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5232 Uppsatser om Boys experiences of digital games - Sida 11 av 349
Inställningen till ämnet Idrott och hälsa : En undersökning av attityder bland invandrarelever och svenska elever i grundskolan
The purpose of my work is to study what attitude pupils with immigrant background as well as native pupils have towards the subject Physical Education (PE). An other purpose with my work is to contribute in a way that all newly graduated PE teachers think of making the subject PE to a subject that all pupils regardless gender or background can get advantage of.During the whole work I compare pupils with immigrant background to native pupils and boys to girls. The reason why I compared boys to girls is that I want to study how satisfied girls are compared to boys when it has to do with the subject PE. I consider that boys take more and more space in PE lessons.The method I have used is both interviews and surveys. I chose a school in Stockholm.
Folkbibliotek och TV-spel: En kvalitativ studie av hur införandet av TV-spel på svenska folkbibliotek relaterar till införandet av andra nya medier.
The aim of this thesis is to study how the recent introduction of video games in Swedish public libraries compares to past introductions of other medias, namely music records, sequential art, manga (Japanese comics), and films on video. In what ways does the introduction of video games differ from the other examples of introductions and in what ways are they alike? In what manner have the medias been introduced? How does the librarians views on video games differ from their views on other medias? The purpose of doing this is that by investigating how new medias have been evaluated in the past, we might gain an understanding of how the introduction of video games links into that tradition. Theoretically, this thesis is grounded in Sanna Talja?s theory of the interpretative repertoires of the music library.
Dataspelsarvet - klassiker och kanonisering
This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.
Genusskillnader i förskolans olika miljöer. : En undersökning om hur pojkar och flickor behandlas/bemöts olika i förskolan.
One of the importent things that preschool has to learn are to treat each other as different individuals. That´s why It´s sp importent that we as pedagogues are aware of the fact that boys and girls are treated different so we can act of our experiences and learn to concentrate on the childrens individuals. We as adults have to set a good exampel.The aim of this stydy was to find out if the pedagogues treat the children different because of their gender. The purpose was also to se if there were any differences when the children were indoor or outdoor. This study is based on eight observations at two preschools in different activities outdoor and indoors the preschool.
Flickor och pojkar i barnbokens värld: en studie om genus
The purpose with this qualitative text analysis was to study how the sex roles of children are presented in children's books published in 2004 in comparison with children's books published 1972-74. The focus was to find patterns and differences. The study embraces eight books intended for children aged 5-9.The main results of the study showed that the girls were described to have a greater bent to take care, while the boys in general were more aimed to perform and achieve. In both today's and the books from the 70´s, the boys were described as aggressive and independent and the girls were often looked upon as princesses by fathers and boys. Violent rowdy behaviour was the essential thing among boys in especially the books from the 70´s.
Kvinnligt+flicka/manligt+pojke=traditionella könsmönster : en semiotisk bildanalys av grundskolans tidigare års matematikböcker
This essay focuses on the pictures in mathematics books for elementary school. The purpose was to see if images in mathematics books for elementary school show traditional gender roles.The aim of the essay has been broken down into following research questions:Vilka färger förknippar de olika matematikböckerna till pojkar/män respektive flickor/kvinnor?How many times were girls/women and boys/men illustrated in the mathematics books?What behavior is associated with masculinity and femininity?Which colours are associated with boys/men and girls/women in the mathematics books?I used a semiotic image analysis method to study the pictures presented in the mathematics books. The theories in this essay were used to see how society makes girls become girls and boys become boys and in what ways the genders are portrayed in relation to each other. In addition, the theories include the question of whether a specific colour is given to a specific gender? The analysis evidently confirmed that the images in the mathematics books demonstrated traditional gender roles.
Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten
In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.
Spela dataspel på biblioteket? ? En argumentationsanalys av bibliotekariers blogginlägg om dataspel i biblioteksverksamhet
This paper discusses how ten blogs written by librarians talk about using games in the library. What do they talk about and what are their arguments for using games as a learning tool, and what does this say about their views on the library?s role in society?It is examined by using argumentation analysis together with a model for identifying different roles within the library on the blog themselves. By identifying the most important arguments used and placing them within the model, the paper aims to see how the bloggers view the library as a whole and as a part of society.It showed that the reasoning among the librarians varies, but most emphasis was on seeing the library as a meeting space together as an inspirational space, and the use of games can greatly help with that. Especially when viewing the library as a meeting space with room for everyone regardless of their interests..
