metric, game studios typically allocate little resources to determining what user transactions are typically conducted on the day of installation that drive a one-day retention.
In this project, we first conduct a cluster analysis in an attempt to uncover meaningful subgroups based on players' transaction history on their first day of installation. Secondly, we use various classification methods including decision trees, logistic regression, and k-Nearest Neighbor algorithm to determine which behaviors are important in identifying whether a new user will return the following day.
Vishnumolakala, Bandhavi. "Performance Evaluation of Gaming Anywhere Server in a Virtual Environment." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17169.
Повний текст джерелаMuhammad, Yousaf. "Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159864.
Повний текст джерелаIp, Jessica. "An augmented reality prototype for investigating tangible and virtual components in a gaming environment." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103585.
Повний текст джерелаDepuis quelque temps, les contrôleurs de jeux vidéo évoluent en instruments à bases de capteurs qui suivent les mouvements dynamiques et naturelles, et imitent les instruments utilisés dans la vie de tous les jours. La popularité soudaine de ce type de contrôleurs nous mène à considérer si cette nouvelle manière d'interaction naturel va devenir la norme pour l'avenir du divertissement électronique. Cette notion nous a inspiré à investiguer la préférence de l'interaction physique versus les modes virtuels conventionnels. Pour accomplir ceci, un système prototype multiutilisateur a été développé en utilisant des composantes matérielles commerciales à prix modiques. Notre système comprend une caméra montée sur le plafond, qui sert de capteur principal, couplé avec un capteur de vibration pour la détection tactile et finalement un projecteur servant à projeter des graphiques sur une table. Trois applications de divertissements on été crées: un jeu de défense de tours augmenté, un jeu de dés et un jeu Settles of Catan augmenté. Ces jeux ont été développés pour tester notre hypothèse que les modes d'interactions physiques sont préférés dans des situations sociales, tandis que les modes virtuels sont plus adaptés pour des tâches banales. De plus, deux expériences ont été menées dans le contexte des deux derniers jeux pour déterminer l'effet sur le plaisir des joueurs. Nos résultats démontrent qu'il est possible d'utiliser les modes physiques ou virtuels d'interaction des jeux, mais que les modes tangibles procurent plus de bénéfices lorsqu'il y a plus de deux joueurs simultanés.
Salie, Ricardo. "The relationship between organisational commitment and turnover intentions during a restructuring process in a hospitality environment." University of the Western Cape, 2015. http://hdl.handle.net/11394/5014.
Повний текст джерелаSet against the tenuous relationship between government (public sector), organisations (private sector) and trade unions, employees’ commitment to the success of their respective organisations are of utmost importance. Heugens and Schenk (2004) maintains stakeholders may oppose restructuring efforts as invariably some constituencies will be likely to lose a strategic advantage as a result of drastic change such as a restructure. This reality has resulted in these stakeholders having to find a common ground to ensure economic competitiveness and longevity of South African organisations. Where this common ground has been elusive, organisations need to find the balance between profitability, environment and its people. According to the King III Report (2009, as cited in Du Plooy & Roodt, 2013) this is referred to as the triple bottom line that is profit, planet and people, which are integrally linked to employee turnover and organisational strategy. Organisational commitment is a key factor to success for organisations in order to obtain and maintain a competitive advantage. Coetzee and Botha (2012) posit that organisations in today’s competitive world require each employee to be committed to the organisation’s objectives and function as an effective team. A competitive advantage is needed to achieve high performance (Nienaber & Masibigiri, 2012). The working world has evolved from one where job security is no longer as prevalent as it used to be. Consequently and understandably, employees’ commitment to their organisations has diminished. Organisations are required to now investigate, understand and put measures in place to grow employee commitment in order have a successful business operation. This study intended to primarily establish whether a relationship exists between organisational commitment and turnover intentions amongst employees in an organisation undergoing restructuring. Additional variables namely age and tenure were used to establish if these variables have any bearing on levels of organisational commitment. The matter of organisational restructuring may act as an antecedent variable to both organisational commitment as well as turnover intentions. An organisational restructuring is likely to have a negative effect on employees’ organisational commitment. Thus, the affective commitment, continuance commitment and normative commitment of employees were also contrasted with turnover intentions. Correspondingly, news of an impending restructure may serve to increase employees’ intentions to terminate employment with the organisation. The sample included 144 respondents (n = 144) from an organisation within the hospitality industry. A method of non-probability, convenience sampling was utilised due to the nature of the study. A Biographical Questionnaire, Organisational Commitment Questionnaire and Turnover Intention Questionnaire were utilised for data collection purposes. The biographical questionnaire aimed to elicit among others important details such as gender, race, age, marital status, qualifications, language preferences and years of service were used for statistical purposes. Once the information was collected, the Pearson data analysis technique and Analysis of Variance technique were used to establish the relationships and differences between the respective variables under investigation. The results in the study indicate that significant inverse relationships exist between organisational commitment and turnover intentions. Significant differences were found in organisational commitment based on age and tenure. Similar statistically significant differences were discovered in turnover intentions according to employees’ age and tenure. Affective, continuance and normative commitment exhibited significant relationships with turnover intentions. The study in closing makes reference to the limitations experienced in the study as well as recommendations for future research especially on organisational commitment and turnover intentions of employees within a restructured or restructuring environment.
