Search for dissertations about: "Game-Based"
Showing result 1 - 5 of 19 swedish dissertations containing the word Game-Based.
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1. Unpacking Digital Game-Based Learning : The complexities of developing and using educational games
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
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2. Visualising Security through Computer Games : Investigating Game-Based Instruction in ICT Security:an Experimental Approach
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
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3. Coaching by Gaming : An Instructor Perspective of Game-based Vocational Training
Abstract : Military organisations have a long history of using games for training. Over the years, they have developed training practices involving role-play, simulations, puckstering and gaming. Most researchers in serious games, i.e. READ MORE
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4. Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers
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
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5. Game-based learning for virtual patients in Second Life®
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