Search for dissertations about: "Game-Based Learning"

Showing result 1 - 5 of 13 swedish dissertations containing the words Game-Based Learning.

  1. 1. Unpacking Digital Game-Based Learning : The complexities of developing and using educational games

    Author : Björn Berg Marklund; Per Backlund; Henrik Engström; Anna-Sofia Alklind Taylor; Kristine Jørgensen; Högskolan i Skövde; []
    Keywords : TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Educational games; Digital Game-Based Learning; case study; games in education; Humaniora-samhällsvetenskap; Humanities and Social sciences; Technology; Teknik; Interaction Lab ILAB ; Interaction Lab ILAB ;

    Abstract : Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. READ MORE

  2. 2. Visualising Security through Computer Games : Investigating Game-Based Instruction in ICT Security:an Experimental Approach

    Author : Kjell Näckros; Louise Yngström; Helen Armstrong; Stockholms universitet; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; ICT Security; Education; Game-Based Instruction; GBI; Computer Games; Game-Based Learning; GBL; Nonlinear; Linear; Learning Styles; Holist; Serialist; Knowledge; Vital Security Functions; VSF; Informatics; computer and systems science; Informatik; data- och systemvetenskap;

    Abstract : This thesis investigates whether learning materials in the form of computer games can increase knowledge and comprehension in the area of ICT security.Through a series of experiments carried out in Sweden between the years 2000 and 2003, investigating theoretical knowledge as well as practical knowledge gained through a single-user computer game, data were collected and subjected to quantitative and qualitative analyses. READ MORE

  3. 3. Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers

    Author : Melinda Máthé; Harko Verhagen; Mats Wiklund; Stockholms universitet; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; digital game-based learning; digital game-based teaching; digital games; education and games; Information Society; informationssamhället;

    Abstract : 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. READ MORE

  4. 4. Game-based learning for virtual patients in Second Life®

    Author : Maria Toro-Troconis; Jan Gulliksen; Luleå tekniska universitet; []
    Keywords : TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Genus och teknik; Gender and Technology;

    Abstract : In the field of medicine, various representative simulations have been developed to support the decreasing number of learning opportunities with real patients; the use of virtual patients is among them. Virtual patients are real-life clinical scenarios used for the purpose of medical education. READ MORE

  5. 5. Simulated "real" worlds : Actions mediated through computer game play in science education

    Author : Elisabet M. Nilsson; Malmö högskola; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; science education; computer games; game-based learning; mediated action; empirical studies; Agent O; SimCity 4; computer game play science education computer games game-based learning; Agent O; empirical studies; SimCity 4; mediated action;

    Abstract : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. READ MORE