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Computer Games as a New Media Phenomenon
Rylich, Jan ; Chýla, Roman (advisor) ; Šisler, Vít (referee)
Computer Games as a New Media Phenomenon Jan Rylich 1 1 [ T H E S I S ] Jan Rylich Abstract: This thesis is focused on the development of computer games and video games, evolution of gaming and game technologies and their impact on our society. In addition to an important historical context and practical and theoretical analysis of game genres and potential of games, key chapters of this thesis are devoted to the importance of games and their impact on various aspects of our lives, from economic and demographic factors to influence on our culture and contemporary art. This thesis also aims to introduce computer games and video games in the context of "neglected media" and the theory of "remediation".
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New media as a tool for student's motivation for learning
Hampacherová, Monika ; Šisler, Vít (advisor) ; Šlerka, Josef (referee)
The diploma thesis is concerned with the subject of video game education. The goal of this thesis is to confirm or to disprove the following research hypothesis: "Using new media in formal education has positive or at least neutral impact on student's motivation for learning in comparsion to conventional educative methods" by using both qualitative and quantitative empirical methods. For practical research within the thesis I have chosen Czech educational digital game Europe 2045. The theoretical part introduces current use of new media in education, interactive learning and digital game-based learning and theories of motivations for learning as well as analysis of current digital game-based learning research.
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Use of computer simulations in medical education
Hübnerová, Iveta ; Šisler, Vít (advisor) ; Slussareff, Michaela (referee)
The diploma thesis deals with the method of using computer simulations in education, with a focus on medicine. It also presents possible usage of computer simulations in other fields. The thesis presents possible usage of computer simulation to support the education, analyses of effective approaches and possible barriers that may arise during the implementation. Practical research is based on qualitative analysis of current situation of using simulations at medical faculties in the Czech republic. Powered by TCPDF (www.tcpdf.org)
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Computer Games as a New Media Phenomenon
Rylich, Jan ; Chýla, Roman (advisor) ; Šisler, Vít (referee)
Computer Games as a New Media Phenomenon Jan Rylich 1 1 [ T H E S I S ] Jan Rylich Abstract: This thesis is focused on the development of computer games and video games, evolution of gaming and game technologies and their impact on our society. In addition to an important historical context and practical and theoretical analysis of game genres and potential of games, key chapters of this thesis are devoted to the importance of games and their impact on various aspects of our lives, from economic and demographic factors to influence on our culture and contemporary art. This thesis also aims to introduce computer games and video games in the context of "neglected media" and the theory of "remediation".
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The use of new media in formal education: A case study of design of the historical simulation
Lekovski, Michael ; Šisler, Vít (advisor) ; Šlerka, Josef (referee)
Thesis was developed as a model specification for a design of historical simulation applied in formal education. The text is divided into two main parts: The theoretical part summarizes findings about the role of new media in e-learning and its potential enrichment for gamification elements. Also mentions computer game as a research subject and points to the game mechanics that can be used in formal education to a successful application DGBL - Digital Game-Based Learning in this process. Practical part presents case study of a model specification that is based on the real project: 'Stories from the History of Czechoslovakia: Research and experimental development of software simulations to teach the history of the Czech lands in the 20th Century", solved by Faculty of Arts and Facility of Mathematics and Physics of Charles University and Institute of Contemporary History of Academy of Sciences of Czech Republic in Prague in 2011- 2014. In this section are addressed by specific examples of model applications of gamification elements with a view to achieving the educational goals of teaching simulation.
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The posibilities of using principles of computer games for improving business function
Vitvar, Jakub ; Pecinovský, Rudolf (advisor) ; Rais, Aziz (referee)
The purpose of this work is to analyze current options in using computer games and its elements for improvement of the firm. This work proposes term and its definition, that covers all the possible options of implementing games and its elements in to the business. The following part addresses all the elements, describing individual elements and its fundamental principles. The last part of this work is a proposal of possible implementation of these methods into the educational processes at the University of Economics in Prague.
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