Sökning: "game as learning"

Visar resultat 16 - 20 av 70 avhandlingar innehållade orden game as learning.

  1. 16. The Virtual Language Teacher : Models and applications for language learning using embodied conversational agents

    Författare :Preben Wik; Björn Granström; Olov Engwall; Valerie Hazan; KTH; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Language learning; embodied conversational agents; speech technology; computer assisted language learning; computer assisted pronunciation training; Information technology; Informationsteknik; SRA - ICT; SRA - Informations- och kommunikationsteknik;

    Sammanfattning : This thesis presents a framework for computer assisted language learning using a virtual language teacher. It is an attempt at creating, not only a new type of language learning software, but also a server-based application that collects large amounts of speech material for future research purposes. LÄS MER

  2. 17. Wargaming in Military Education for Army Officers and Officer Cadets

    Författare :Johan Elg; Philip Sabin; Försvarshögskolan; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; wargaming; wargame; instructor; gamification; game-based learning; buy-in; officer education; officer cadet; Sandhurst; West Point; UK; USA; Sweden; Germany; Japan; game director; krigsspel; utbildningsspel; militär utbildning; officersutbildning; Sverige; USA; Storbritannien; Tyskland; Japan; spelbaserat lärande; brädspel; spel; simulering; Försvarshögskolan; instruktör; Krigsvetenskap; Krigsvetenskap;

    Sammanfattning : Wargaming has been part of military curricula for about 200 years since the introduction of Kriegsspiel, but it is still something of an art form. This thesis attempts to theorise the practice of military educational wargaming, and specifically to explore why such wargaming takes the form it does. LÄS MER

  3. 18. Essays on economic behavior, gender and strategic learning

    Författare :Patrik Gränsmark; Eskil Wadensjö; Michael Rosholm; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Time preference; time inconsistency; impatience; gender; mixed-sex competition; aggressiveness; attractiveness; risk taking; chess; strategic learning; beliefs.; Economics; Nationalekonomi; Economics; nationalekonomi;

    Sammanfattning : This doctoral thesis consists of four papers. Strategic behavior across gender: A comparison of female and male expert chess players analyzes gender differences in risk behavior in chess. We use a panel data set with 1.4 million games. LÄS MER

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

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

    Sammanfattning : 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. LÄS MER

  5. 20. Perception of Computer Games in Non-Gaming Contexts

    Författare :Mats Wiklund; Love Ekenberg; Jakob Palme; Staffan Björk; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Computer games; Games; Learning; Communication; Computer and systems science; Data- och systemvetenskap; Computer and Systems Sciences; data- och systemvetenskap;

    Sammanfattning : As computer games have evolved from single-player entities to complex, highly communicative on-line game worlds, their potential to fill different roles in society has grown. One aspect of this change is that various forms of computer mediated communication may become increasingly associated with games in various ways. LÄS MER