Rahman, Abu Saleh Md Mahfujur. "Suitability of searching and representing multimedia learning resources in a three-dimensional virtual gaming environment." Thesis, University of Ottawa (Canada), 2007. http://hdl.handle.net/10393/27909.
Повний текст джерелаLinde, Carolyn. "The perceived economic environment of rural tavern enterprises that neighbor a Native American gaming facility." Online version, 1998. http://www.uwstout.edu/lib/thesis/1998/1998lindec.pdf.
Повний текст джерелаKing, Suzanne. "A MODEL OF TREATING HYPERFUNCTIONAL VOICE DISORDERS FOR SCHOOL AGE CHILDREN WITHIN A SERIOUS GAMING ENVIRONMENT." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2373.
Повний текст джерелаM.A.
Department of Communication Sciences and Disorders
Health and Public Affairs
Comm Sciences & Disorders MA
Oviawe, Elizabeth. "Design and Development of Simulation-based Instruction on Meaningful Use and Interprofessionalism Core Competencies in a Healthcare Team-based Learning Environment." Diss., NSUWorks, 2018. https://nsuworks.nova.edu/gscis_etd/1043.
Повний текст джерелаRichardson, Thomas J. "First responder weapons of mass destruction training using massively multiplayer on-line gaming." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://handle.dtic.mil/100.2/ADA425028.
Повний текст джерелаGarrett, Michael. "Developing knowledge for real world problem scenarios : using 3D gaming technology within a problem-based learning framework." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2012. https://ro.ecu.edu.au/theses/527.
Повний текст джерелаPhilamon, Jan Elizabeth, and n/a. "Influences on Employee Empowerment, Commitment and Well-Being in a Gambling Industry." Griffith University. School of Applied Psychology, 2004. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20041013.114742.
Повний текст джерелаModig, Kristoffer, and Erik Källgren. "Exploring dual career experiences of Swedish student-eSport players." Thesis, Högskolan i Halmstad, Akademin för hälsa och välfärd, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44316.
Повний текст джерелаStudiens syfte var att utforska erfarenheterna av dubbla karriär (DC) bland svenska eSport-spelare ur ett holistiskt perspektiv, och fokuserade på att undersöka utmaningar som uppstod, coping-strategier som användes, och hur DC påverkade student-eSport spelarna. Intervjuer utfördes med 7 student-eSport spelare antagna på gymnasier eller universitet som erbjuder DC stöttande program. Deltagarna var män och var mellan 16 och 22 år gamla (M = 18, SD = 2,16). Arbetena av Stambulova et al. (2015) och Henriksen (2010) agerade grunder i skapandet av de två semi-strukturerade intervjuguiderna som användes av författarna. Författarna genomförde en tematisk analys av materialet för att identifiera erfarenheter relaterade till koncepten av dubbla karriärer och talangutveckling. Resultatet visade att student-eSport spelarna upplevde utmaningar relaterade till eSport, akademiskt och i sitt privatliv. Privatlivet upplevdes som det mest krävande på grund av att svårigheter med att balansera sin tid mellan sina meningsfulla relationer och kravställningar i DC. Copingstrategier som användes av deltagarna var tidshantering, fysisk aktivitet, samt att använda sig av sitt stödjande nätverk. Det stödjande nätverket innehållandes tränare, skolmiljö, vänner och familj fungerade även som en coping-resurs i samverkan med deltagarnas individuella kunskaper. Det inflytande DC hade på student-eSport spelarna var både positivt och negativt på olika områden. Positivt inflytande identifierades i både akademisk och eSport men negativt i privatlivet på grund av brist på tid att ägna till familj och vänner. Studiens resultat visar att svenska student-eSport spelares upplevelser av DC delar likheter med de upplevda av student-atleter i traditionella idrotter, och framhäver de utmaningar och positiva fördelar relaterade till att kombinera eSport med studier.
