Essays about: "Teaching and learning using games"
Showing result 1 - 5 of 23 essays containing the words Teaching and learning using games.
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1. Using Digital Games for Language Development in Lower Grades : A study of English primary teachers’ attitudes to digital games in English language learning
University essay from Högskolan i Gävle/Avdelningen för humanioraAbstract : In a digitalized world, learners from the 21st century prefer game-like lessons instead of traditional methods that are preferred by teachers according to previous studies. Creating a fun and engaging environment in the classroom is not an easy task for the teachers. READ MORE
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2. Automating Feature-Extraction for Camera Calibration Through Machine Learning and Computer Vision
University essay from Lunds universitet/Institutionen för elektro- och informationsteknikAbstract : Machine learning as a field has expanded in an explosive manner, with more companies interested in using the technology. One of these companies, Spiideo, uses Machine learning to automatically stream and record sports, highlighting key events - all automatically without a cameraman. READ MORE
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3. Digital Games in English Language Learning : A Mixed Method Study of Teachers' and Students' Attitudes to Digital Games and Its Effects in English Language Learning
University essay from Högskolan i Gävle/Avdelningen för humanioraAbstract : The possible benefits of digital games for English language learning and teaching have received increasing attention in recent years as more research shows that digital games can affect students’ learning and motivation within formal education. A great deal of the integration of digital games in school contexts depends on the attitude of teachers and students. READ MORE
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4. Teacher attitudes and practices regarding the use of digital educational games for student motivation in the English language classroom
University essay from Malmö universitet/Fakulteten för lärande och samhälle (LS)Abstract : The purpose of incorporating digital educational games in educational settings is to engage the students' desire to learn. The aim of the syllabus for upper secondary school, as expressed by Skolverket (2011) is to support the students for lifelong learning and in order to do so, motivation is needed. READ MORE
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5. The Impact of Digital Games on English Vocabulary Learning in Middle School in Sweden (ages 9-12)
University essay from Malmö universitet/Institutionen för kultur, språk och medier (KSM)Abstract : In recent years, the age of additional language learning has been lowered in school education. What separates current students from the previous generation, however, is the fact that they use modern technology, such as digital games, and this can be used as a teaching strategy. READ MORE