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5232 Uppsatser om Boys experiences of digital games - Sida 12 av 349

Utsatthet för mobbning inom skolämnet idrott och hälsa

The aim has been to see if physical education (PE) is more an arena for bullying than swedish language education, in a swedish urban school. Furthermore to get an insight in the students sense of exposure to bullying in the locker room and during PE class. In the purpose is also included to analyse the answers in a gender perspective.Questions are: Is PE to wider extent an arena for bullying compared to swedish language education? Is the students? opinion that they feel worried about being and changing clothes in the locker room due to other students bad intentions? Do the students think that boys and girls bully in different ways?The method used is a questionnaire answered by 69 students in seventh and eighth grade in Åsö compulsory school. Furthermore, interviews has been made with a boy, a girl at the school and a teacher in PE to get a deeper insight above the questionnaire.Results of the study showed that the students to a wide extent, 100 % of the girls (g) and 89 % of the boys (b) thought that bullying can look different between PE and swedish language class.

Digital kompetensportfolio för designkompetens : - Hur kan en digital kompetensportfolio sto?dja utveckling och      synliggo?rande av designkompetens

Digitala kompetensportföljer ökar i popularitet och deras användningsområde har under de senaste åren ökat. En digital kompetensportfölj kan demonstrera en individs framsteg, prestationer och hjälpa till att visa upp hur väl en student behärskar den kompetensen som krävs inom ett visst yrkesområde. Forskning pekar på att designkompetens och designförmåga är någonting som är svårt att fånga samt förmedla då en stor del av en designers designprocess genomförs inne i huvudet på designern. Jag har genom en kvalitativ studie, intervjuat olika roller gällande deras tankar om hur designkompetens kan utvecklas och synliggöras. Studien resulterade i riktlinjer hur en digital kompetensportfolio kan stödja utveckling och synliggörande av designkompetens..

En undersökning av lärarnas genusmedvetenhet : En enkät och intervjuundersökning om lärarens föreställningar och uppfattningar om genus och om det påverkar deras genusmedvetenhet

The law of 2006 about Equal treatment, has been put in place to stop discrimination of students, example based on their gender. The law has an important function to increase the equality of opportunity between girls and boys in school. Therefore the teacher has an imported roll for raising the equality of opportunity between girls and boys in school. That?s why it?s imported to work gender awareness.

Läs: spela!

Abstract Svanvik, Robin (2013). Läs: spela! En jämförande studie av elevers uppfattningar om datorspel, skönlitteratur och lärande. Svanvik, Robin (2013). It Reads: Play! A comparative study of students' beliefs about computer games, fiction reading and learning. This essay is part of a masters degree of pedagogy and investigates the experiences of 10 high-school students concerning playing computer-games-off-the-shelf (COTS) on the one hand, and reading fictional, printed novels on the other. The aim of this study was to learn more about the students' thoughts about playing COTS and reading novels; also, what differences and similarities there might be between these activities. Furthermore, I wanted to know what they thought they might learn from these activities. The theoretical point of departure for the study is twofold: Firstly, a theory of learning as expressed by Illeris (2007) and, secondly, a sociocultural perspective on learning, represented by Säljö (2000, 2005/2010) which includes the educational benifit of both playing COTS, represented by Gee (2007), and reading fiction, represented by Probst (1990) and Langer (1995). The method used in this study is mainly qualitative by nature.

Genus i det kreativa arbetet

The purpose of this work was to observe fifth grade students in their creative work, how they act and how gender roles appear in the creative work. The background to this work is that I want to examine whether there is any difference in gender roles, when students are working creatively and on their compliance with, the sexes, typical similarities and differences that exist.Observational study showed that girls and boys in the class I observed, in general, has followed traditional gender patterns that exist in our society. With typical gender patterns, I mean that girls are expected to be quiet, talented and helpful and the boys are expected to speak loud and more often than the girls. The girls were, on balance, quieter and more tranquil than the boys who had difficulties to sit still and wanted to be seen and heard more widely..

?Ibland kan det vara bättre att hålla tyst helt och hållet? - En studie av blame games och ansvarsutkrävande i media i samband med Saudiaffären

Titel: ?Ibland kan det vara bättre att hålla tyst helt och hållet? - En studie av blame games och ansvarsutkrävande i media i samband medSaudiaffärenFörfattare: Malin Blidkvist och Anna LovéusUppdragsgivare: Bengt Johansson, JMG, Göteborgs UniversitetKurs: Examensarbete i Medie- och kommunikationsvetenskap,Institutionen för journalistik och masskommunikation (JMG) vid Göteborgs UniversitetTermin: Vårterminen 2012Handledare: Nicklas Håkansson, JMG, Göteborgs UniversitetSidantal/Antal ord: 58 sidor/16 775 ord (inklusive bilaga)Syfte: Syftet är att undersöka medias roll i samband med ansvarsutkrävande i Saudiaffären, med fokus på tidningsrapporteringen.Metod: Kvalitativ innehållsanalysMaterial: Vi har analyserat artiklar rörande Saudiaffären som är publicerade i fyra olika tidningar under mars månad 2012. Materialet är hämtat från Retrievers mediearkiv och framtaget med på förhand definierade sökord.Huvudresultat: Media bidrar till skapandet av blame games och är en del av att de kan fortgå men kan inte skapa ett blame game utan att det i?verkligheten? skett något som ger upphov till ansvarsutkrävande.Media och ?verkligheten? är därför beroende av varandra när det gäller skapandet och fortgåendet av blame games..

Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.

The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.

Manlighet i mellanstadiet : En kvalitativ studie om maskulina ideal bland pojkar i mellanstadiet

The aim of this study has been to examine, describe and analyze how masculinities can be represented and understood among boys in a Swedish primary school context. The study was conducted within a school located in a small community on the country side. Through the use of a qualitative research design we interviewed 13 boys from the fifth grade of this school, who all got to express and reason their perspectives of what it meant to them to be a boy in primary school and how that could impact their social life. For a wider understanding of the different dimensions of masculinity we used R.W. Connell's (2008) theoretical framework, hegemonic masculinity, which implies that there are multiple definitions of masculinities that are constructed in relation to each other in a hierarchical order.

Filmproduktionsprocesser : En jämförande studie om att filma analogt kontra digitalt

The art of producing films have been around for more than a century and the technology just continues to evolve. But although much has happened in 100 years, there are also processes, theories and practices that look the same now as then. I write this thesis because I want to find the differences between the analogue and the digital way of production. This study is based on a qualitative approach because my ambition is to seek the views concerning film production processes. The advantages of analogue film is that it contains more information than the digital formats and that it has a more cinematic style.

Optimala strategier för whist

Whist is one of the most played card games of the world. Though there have been many studies made in the field of game theory, whist is still somewhat of an unchartered territory. In this thesis some methods to obtain an optimal strategy for whist are discussed. Whist belongs to a group of games called logical games. For this group there exists algorithms which result in an optimal strategy.

Självskadebeteende : Bemöter kuratorer ungdomar med självskadebeteende omedvetet olika?

The aim with this study was to learn about the experiences of field workers and welfare officers in the field of possible self-harm behavior among young people.Our problem was: Do field workers and welfare officers treat young people with deliberate self-harm differently and - How do field workers and welfare officers describe deliberate self- harm?Our study was conducted through qualitative semistructured interviews with twelve interviewee?s.The result of this study shows that there is a difference in how young people with self-harm behavior are being treated - based on their gender.One possible cause for this result could be the old tradition mindset of viewing boys and girls differently ? and thus, treating them differently when they seek help.Our study shows there is a possibility of treating boys and girls differently ? which shows that we made a thought-provoking point.

Att undervisa och bedöma idrott och hälsa : Undervisning & betyg ur ett genusperspektiv

This essay has it purpose to view the assessment and grading in physical education in the Swedish school. Recently published reports from skolverket prove that boys have higher grades in the physical education than girls. Some mean that the reason of this is that the teachers don´t follow the curriculum. The problems we chose to examine are how much do teachers know how to use and connect the curriculum to their teaching? How much of the information and criterion in the curriculum do the teachers use to grade their pupils? And most importantly we wanted to examine why boys gets higher grades then girls, when the curriculum doesn?t seem to suit boys any better than girls.We have interviewed teachers in a certain district and our study shows that the teachers have good knowledge about the curriculum.

Inte bara producent för gästens upplevelse utan även för den egna: Hur Piteå Summer Games lagvärdsutbildning kan använda sig av upplevelseproduktion

Piteå Summer Games är en av de största internationella fotbollsturneringarna för barn och ungdomar i Europa och den näst största i Sverige. Turneringen har spelats årligen sedan starten 1990. För att turneringen ska kunna genomföras krävs idag 1650 ideellt arbetande funktionärer inom olika ansvarsgrupper. En av dessa ansvarsgrupper, värdgruppen, tar hand om de utländska lagen som besöker turneringen. De senaste åren har gruppen, till och från, haft svårt att få ihop tillräckligt med lagvärdar för att nå Piteå Summer Games strävan efter att varje lagvärd endast ska behöva ta hand om ett lag och dessutom inneha språkkompetens som matchar lagets.

Rollspel som pedagogiskt verktyg i fritidshemmet, En studie om m?jligheter och utmaningar.

This thesis examines how role-playing games can be used as an educational tool in after-school programs and identifies the challenges and opportunities perceived by both students and teachers. The study is based on qualitative methods, with interviews with after-school teachers and children in after-school programs with their observations of role-playing activities in a municipality. The results show that role-playing games promote social development, creative thinking, problem-solving, and language development. Students reported increased motivation and engagement, while teachers observed improved relationships and an inclusive environment where students could explore different roles and perspectives. The research links these findings to previous studies that highlight the potential of role-playing games to develop empathy, collaboration skills, and critical thinking (Daniau, 2016; Trespalacios et al., 2011; Suryani et al., 2020). Furthermore, our findings support the curriculum goals of student influence and situational learning, emphasizing the importance of students' own initiatives and responsibility in educational activities (Lgr22, 2022). The study also identifies challenges, such as teachers' uncertainty about introducing and leading role-playing games due to a lack of expertise.

Att upptäcka det oväntade : En studie av begreppet serendipitet och dess förekomst på det digitala folkbiblioteket

The purpose of this study is to examine if digital public libraries are serendipitous environments. Serendipity in this instance is defined as finding something unexpected and valuable, while searching for something else.A survey was conducted at two Swedish digital public libraries, where the patrons were asked to fill in a questionnaire online. The questions were based on the work on serendipitous digital environments by Lori McCay-Peet, as well as considerations of human factors that could possibly influence serendipity.The result indicate that a majority of patrons experience serendipity at the digital library, although it?s still more common to do so at the physical library or on other web sites. The result also confirms the importance of taking human factors into account when studying serendipity.

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