Радько, А. Д., Іван Володимирович Павленко, Иван Владимирович Павленко та Ivan Volodymyrovych Pavlenko. "Вивчення законів механіки із застосуванням віртуального ігрового середовища". Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/65094.
Повний текст джерелаMizuguchi, Mark. "Customizing human animation transitions for gaming environments." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0009/MQ61472.pdf.
Повний текст джерелаSanders, Benjamin George. "Opportunities and risks in online gaming environments." Thesis, University of Plymouth, 2016. http://hdl.handle.net/10026.1/8083.
Повний текст джерелаShah, Kunal Deepak. "Image Processing for Cognitive Models in Dynamic Gaming Environments." NCSU, 2003. http://www.lib.ncsu.edu/theses/available/etd-07072003-105757/.
Повний текст джерелаHess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.
Повний текст джерелаPh.D.
Other
Education
Education PhD
Mack, Hugh Jonathan Devereux. "How has gambling become normalised in New Zealand?" Thesis, University of Canterbury. School of Business and Economics, 2015. http://hdl.handle.net/10092/11033.
Повний текст джерелаBergqvist, Joakim, and Sebastian Breuer. "HIGH SCORE : A qualitative study on how gaming can further awareness in office environments." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160972.
Повний текст джерелаSte-Marie, Chantal. "Parenting styles and family environment influences on youth problem gambling /." Thesis, access full-text online access from Digital Dissertation Consortium, 2005. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?NR25260.
Повний текст джерелаVickers, Stephen. "Eye-gaze interaction techniques for use in online games and environments for users with severe physical disabilities." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/5006.
Повний текст джерелаJohnson, Johnnie. "Decision-making in a risky environment : insights from the UK horserace betting market." Thesis, University of Southampton, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241871.
Повний текст джерелаButler, Jade. "As you cannot hear the sound of losing: researching the gambling environment through performance." Thesis, Full-text, 2008. https://vuir.vu.edu.au/1970/.
Повний текст джерелаButler, Jade. "As you cannot hear the sound of losing researching the gambling environment through performance /." Full-text, 2008. http://eprints.vu.edu.au/1970/1/JadeButler_MastersThesis.pdf.
Повний текст джерелаPalionienė, Alina. "Ikimokyklinės ugdymo įstaigos gamtinės aplinkos svarba vaikų pažinimo kompetencijos plėtotei." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060612_202208-22652.
Повний текст джерелаSabaitė, Eglė. "Krovos rankomis darbų tyrimas metalo gaminių įmonėje." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120528_134210-61806.
Повний текст джерелаIn this work was studied of metal products company of women - works hand-loading packer according to working environment conditions: work heaviness, microclimate and noise. A strain of various works (pegs packing, packaged in boxes carrying solutions, and loading) was studied with theoretical calculations and with experiments. For this experiment was used a research method of human’s organism physiological changes – a measurement of heart beats. A thermal environment was evaluated in autumn and winter periods. When the measurement in a packaging in the workplace was finished, was established the fact, that the most hard work on boxes loading, according to International Labor organization (ILO), this work can be ascribed to hard works group (pulse 125-150 min-1). Thermal environment in the workplace is very unfavourable to human’s organism, because in autumn period temperature is 9-12°C, in winter period from 6 to 9 °C. Relative moisture top 75 %. When a noise in the workplace was studied, was established the fact, that a noise, which have an effect on worker, do not overdraw ground 80 dBA limit.
