Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
Results
Showing 1 to 20 of 42 for “"digital game"”.
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An adaptive model for digital game based learning
Digital Game-based Learning (DGBL) has the potential to be a more effective means of instruction than traditional methods. However meta-analyses of studies on the effectiveness of DGBL have yielded mixed results. One of the challenges faced in the design and development of effective and motivating …
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Learner Perceptions and Cognitive Outcomes of Digital Game-Based Learning in Mathematics
Despite the recent popularity of digital game-based learning (DGBL), far too little evidence exists concerning its benefits in mathematics. The purpose of this research study was to: (a) determine whether or not DGBL is a viable tool in helping students to improve achievement in middle school …
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Feedback in Digital Game-Based Learning (DGBL): Influencing Students' Self-Efficacy and Motivation
As a teaching approach, digital game-based learning (DGBL) has grown in popularity and can positively influence students' motivational perceptions in difficult subjects, such as mathematics. DGBL has the capability to provide immediate feedback to students that can impact their results and …
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Digital anthropology and educational eGames: learning through behavioural patterns in digital, game-based contexts
… are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so …
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Fake the dawn : digital game mechanics and the construction of gender in fictional worlds
This thesis considers the ways in which digital game mechanics (interactive inputs) contribute to games' worldbuilding. In particular, this work is concerned with the replication and reinforcement of problematic gender roles through game mechanics that express positive ("warm") interactions between …
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Digital Game-Based Learning in K-12 Classrooms: Studying Effectiveness and Influential Factors in Instruction
… and critiqued the current status of K-12 digital game-based learning (DGBL) to determine the implications and limitations of these effectiveness claims, as well as problems when conducting this type of research. In addition, this study explored factors and conditions, beyond the digital …
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An Integrative Review of the Conceptualization and Assessment of the Learner Flow Experience in the Digital Game-Based Learning Environment between 2011 and 2021
… informal instructional settings, including the digital game-based learning (DGBL) environment. Since 2011, the examination of the LFE and its impact on learning outcomes has expanded to computer science-related disciplines, as well as other research communities. During this expansion, an …
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Exploring teachers' perceptions of student motivation to learn through digital game-based learning integration in K–5 classrooms : a qualitative descriptive single case study.
… Fortunately, emerging research posits that digital game-based learning (DGBL) environments significantly motivate technologically savvy learners (Boeker et al., 2013; Plass et al., 2015; Sung & Hwang, 2013; Wang & Zheng, 2021). Despite the growing popularity of DGBL, teachers' perceptions …
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Playing the Writing Game: Gaming the Writing Play
My studies consider the application of digital game theory to the instruction of writing in the first year composition classroom. I frame my argument through dialectic of representation and simulation and the cultural shift now in progress from the latter to the former. I first address the history …
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The integration of a mobile pervasive game in the new employee onboarding process
… research aimed to determine if adding a digital game to an onboarding process could increase employee satisfaction, socialization, and content retention for new employees. Framed by Deci and Ryan’s (1980) self-determination theory, this study explored two research questions: (a) Is there …
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Playing is creating with PlayTIME: introducing and evaluating a tangible UI-based interactive scenario prototyping system
With traditional game prototyping activities, physical and digital game prototyping tasks are commonly separate, often requiring iteration between the two and different personnel to complete physical and digital tasks. In this thesis, we present PlayTIME: a Tangible Interactive Media Environment …
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Impact of digital games on early reading skills in a developing country context
… at all. Recent research indicates the use of digital technologies as a vehicle for change across developing countries in the world. The use of low-cost digital technologies offers opportunities for equitable access to quality educational experiences and the development of lifelong learning …
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Game on! How video games and game design principles can help to make adult education more engaging for the learner.
… In doing so it will examine the concepts of digital game-based learning and the "gamificaiton" of adult education and training, in the context of Howard Gardner's theory of multiple intelligences and Paulo Freire's problem-posing approach to education.
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The acoustic ecology of the first-person shooter
This thesis contributes to the field of Game Studies by presenting the hypothesis that the player(s) and soundscape(s) in the first-person shooter (FPS) game, and the relationships between them, may be construed as an acoustic ecology. It explores the idea that the single-player FPS game acoustic …
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EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENT
… in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless, there have been only a small number of empirical …
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Towards a social constructivist game-based learning model: a case of using digital games in sports studies in South Africa
… this study is to develop a social-constructivist game-based learning model, by critically exploring the production and reproduction of cross-cultural interactions, using emerging technologies in sport studies. Game-based learning is regarded as a promising vehicle to facilitate students' active …
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Cyber-História: estratégias e possibilidades do ensino de História aliadas ao desenvolvimento de jogos digitais com o uso do Rpg Maker
… for teaching History based on elements of digital game development, such as the RPG Maker game engine. The first chapter introduces fundamental concepts about digital games, including their history, classifications, potential as cultural artefacts, and use as historical sources, providing …
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I remember, at least I think I do : An investigation into emotional memories and our perception of them over time
… of understanding in both the implementation of game-based learning and how this information changes over time. Furthermore, there is lack of tools in investigating emotional memories, as many traditional methods focus on immediate feedback which is not appropriate for repeated long-term …
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Global gamers, transnational play, imaginary battlefield: encountering the gameplay experience in the war-themed first-person-shooter, Call of Duty
… era we have witnessed the rise of war-themed digital games, which are increasingly produced and distributed on a massive global scale. This new form of 'militainment' re-formulates ‘the military-entertainment complex’ industrial model, and by repeatedly simulating historical/present/fictional …
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