Essays about: "Educational video game"

Showing result 1 - 5 of 22 essays containing the words Educational video game.

  1. 1. Effectiveness of audio in games as a learning tool for improving memory retention

    University essay from Stockholms universitet/Institutionen för data- och systemvetenskap

    Author : Jonathan Arnfjell; Filip Hallberg; [2023]
    Keywords : Video Games; Education; Learning; Memory;

    Abstract : This thesis researches the impact of audio in video games as a tool for enhancing memorization through an experiment. Existing research has found that videogames have the potential to be used as learning tools, however there's a lack of research exploring what aspects of video games make them useful in a learning setting. READ MORE

  2. 2. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    University essay from Lunds universitet/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE

  3. 3. The effects of Daytime/Nighttime andIndoor/Outdoor virtual environmentson game experience

    University essay from Blekinge Tekniska Högskola

    Author : Matthew Pettersson; Julian Agonoy; [2023]
    Keywords : Virtual; Environment; Game Experience Questionnaire; GEQ; Video Games; Human Computer Interaction; Computer Graphics;

    Abstract : Background: The usage of video games for educational purposes has become more prevalent in the recent decade. There are a lot of studies showing that video games can affect a person’s cognitive abilities. However, few studies have aspired to determine if a virtual environment can affect a person’s Game experience. READ MORE

  4. 4. User Interface: A Qualitative Investigation on Enhancing Player Engagement in Educational Games

    University essay from KTH/Hälsoinformatik och logistik

    Author : Viktor Lindström Söraas; Nonno Rydgren; [2023]
    Keywords : Player engagement; user interface; UI; graphics; Spelarengagemang; pedagogiska spel; användargränssnitt;

    Abstract : Gaming, a widely adopted form of entertainment, brings out different reactions inpeople. While some perceive it as a leisure activity, other find it the element of violence that can be found troubling. Researchers have found that video games are associated with many advantages such as enhancing focus, multitasking ability and working memory. READ MORE

  5. 5. 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