Caye, Michea. "Formative Research and Community Resilience: A Case of Under Addressed Youth Problem Gambling." Antioch University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1323893906.
Повний текст джерелаMansevičiūtė, Renata. "5-6 klasių mokinių estetinio santykio su gamtine aplinka individualizavimo veiksniai." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20060823_174809-37004.
Повний текст джерелаLi, Bochen. "Three Essays on the Effect of External Business Environment on Corporate Investment." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1510917711796412.
Повний текст джерелаPaschal, Katherine Shawn. "Issues, actors, and policy environments: a comparative case study on arts, sports, and gambling strategies for urban economic development." The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1407486520.
Повний текст джерелаPečiulienė, Milda. "Gamtinės jonizuojančiosios spinduliuotės antropogeninių pokyčių tyrimas ir įvertinimas." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2006. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20061020_114116-32265.
Повний текст джерелаWall, Tracy E. "Effects of the Nintendo Wii Fit on Functional Gait, Balance and Quality of Life in Ambulatory Individuals with Incomplete Spinal Cord Injury." Thesis, NSUWorks, 2013. https://nsuworks.nova.edu/hpd_pt_stuetd/16.
Повний текст джерелаTomaševič, Julija. "Ikimokyklinio amžiaus vaikų aplinkos pažinimo technologijos ikimokyklinės ugdymo įstaigos lauko aikštelėje." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120813_105640-46890.
Повний текст джерелаIn the Final Master‘s Thesis „ Environmental Cognition Technologies for Preschool Age Children on the Outdoor Site of a Preschool Education Institution“ , the environmental cognition technologies, the areas for outdoor games and the outdoor activities of chilkdren are discussed upon. The subjects of the research are children in the age of 4-5 years. The goal of the research: to clear up the environmental cognition technologies for 4-5 year children on the outdoor site of a preschool education institution. The tasks of the research include: 1. To analyze scentific literature in pedagogy and psychology for elucidation of the importance of the natural environment in the cognitive process of children. 2. To clear up the cognitive activities of children on the outdoor site of a preschool education institution. 3. To clear up the environmental cognition technologies applicable on the outdoor site of a preschool education institution. 4. To clear up the opinion of pedagogues on the environmental cognition technologies and their application on the outdoor site of a preschool education institution. 5. To carry out statistical data analysis upon provision of the results of the research and their generalization and interpretation; to check the correctness of the hypothesis. The hypothesis of the research: the technologies applied on the outdoor site of a preschool education institution stimulate cognitive activities of the children and enrich its process. The Thesis presents three... [to full text]
Axelsson, Martin. "HR-medarbetares upplevelser kring spelprevention och policyimplementering på arbetsplatsen." Thesis, Stockholms universitet, Psykologiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-154516.
Повний текст джерелаThe complex concept regarding harmful use of different nature, could be related to the use of alcohol, drugs or gambling. Such activities could affect the efficiency and productivity of an employee in a workplace environment in a negative way. At the request of the Public Health Agency of Sweden, a group of scientist was given the task to evaluate a project regarding education concerning problematic gambling. The purpose of the current study is to evaluate a project regarding education concerning gambling and gambling prevention, and was carried out by the organization Alna. Thematic analysis was used and collection of data was done with semi structured interviews, with ten HR-employees whose five organisations was included in the project Gambling and gambling preventive efforts directed towards the labour market. The results show that the methods and tools used by Alna is perceived as efficient and valuable by the participants. Some obstacles which works against efficient implementation of updated policies and guidelines were identified and these could consist of time constraints, under staffing or subordinated priority of the gambling issue per se. Furthermore it seems that the education project regarding gambling prevention performed by Alna has contributed to the development of policies and guidelines regarding harmful use of different kinds with focus on the gambling issue.
Utvärdering av projektet Spelförebyggande Insatser för Arbetslivet – Praktisk Tillämpning och utvärdering.
