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3828 Uppsatser om Computer-supported Collaborative Learning (CSCL) - Sida 21 av 256
Medielek och digital kompetens i en förskolekontext : Design för meningsskapande
The aim of this thesis is to make a contribution to the field of design oriented theory, regarding young children and their way to digital competence. My research question is: How can a preschool with a certain pedagogical ICT-design give the children affordances for media play and for developing a digital competence?The European Parliament points out digital literacy as one of the Key Competences for life long learning. A digital competence is built on basic ICT (Information and Communication technology) skills. Skills you can develop any time during life, weather you are young or old.
Fyra elevers upplevelser kring grupparbeten
The purpose of this study is to investigate four students in grades six by interviewing them. It will find out how they personally perceive their own learning in group work and why they work in groups. In my investigation, I will rely on these two questions:How do my subjects reflect on their own learning during group work?Why do my subjects think that they work in groups?For my study, I selected four students from the same school, two girls and two boys, who are 11 to 12 years old. The interviews were individual because I wanted to get a deeper view of how students perceive their own learning in groups and why they are working with a group of other students.
Livslångt och lustfyllt? : En utvärdering av konstpedagogiskt lärande
SummaryIt is inspiring to see museum visitors evolve and develop through art exhibitions. Great potential lay in facilitating the learning experience by art exhibitions, and the possibility of designing exhibitions that make visitors attracted to learn. The purpose of the present work is to study the means of creating favorable conditions for lifelong and enjoyable learning in art exhibitions. The concept of learning has multiple definitions, and several have been used effectively in various ways in preceding works. The underlying principle of this work is that visitors learn by actively processing information in their own minds and through experiences. The term lifelong learning is often associated with employability and adaptability.
Computer Modelling of the Influence of Surface Topography on Water Repellency and a Study on Hydrophobic Paper Surfaces with Partly Controlled Roughness
A computer model based on minimization of the free energy, capable to predict contact angles and spreading transitions between Wenzel and Cassie mode for drops placed on surfaces with different topography were implemented in matlab. Simulations were compared with experiments documented in the literature. These showed that reported transitions between Cassie and Wenzel mode can be explained by minimization of the free energy. In this report, a study on the possibility of constructing water repellent paper surfaces with a combination of treatment with octadecyltrichlorosilane and topography changes, is included..
Implementering av entreprenöriellt lärande
The implementation problem refers to the situation when political decisions are not implemented as intended by the decision makers. In this thesis I examine how one part of the new school reform GY11 has been implemented in Social Science in high school in Sweden. The part that interests me is entrepreneurial learning. Using implementation theory, and the actor properties understand, can and will, as described by Lennart Lundquist, I have interviewed five high school Social Science teachers in Malmö and Lund. The result was that they all understood the concept of entrepreneurial learning.
Hiphop : Kunskap, språkutveckling och ett lustfyllt lärande
The purpose of this study is to investigate the educational opportunities that exist within hip hop music, i.e. to highlight the possible strengths and opportunities in informal learning. The aim was to answer the following questions:In what way do young people acquire knowledge through music?How can hip hop music affect language learning / vocabulary?How can hip hop motivate and support young people in school?The study was based on qualitative semi-structured interviews with six youths, three hip hop directors and a well-known researcher who has investigated that Hip Hop pedagogy.The results show that there are many benefits of learning that takes place in the context of hip hop music; from my informants? statements one can accordingly see the role of hip hop music plays in the absorption of knowledge. The conclusion is that hip hop music can lead to alternative learning about politics and society, as the music often deals with various social conditions and policy issues.
IKT i skolan : Hur några pedagoger och barn ser på IKT i skolan utifrån Arne Tragetons modell Skriva sig till läsning
In this essay, I have examined what has been studied and presented in the theory of ICT in schools. I have based my theory on Arne Trageton?s book Att skriva sig till läsning ? IKT i förskoleklass och skola (2005) and theories on children?s reading and writing development.The purpose of this study is to determine how teachers and children experience teaching with Trageton?s ICT-based model Att skriva sig till läsning and whether the model is beneficial for children's first reading and writing.Through qualitative interviews with two pedagogues from the same school and some children from first grade, I have received answers to my two questions:How do pedagogues and children experience ICT-based teaching in the context of children's first reading and writing?How do pedagogues experience the reading and writing development in first- and second-language students when using ICT-based teaching?The results showed that both pedagogues and children were positive about the model in which the computer was used as a writing tool in learning to read and write. The teachers felt that the model was suitable for all children according to their conditions.The children saw the writing as very enjoyable. For the ICT-based teaching to work properly, the technology has great significance.
Pedagogiskt arbete på folkbibliotek. En hermeneutisk studie av Biblioteksbladet under trettiotalet, sextiotalet och nittiotalet.
The aim of this masters thesis is to examine how the educational work of the Swedish public library was regarded in the Swedish library journal Biblioteksbladet at three different periods of the twentieth century, i.e. the thirties, the sixties and the nineties. Using a theoretical framework from the field of professionalization and a methodological framework of hermeneutics, it is shown that the educational work of the thirties can be described as having a focus on free learning whereas the educational work of the sixties can be described as having a focus on public utility. The educational work of the nineties focuses on the information seeking process of the user. It is noted that this development during the century can be understood as a shift of the cognitive authority of the public librarians.
