10 resultados para Minecraft
Resumo:
Abstract: As one of the newest art forms available to young people, gaming has become an increasing influence on young people’s education, even if not used in a classroom environment. This talk aims to explore examples of how video games have changed how young people understand and learn about certain subjects, with particular focus on how the indie title Minecraft allows them to learn about the world of Computer Science and how groups are looking to forward the cause of education though games.
Resumo:
See README.TXT file for more details. Unpack and move resulting folder into your Minecraft 'saves' folder.
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Contains data (c) Defra (OGL) and Open Street Map (CC-BY-SA)
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Finländska elever presterar fortsättningsvis bra i matematik men deras inre motivation till ämnet är klart under medelnivån för OECD-länderna. Det finns ett konstaterat samband mellan intresse och prestationer, och att höja elevernas intresse vore därför viktigt. Användningen av dataspel i undervisningen möjliggör just detta då det kunde höja elevernas motivation och intresse. Det finns en del tidigare forskning om hur dataspel påverkar inlärningen, men eftersom området fortfarande är relativt nytt finns luckor att fylla. De övergripande resultaten inom området inlärning genom dataspel är positiva och lovande. Tidigare forskning visar att användningen av dataspel i matematikundervisningen har en positiv inverkan på elevernas prestationer. Man har också kunnat konstatera att användningen av dataspel i undervisningen påverkar elevernas attityder till ämnet positivt, men forskning om hur specifika affektiva faktorer som intresse, självuppfattning och matematikångest påverkas saknas. Syftet med avhandlingen är att undersöka effekten av dataspelet MinecraftEdu på finländska studerande inom yrkesutbildningen. Forskningsfrågorna som avhandlingen utgår ifrån är följande: Hur påverkar användningen av MinecraftEdu i matematikundervisningen låg- och normalpresterande studerandes 1) matematiska färdigheter, 2) intresse för matematik, 3) matematiska självuppfattning och 4) matematikångest? Forskningsmetoden är kvantitativ och datainsamlingen har genomförts med hjälp av en webbenkät och det standardiserade testet RMAT samt 8 problemlösningsuppgifter. Respondenterna bestod av andra årets studerande inom den finländska yrkesutbildningen. Experimentgruppen som bestod av studerande inom datanomutbildningen undervisades med hjälp av dataspelet Minecraft. Kontrollgruppen, bestående av studerande inom utbildningen för fordonsmekaniker, undervisades traditionellt. Data samlades in vid två tillfällen, före och efter avslutad kurs. Som analysmetod valdes en kovariansanalys. Resultaten av undersökningen tyder på att användningen av MinecraftEdu kan ha positiva effekter på studerandes matematiska färdigheter, speciellt problemlösningsfärdigheter. Resultaten tyder också på att lågpresterande studerande kan gynnas av undervisning genom MinecraftEdu, speciellt med tanke på matematiskt intresse och matematiska färdigheter. Skillnaderna mellan grupperna var dock inte signifikanta och resultaten kan därför inte generaliseras. Resultaten ger däremot en uppfattning om vilken effekt den här typen av undervisning kan ha.
Resumo:
The purpose of the current dissertation is to identify the features of effective interventions by exploring the experiences of youth with ASD who participate in such interventions, through two intervention studies (Studies 1 and 2) and one interview study (Study 3). Studies 1 and 2 were designed to support the development of social competence of youth with ASD through Structured Play with LEGO TM (Study 1, 12 youths with ASD, ages 7–12) and Minecraft TM (Study 2, 4 youths with ASD, ages 11–13). Over the course of the sessions, the play of the youth developed from parallel play (children playing alone, without interacting) to co-operative play (playing together with shared objectives). The results of Study 2 showed that rates of initiations and levels of engagement increased from the first session to the final session. In Study 3, 12 youths with ASD (ages 10–14) and at least one of their parents were interviewed to explore what children and their parents want from programs designed to improve social competence, which activities and practices were perceived to promote social competence by the participants, and which factors affected their decisions regarding these programs. The adolescents and parents looked for programs that supported social development and emotional wellbeing, but did not always have access to the programs they would have preferred, with factors such as cost and location reducing their options. Three overarching themes emerged through analysis of the three studies: (a) interests of the youth; (b) structure, both through interactions and instruction; and (c) naturalistic settings. Adolescents generally engage more willingly in interventions that incorporate their interests, such as play with Minecraft TM in Study 2. Additionally, Structured Play and structured instruction were crucial components of providing safe and supportive contexts for the development of social competence. Finally, skills learned in naturalistic settings tend to be applied more successfully in everyday situations. The themes are analysed through the lens of Vygotsky’s (1978) perspectives on learning, play, and development. Implications of the results for practitioners and researchers are discussed.
Resumo:
"An alphabetical arrangement of the ships of the Continental and United States Navies, with a historical sketch of each one."
Resumo:
The purpose of the current dissertation is to identify the features of effective interventions by exploring the experiences of youth with ASD who participate in such interventions, through two intervention studies (Studies 1 and 2) and one interview study (Study 3). Studies 1 and 2 were designed to support the development of social competence of youth with ASD through Structured Play with LEGO TM (Study 1, 12 youths with ASD, ages 7–12) and Minecraft TM (Study 2, 4 youths with ASD, ages 11–13). Over the course of the sessions, the play of the youth developed from parallel play (children playing alone, without interacting) to co-operative play (playing together with shared objectives). The results of Study 2 showed that rates of initiations and levels of engagement increased from the first session to the final session. In Study 3, 12 youths with ASD (ages 10–14) and at least one of their parents were interviewed to explore what children and their parents want from programs designed to improve social competence, which activities and practices were perceived to promote social competence by the participants, and which factors affected their decisions regarding these programs. The adolescents and parents looked for programs that supported social development and emotional wellbeing, but did not always have access to the programs they would have preferred, with factors such as cost and location reducing their options. Three overarching themes emerged through analysis of the three studies: (a) interests of the youth; (b) structure, both through interactions and instruction; and (c) naturalistic settings. Adolescents generally engage more willingly in interventions that incorporate their interests, such as play with Minecraft TM in Study 2. Additionally, Structured Play and structured instruction were crucial components of providing safe and supportive contexts for the development of social competence. Finally, skills learned in naturalistic settings tend to be applied more successfully in everyday situations. The themes are analysed through the lens of Vygotsky’s (1978) perspectives on learning, play, and development. Implications of the results for practitioners and researchers are discussed.