Sökning: "game development and use"

Visar resultat 1 - 5 av 43 avhandlingar innehållade orden game development and use.

  1. 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

    Författare :Brynja Ingadóttir; Tiny Jaarsma; Ingela Thylén; Bjöörn Fossum; Linköpings universitet; []
    Nyckelord :MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Education; knowledge expectations; learning; serious game; surgical patients; Kennslutölvuleikur; nám; sjúklingafræðsla; skurðsjúklingar; væntingar til fræðslu;

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

    Författare :Björn Berg Marklund; Per Backlund; Henrik Engström; Anna-Sofia Alklind Taylor; Kristine Jørgensen; Högskolan i Skövde; []
    Nyckelord :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 ;

    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. 3. Games in Formal Educational Settings : Obstacles for the development and use of learning games

    Författare :Björn Berg Marklund; Per Backlund; Henrik Engström; Maurice Hendrix; Högskolan i Skövde; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Learning games; educational games; game development and use; Technology; Teknik;

    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. 4. Exploring low-carbon development pathways for Bolivia - A model-based analysis focused on the energy sector

    Författare :Jenny Gabriela Peña Balderrama; Viktoria Martin; Mark I. Howells; Dilip Khatiwada; Francesco Gardumi; Pachauri Shonali; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Decarbonization; Sustainability; Techno-economic analysis; Bolivia; Energy access; Energy security; Systems analysis; Energy Technology; Energiteknik;

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

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

    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