Likhetstecknet - Att öka förståelsen i förskoleklass med hjälp av Learning study metoden : Ett laborativt arbetssätt där till och med namn kan väga jämnt!
Syftet med denna empiriska studie är att undersöka hur lärare kan erbjuda möjligheter för 6-åringar att vidga sin förståelse av likhetstecknets innebörd. Undersökningen är inspirerad av Learning Study metoden vilket är en metod som har sin utgångspunkt i variationsteorin. Barnens initiala förmågor analyseras före planeringen av undervisningen och det ger en uppfattning om barnens kunskaper. Utifrån det planeras lektionerna och de aspekter som är de mest kritiska för barnen lyfts och på så sätt utvecklas deras kunskap. Vår slutsats är att det är viktigt att arbeta utifrån ett variationsinriktat lärandeperspektiv.
Change Lab : Att arbeta med lärande förändring
In order to be able to change, to maintain competitiveness as a company in a world where rapid changes is part of the daily life, it is crucial to have knowledge and methods in how to change. One method, originally developed in Finland, is the Change Laboratory. This method is said to be efficient, not only concerning change aspects but also learning, since change and learning in this method is intertwined. This Master Thesis (20p.) tells about the process of conducting a Change Laboratory with a Swedish high-tech company and analyses factors in the process that makes change possible..
Att skriva utan penna : En studie av datorns betydelse för skrivande på gymnasienivå
The purpose of this study is to investigate how important computers are for text production in upper secondary school level, and to find out what attitudes some students have towards computers in writing classes. I have let 44 students in the Swedish gymnasium course Swedish B write an argumentative essay. Half of the group wrote using paper and pencil, and the other half used computers. The essays were graded, and the language and length of the texts were analyzed. The students also filled in a questionnaire with questions on computer aided writing classes.The results showed that the texts that were written with computers contained a significant larger amount of words and fewer spelling mistakes.
Implementation av ett interface till Emotiv Epoc
The eld of Brain-computer interfaces (BCI) concerns linking together an external device with the brain of a human or an animal. By doing this the conventional use of a mouse or keyboard can be circumvented, which can greatly benefit people with different types of diseases that cause paralysis or other loss of motor control, such as Amyotrophic lateral sclerosis (ALS). A BCI can also be used for cognitive training of either healthy or mentally impaired subjects to increase cognitive capabilities.In this thesis an implementation of an interface is made against such a device, the Emotiv EPOC Headset. The result is meant to be a stable basis for further study using the device. An in-depth study of the history of EEG and its current use in clinical work and research in the topics of BCI as well as Human-computer interaction (HCI) is presented.
Hur ser män på kvinnliga karaktärer i dataspel? : En kvalitativ intervjuundersökning
My choice of topic for this essay is the habits of television and computer gaming among young men; mostly their opinion of male and female objectives. My vision of this, being a woman, I often think of the possibilities men have of choosing games where the female characters, in my opinion, often are exposed in a degrading way. To my help I have earlier works on the topic by media scientist Mary Flanagan as the leading authority. She writes much of the character of Lara Croft, and the way she could be an icon for the computer gaming girls of today, despite she is having a stereotypical body shape. I even want to briefly share my thoughts of the always imminent discussion about media panicking; and whether gaming giving the players positive or negative influences.
Sjuksköterskestudenters tillfredsställelse med lärandemiljö och handledning inom verksamhetsförlagd utbildning : En jämförelse mellan två handledningsmodeller
Det föreligger ett ökat behov av placeringar inom sjuksköterskeutbildningens verksamhetsförlagda utbildning. Syftet med den här interventionsstudien är att kartlägga sjuksköterskestudenters tillfredsställelse med lärandemiljön och handledningen i två olika handledningsmodeller. Interventionsgruppen (IG) handleds i par av en handledare i en studentsal, s.k. peer learning och kontrollgruppen (KG) enligt traditionell handledningsmodell. För datainsamlingen har en validerad enkät, CLES + T (Clinical Learning Environment, Supervision and Nurse Teacher evaluation scale) använts.
Vi kallar personlighetstypen för kreativa dagdrömmare : En kvalitativ studie av professionellas erfarenheter och åsikter kring ungas dataspelsproblematik
Dataspelsproblematik är ett eskalerande problem som har visat sig påverka många unga människors utveckling och välbefinnande. Syftet med denna studie var därför att undersöka ungas dataspelsproblematik, vilka konsekvenser ett överdrivet dataspelande medför samt vilken behandling som ges till unga med dataspelsproblematik. Empirin erhölls genom kvalitativa intervjuer med professionella som arbetar med denna typ av problematik vid verksamheterna Game Over och Theory in Action. Resultatet visade att dataspelsproblematik idag inte har en bestämd definition och att det är ett problem som inte är tillräckligt uppmärksammat. Synen på orsaker till dataspelsproblematik hos unga är komplext då det kan tänkas bero på många olika faktorer.