Krupa, Kimberly A. "Coastal Fortresses: A Cross-Case Analysis of Water, Policy, and Tourism Development in Three Gulf Coast Communities." ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2617.
Повний текст джерелаWood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Повний текст джерелаHung, Ying-Shen, and 洪英伸. "A Web-based Gaming Environment That Supports CAL In Addition And Subtraction." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/76078292564747229975.
Повний текст джерела中原大學
資訊工程研究所
89
Today, the computer and Internet technologies become more mature. Because Internet is a superior learning environment, many educational applications are now available on the Internet. This thesis discusses how to design and implement a web-based, computer assisted learning environment for elementary arithmetic. The system analyzes the level of competence of the student and assists him/her in learning. It also increases the student’s interest of learning by playing games with multimedia characteristic. Three are three main objectives: 1.Building a web gaming platform: We must build a platform for playing games on the web, and this platform must win the general acceptance of the end-users. 2.Adaptive learning: The system should assist students in problem solving. During the gaming process, the system analyzes the level of competence of the student. The analyzed result is then passed on to the instructor of the student as a reference for teaching. 3.Collecting student knowledge: The system dynamically collects the knowledge of each student. This includes questions, answers, time-to-answer, et al. In the future, the system can use this information to analyze the source of bugs in the student’s answers. The system is based on the current Internet technology, and uses Web-Based Client-Server framework. The knowledge base of the teaching materials includes the following (1) the concepts of the first and second grade primary school arithmetic, (2) the learning hierarchies related to addition and subtraction, and (3) learning components. We use the knowledge base and the knowledge of students to guide the students in their problem solving activities. According to these guiding rules, the students will be led to solve easier problems whenever they can not solve a problem that is comparatively more difficult.
Manuaba, Ida Bagus Kerthyayana. "Evaluation of gaming environments for mixed reality interfaces and human supervisory control in telerobotics." Phd thesis, 2014. http://hdl.handle.net/1885/11790.
Повний текст джерелаYu, Pei-Fen, and 余佩芬. "The impact of product placement type of advergaming and gaming environment on advertising effectiveness." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/28315996948872183614.
Повний текст джерела國立東華大學
企業管理學系
93
ABSTRACT The game industry was the fast growing entertainment industry for the past years. In recent years, the advertisers use game to attract the technical young people being fickle in affection. Advergaming is an integration of advertising messages and online games(Fangh and Qlaos, 2002). The most attractive characteristic of “advergaming” is not only letting the consumers stay on the website for a long time, but giving the enterprises the opportunity further to transmit new product information to their customers. However, the studies about product placement in games are few. Therefore, this study investigates how product placement type and the gaming environment impact on the brand recall, the brand attitude and the purchase intention. The study uses the experimental design separated into four scenarios(2*2). One of the independent variables which have two degrees is product placement type, and the other is gaming environment. We use the game attitude as the moderating variable. The experimental product is the OREO chocolate cookies and the sampling way is convenience sampling from the students of NDHU. We send out 200 questionnaires and the number of valid response is 171. The result indicates that(1)the 3D gaming environment has higher advertisement effect than the 2D gaming environment;(2)there is no difference in the communication effect of product placement type;(3)there is no difference between the communication effect of product placement type, the gaming environment and game attitude.
Chih-Yi, Chao, and 趙芝儀. "The Effects of Quest Types and Gaming Motivations on Players’ Knowledge Acquisitions in the Online Role-Playing Game Environment." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/87195972068158741487.
Повний текст джерела國立交通大學
傳播研究所
96
The study explores the design of quests and different players’ gaming motivations to affect knowledge acquisitions in the online role-playing game environment. Between-subject factorial analyses were used to analyze the study results. An experiment was conducted to collect data. 64 subjects were recruited according to their experiences of online role-playing games. The results showed that “immersion motivation” had the most significant influence on knowledge acquisitions. With higher “immersion motivation”, players appeared to acquire higher declarative knowledge and higher procedural knowledge. Meanwhile, interactions between “immersion motivation” and “social motivation” decisively affected players’ declarative knowledge. Interestingly, players with low “social motivation” and high “immersion motivation” hold better declarative knowledge than players with high “social motivation” and high “immersion motivation”. In addition, the study results indicated when a quest required players to explore new game spaces and game resources, players could easily form the procedural knowledge through the process of problem solving. In turn, their procedural knowledge became the base to continually strengthen and reinforce their declarative knowledge.
