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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorVeltkamp, R.
dc.contributor.advisorOorstendorp, H. van
dc.contributor.authorFonseca Folhadela Lopes de Moura, P.
dc.date.accessioned2019-05-27T17:00:49Z
dc.date.available2019-05-27T17:00:49Z
dc.date.issued2019
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/32686
dc.description.abstractThis study was performed in a Portuguese school, for students of age eleven, to research the effects of competition in semantic decoding ability of students. More specifically, using a video-game as a tool to enhance motivation, BattleQuiz (a quiz style game, from Liftov), students were trained in semantic decoding ability. We compared the results of two groups of students, that played the game with and without the influence of competition, with a third control group throughout two phases of different questionnaire games. No significant differences were found in semantic decoding. Therefore it would be necessary to perform further research in order to draw further conclusions on this matter. Due to this fact, the study has to be seen as a pilot study and the need for changes in a future study are discussed in this report together with the development of a new game app that can be used in the next study.
dc.description.sponsorshipUtrecht University
dc.format.extent754648
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleAssessment of the effects of challenge in the semantic decoding ability in a Videogame
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsSerious Games, Gamification, Education, Learning, Semantic Decoding, Elaboration, Quiz, Development
dc.subject.courseuuGame and Media Technology


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