Essays about: "Digital games in learning"

Showing result 1 - 5 of 47 essays containing the words Digital games in learning.

  1. 1. Learning by Gaming : Design and Evaluation of a Serious Game to Increase Energy Literacy

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Haris Vidimlić; [2023]
    Keywords : Serious games; Energy Literacy; Physicalization of Data; Game Mechanics; Thematic Analysis; Serious games; Energy literacy; Fysikalisering av data; Spelmekanismer; Tematisk analys;

    Abstract : This study explores the design and effectiveness of a serious board game aimed at promoting energy literacy in the context of residential energy consumption. With electricity consumption and energy conservation being highly relevant and pressing topics today, there is a growing need to address the lack of knowledge and awareness surrounding household energy consumption. READ MORE

  2. 2. From Pixels to Culture : Gamification and Extended Reality in the Modern Museum

    University essay from Uppsala universitet/Institutionen för ABM

    Author : Nikolaos Gkizis Chatziantoniou; [2023]
    Keywords : Gamification; Serious Games; Extended Reality; Digital Museum; Cultural Heritage;

    Abstract : This thesis aims to explore the theory, implementation, and critical aspects of gamification and extended reality employed within the cultural sector. More specifically the impact of gamification and virtualization on the information dissemination by the institutions and what it means for the visitor as well as the challenges that arise with the use of such technologies and potential points of criticism. READ MORE

  3. 3. Vocabulary development within an informal environment : Ordförrådsutveckling i en informell miljö

    University essay from Malmö universitet/Fakulteten för lärande och samhälle (LS)

    Author : Felix Wilke; [2023]
    Keywords : Vocabulary acquisition; Extramural activities; Extramural English; Vocabulary; EFL; Vocabulary learning; L2; YELL;

    Abstract : This paper investigates the informal environment that pupils ages 3-12 are a part of while they are not in school and how extramural tools aid their vocabulary learning. According to Sundqvist and Wikström (2016) children today are growing up in a world of digital development and advancement and at the same time being a part of it. READ MORE

  4. 4. Life is Strange 2. Digital Game-Based Language Learning in an EFL Context

    University essay from Göteborgs universitet / Lärarutbildningsnämnden

    Author : Ida Sahlin; [2022-08-03]
    Keywords : Digital Game-Based Language Learning DGBLL ; Commercial Off-the Shelf COTS Games; Second Language L2 ; English as a Foreign Language EFL ;

    Abstract : This study looked at the impact of Digital Game-Based Language Learning (DGBLL) and Life is Strange 2: Episode One, a commercial off-the-shelf (COTS) video game, on the listening comprehension of twelve Swedish Upper Secondary English as a Foreign Language (EFL) pupils. Two studies were conducted to answer the following research questions. READ MORE

  5. 5. Digital game-based learning and socioemotional skills : A quasi-experimental study of the effectiveness of digital-game based learning on the socioemotional skills of children with intellectual disability

    University essay from Jönköping University/JTH, Avdelningen för datateknik och informatik

    Author : Robert Vorkapic; Nora Christiansson; [2022]
    Keywords : Digital Game-Based Learning; Socio-Emotional Skills; Emotion Recognition; Intellectual Disability; Educational Sector; Quasi-Experiment.;

    Abstract : Digital games are being increasingly implemented in the educational sector to improvevarious skills. Among these the effectiveness of digital game-based learning (DGBL) on the socio-emotional ability of individuals have been investigated with overall positive results. READ MORE