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dc.contributor.advisorWang, Alf Inge
dc.contributor.authorHoang, Tintin Trong
dc.date.accessioned2015-10-06T08:31:14Z
dc.date.available2015-10-06T08:31:14Z
dc.date.created2015-06-19
dc.date.issued2015
dc.identifierntnudaim:13724
dc.identifier.urihttp://hdl.handle.net/11250/2352345
dc.description.abstractThe goal of this research was to explore how game modes that are based on reaction and completeness affect players enjoyment, learning, engagement, concentration, motivation, emotional involvement and social experience. It also discusses which one of the game modes had the greatest impact on these properties. To explore these game modes, a functional prototype of a quiz game called "Quiz-a-tron" was developed. After testing the game modes on students the results where summarized and analyzed. This thesis also briefly discuss the process of using HTML5, Node.js, Socket.IO, Express.js, JavaScript, and other state of the art technology for creating knowledge-based games.
dc.languageeng
dc.publisherNTNU
dc.subjectDatateknologi, Software
dc.titleSocial Game-based Classroom Applications
dc.typeMaster thesis
dc.source.pagenumber81


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