Chen, Po-shu, and 陳泊澍. "A Three-level Mechanism for Profile Utilization: Helping Teachers Understand Students’ Learning Status duringin Mathematics Practice Gaming in Digital Classroom Environment." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/85393378616362531937.
Повний текст джерела國立中央大學
網路學習科技研究所
97
Over these recent years, more and more researchers have been introducing informational technologies into education to enhance learners’ learning performance. However, this also brought in some challenges. For instance, hardware support for related systems, pressures from managing classroom facilities and etc. DCE (Digital Classroom Environment) was found under these circumstances, using one on one educational computing to solve these problems out and overcome the challenges. Especially when nowadays the context of teaching has turned from teacher-led into student-centered, we might have to rethink the role teachers play in the classroom, and brainstorm how we could effectively aid them in teaching. Therefore, continuing from previous DCE research, we further introduced the three-leveled profile-utilization mechanism, the three-leveled profile-utilization mechanism is a program design that penetrates through three different areas, which includes: an auto notifier function that triggers message as profile being updated, a mechanism that allows students to view profiles/seek help from teacher and last a basis error-analysis provide to the course. Though this three-leveled profile-utilization mechanism, we let teachers know how each student is doing on their work to achieve a student-centered learning environment; a teacher same could use this system to turn him/her from a monitor into a real mentor. In other words, through this three-leveled profile utilization mechanism, DCE is transformed from previous Monitoring System into a new Mentoring System. The research was taken place in one specific elementary school in Taoyuan, featuring two third grade classes in the experiment for adjustments of the system’s stability and integrity. Through the interactions between researchers and teachers, observations and opinions written down helped us understand the problems that might occur while teachers using this system. Teachers gave positive feedbacks to the system; they think that the first level of the mechanism, the auto notifier function constantly encourages students to work towards their target goals. They also highly valued the third level, the basis error-analysis mechanism because it successfully point out areas that need further improvements or taken care of. Although the second-level student-recourse mechanism didn’t pull out a strong manifestation during research, this is due to the type of the subjects chosen, therefore teachers still gave it good feedbacks and anticipate its results on other more suitable subjects.
Nijenhuis, S. M., G. B. Prange, F. Amirabdollahian, P. Sale, F. Infarinato, N. Nasr, Gail Mountain, et al. "Feasibility study into self-administered training at home using an arm and hand device with motivational gaming environment in chronic stroke." 2015. http://hdl.handle.net/10454/11020.
Повний текст джерелаBackground: Assistive and robotic training devices are increasingly used for rehabilitation of the hemiparetic arm after stroke, although applications for the wrist and hand are trailing behind. Furthermore, applying a training device in domestic settings may enable an increased training dose of functional arm and hand training. The objective of this study was to assess the feasibility and potential clinical changes associated with a technology-supported arm and hand training system at home for patients with chronic stroke. Methods: A dynamic wrist and hand orthosis was combined with a remotely monitored user interface with motivational gaming environment for self-administered training at home. Twenty-four chronic stroke patients with impaired arm/hand function were recruited to use the training system at home for six weeks. Evaluation of feasibility involved training duration, usability and motivation. Clinical outcomes on arm/hand function, activity and participation were assessed before and after six weeks of training and at two-month follow-up. Results: Mean System Usability Scale score was 69 % (SD 17 %), mean Intrinsic Motivation Inventory score was 5.2 (SD 0.9) points, and mean training duration per week was 105 (SD 66) minutes. Median Fugl-Meyer score improved from 37 (IQR 30) pre-training to 41 (IQR 32) post-training and was sustained at two-month follow-up (40 (IQR 32)). The Stroke Impact Scale improved from 56.3 (SD 13.2) pre-training to 60.0 (SD 13.9) post-training, with a trend at follow-up (59.8 (SD 15.2)). No significant improvements were found on the Action Research Arm Test and Motor Activity Log. Conclusions: Remotely monitored post-stroke training at home applying gaming exercises while physically supporting the wrist and hand showed to be feasible: participants were able and motivated to use the training system independently at home. Usability shows potential, although several usability issues need further attention. Upper extremity function and quality of life improved after training, although dexterity did not. These findings indicate that home-based arm and hand training with physical support from a dynamic orthosis is a feasible tool to enable self-administered practice at home. Such an approach enables practice without dependence on therapist availability, allowing an increase in training dose with respect to treatment in supervised settings.