Barns möten med interaktiva medier
This essay deals with children?s and adolescents? use of interactive media as a tool for doing relations with each other. The purpose is to increase the understanding of the impact interactive media has on pupils? relations and identity development both in school and on their spare time. The school system?s mission is not only to teach formal knowledge and facts but also to train children?s social skills and abilities.
Digital Humaniora Pedagogik : Digitalisering av text och konsekvenser för lärande
Den här studien undersöker hur förutsättningar för lärande förändras genom digital humanities.Utgångspunkt för lärande hämtas ur designteoretiskt multimodalt perspektiv. Teoretiskutgångspunkt för att uppnå förståelse inom digital humanities är hermeneutisk teori. Studien hargenomförts med den öppna metoden litteraturanalys och analyserar antologin DigitalHumanities Pedagogy: Principles, Practices, Politics. Studien belyser digital humanities utifrånolika kunskapsskapande aktiviteter inom lärande och hur lärande kan främjas genom digitalaverktyg och inlärningsmiljöer. Studien belyser exempel på hur digital humanities ställer nyakrav på undervisning och den lärande samt att digitala öppna universitet med fri tillgång tillmaterial och undervisning, förändrar förutsättningarna för institutioner..
Att överföra en turordningsbaserad spelprototyp till realtid : ett projekt rörande Victorious Skies och dess utveckling
This project details the process of converting and transferring a turn-based paper prototype to a digital real-time format. The projects goals were to see how well the original feeling could be transferred to real-time and how the transition itself went. The project have been completed with the help of the programmer Mikael Gullberg. The practical part of the project was executed between the dates of 25/4 ? 2/5.
Digital kommunikation i förskolan : En kvalitativ fallstudie om hur digitala medier kan anvä?ndas fö?r kommunikation mellan hem och fö?rskola
This study aims to research how digital media can be used for communication and information management between teachers at preschools and children?s homes. To get an understanding of this we have investigated which channels are being used and for what purposes. The interest has also been to explore preschool teachers and caregivers? attitudes towards digital communication in preschools.A qualitative case study of comparative nature has been conducted, where two preschools were selected because of their use and non-use of digital media for communication with caregivers.
Hur skapas genus i postorderkataloger? : Flickor och pojkar i visuella media
A B S T R A C TP U R P O S E / A I M : The main objective of this essay is to investigate the difference of visual representation between girls and boys in two mail order catalogues - Ellos and La Redoute. I want to examine how girls and boys interact in the pictures of the catalogues and what kind of activities are going on. Do these activities differentiate between the girls and the boys? Does the representation differ if the children are in a group or by themselves? A second objective is to compare these representations between the two catalogues.M A T E R I A L / M E T H O D : Two mail order catalogues are used, Ellos (Swedish) and La Redoute (originally French). The material consists of 345 pictures of children.
Så mycket på spel. En studie om spels narrativa förmåga och funktion i skolan
The purpose of this essay is to investigate and discuss the current state of game research and its potential usage in didactic situations. The essay is divided in two parts. Part one consists of an attempt to comment preceding contemporary game research and address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to form theories for a general understanding of the media. This is a useful method as long as the purpose of the study is to define how game mechanics and layout are formed.
Barns sociala samspel vid användning av digitalteknik i förskolan
The use of digital technology in preschool has been a question aboutif it will be used. By the new curriculum for preschool, it now is a question about how it will be used. My experience shows that many pedagogues are still afraid that the children will miss the interaction whit other children when they are using digital technology.The aim of the study is to see if it is social for the children to use digital technology in preschool.This study is made by inquiry, qualitative interviews and observations.My result shows that children are social active with each other while using digital technology. Turn taking and time determines who will play and what the conditions are. The thesis concludes that children perform social interaction when using digital technology.