Sökning: "game development and use"
Visar resultat 1 - 5 av 43 avhandlingar innehållade orden game development and use.
1. Learning as a patient : What and how individuals want to learn when preparing for surgery, and the potential use of serious games in their education
Sammanfattning : Introduction: Surgical patients need knowledge to participate in their own care and to engage in self-care behaviour in the perioperative period which is important for their recovery. Patient education facilitates such knowledge acquisition and several methods can be used to facilitate it, for example, face-to-face education and brochures or using information technology such as website or computer games. LÄS MER
2. Unpacking Digital Game-Based Learning : The complexities of developing and using educational games
Sammanfattning : 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. LÄS MER
3. Games in Formal Educational Settings : Obstacles for the development and use of learning games
Sammanfattning : From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. LÄS MER
4. Exploring low-carbon development pathways for Bolivia - A model-based analysis focused on the energy sector
Sammanfattning : Global emissions have continued to rise steadily at levels exceeding the 1.5°C climate stabilization target. Therefore, the increase in the average global temperature and climate change will be determined by how we handle greenhouse gas (GHG) emissions over the next years. LÄS MER
5. Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers
Sammanfattning : 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. LÄS MER