The SCRIPT (Supervised Care & Rehabilitation Involving Personal Telerobotics) project was partly funded by the European Commission Seventh Framework Program under grant agreement no. FP7-ICT-288698.
(8782253), Dixuan Cui. "The Effects of 3D Characters’ Facial Expressions on Student Motivation to Learn Japanese in a game-based environment." Thesis, 2020.
Знайти повний текст джерелаPrevious research has shown that student-teacher interaction is very important in motivating students to learn a second language. However, it is unclear whether facial expression, which is one of the most important portions of interaction, affects in-game language learning motivation or not. The purpose of this study is to find out the evidence demonstrating the facial expressions of the other party, in this case, virtual characters in game, will or will not influence the learning motivation of Japanese L2 students. The researchers of this study developed four versions of a 3D animated Japanese role-playing game. Each version of the game represents one facial expression that is neutral, happy, sad or angry. The entire research consists of two experiments: a validation study and a motivation study. After validating all the facial expressions of five main characters in the game, eighty-four college students from 200/300 level Japanese courses joined in the motivation study voluntarily. They played a version of the game assigned randomly to them and then did a post-questionnaire. Conclusions were drawn based on the survey results. The findings of this research suggested that virtual characters’ facial expressions in game had no significant effect on participants’ learning motivation. However, significance was found in years of learning Japanese and gender. Meanwhile, it was found facial expression and years of learning Japanese had an interactive effect on the variable immersion into game.
Smolová, Petra. "Využití virtuální reality v terapii dětí s dětskou mozkovou obrnou: review a syntéza." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-337105.
Повний текст джерелаSatici, Ahmet Feyzi. "Accommodating the needs of field dependent learners in simulation gaming environments." 2006. http://etd.utk.edu/2006/SaticiAhmet.pdf.
Повний текст джерелаTitle from title page screen (viewed on Sept. 15, 2006). Thesis advisor: Edward L. Counts, Jr. Vita. Includes bibliographical references.
Doucet, Lars Andreas. "Designing a Real-time Strategy Game about Sustainable Energy Use." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-05-7707.
Повний текст джерелаSisson, David Michael. "Supaspace: An exploration of architectural space in cooperative networked hyperreal gaming environments." Thesis, 1999. http://hdl.handle.net/1911/17301.
Повний текст джерелаLiang, Peng Te, and 彭德亮. "The Research of Gambling Industry Building Attitude on Consumer's Gambling Konwledge,Environmental Protection Consciousness,Hedonic and Sensation Seeking." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/82439388338408041487.
Повний текст джерела輔仁大學
餐旅管理學系碩士班
98
ABSTRACT: This research is aim to discuss the relationships between the attitude of Taiwanese residents toward the construction of gaming industry based on their knowledge of gaming, environmental protection consciousness and enjoyment and excitement in this field. The research uses "game knowledge measurement scale", " environmental protection consciousness measurement scale" and" pleasant measurement scale", "excitement measurement scale" and "the measurement scale on attitude of building up the gaming industry " which carry on a survey and altogether send out about 450 questionnaires to the northern Taiwanese residents. The actual number of effective questionnaire returned is 430 copies. The research shows that the gaming knowledge and environmental protection consciousness to the attitude of the building of gaming industry is related in a negative way. For the one who seeks enjoyment and excitement in gaming industry has positive affections. Among this research we know that the pleasant seeker in gaming industry has showed the best predict ability in this industry. Following are the results among discussions mentioned above which can be provided to government and business related institution, and future researchers for reference. iii Keyword: gaming knowledge, environmental protection, conciousness, enjoyment, excitement, seeking,attitude of establishment