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3828 Uppsatser om Computer-supported Collaborative Learning (CSCL) - Sida 6 av 256
Individens lärande på arbetsplatsen : En studie av hur formellt och informellt lärande sker och samverkar
Background: Learning is important for companies? existence in today?s society and many studies discuss the importance of life long learning and learning organizations. An increased understanding for how the individual learn at the work place is importance to study to gain an accepting for how learning occurs, both formal and informal. Purpose: The purpose with this study is to describe the process of learning at the work place from an individual perspective, with focus on how formal and informal learning occur and interact. The purpose is also to confirm, contradict or develop existing theories.
Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik
This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.
Community Supported Agriculture (CSA) - en väg mot ökad uthållighet? : en studie av Ramsjö gård
Over the past one hundred years, there has been an increasing globalization and
industrialization of the food systems. As a result, the distance between the production and the consumption of food has increased, both in time and space and in the minds of
people. There is also an increasing concern for the environmental effects of industrial
farming and the long distance transportation of food.
Sustainable agriculture and efforts to build more sustainable food systems has emerged in
opposition to the global food market. The definitions of sustainability usually include
environmental, social and economical aspects. To build more localized food systems is
seen as one way towards increased sustainability.
Socialarbetares syn på datorspelande ungdomar : En intervjustudie om socialarbetares problematisering av ett nytt fenomen
The purpose of our study is to describe and understand whether, and if so, how social workers in school and in social services construct computer gaming adolescents as a social problem. We chose social workers who encounter adolescents with different problems. We have conducted qualitative interviews with vignettes to capture the social workers' reasoning about computer gaming adolescents and how they handle this in their work. The study shows that all social workers we interviewed had encountered adolescents with troubling computer gaming habits. In the study, all agree that computer gaming becomes a problem when it leads to deviant behaviour such as not going to school, staying up all night and so on.
Ung Företagsamhets arbetssätt : Ur pedagogens perspektiv
AbstractThe aim of this paper is to, through interviews, examine what opinions teachers connected to "Ung Företagsamhet" (Young Enterprise, UF) have on the work of UF compared to contractual and traditional learning. The reason for this is to find out if UF´s way of working is successful in a world, where the definition of knowledge constantly changes. Through qualitative interviews the views of four UF teachers are scrutinised. The results of the interviews indicate that UF works in a way, which contains both contractual and traditional learning, where both directions complement each other in different stages of the learning process.Key words: Contractual learning, pedagogical perspective, Young Enterprise, traditional learning.
Mobile Learning för elever med läs- och skrivsvårigheter
Denna utredning visar att förekomsten av mobilapplikationer specifikt riktade till dyslektiker är i det närmaste obefintlig. Dessutom är forskningen på området M-Learning mest inriktad på integrerade M-Learning-system och inte på enskilda applikationer. M-Learning (mobilt lärande) är ett forskningsområde som kan sägas vara en vidareutveckling av E-Learning. Detta är ett växande forskningsområde och med explosionen av smarta telefoner och surfplattor bör för- och nackdelarna med M-Learning kunna utnyttjas i större utsträckning. På uppdrag av Gävle kommun och med handledning av Sogeti har en prototyp mobilapplikation för elever med dyslexi utvecklats för Android-plattformen.
Webbased Timereport system
Webbaserat Tidrapporteringsystem.
Hur använder pedagogerna och barnen datorn i förskola och i förskoleklass?
The purpose with my degree project is to investigate the use of computers within the daily activity in three preschools and one preschool class. I have designed a survey that I distributed to the staff. The purpose of my work is to investigate how a number of preschool teachers and children in a few preschools and one preschool class in a medium-sized Swedish town are using the computer in their activities.My study shows that the computer is frequently used, both of the children and teachers, but also together. The children in my study are using the computer to play games, listen to music, and go into the websitewww.youtube.com, but also in order to write and count. The teachers primarily use the computer to document, check their e-mail and listen to music.
Ett plus ett blir två : Introduktion av likhetstecknet i förskoleklass och årskurs 1
Today there is a shortage of skilled IT-technicians in Sweden. It is approximated that Swedish companies can hire 31 000 IT-technicians in 2015 and the need seems to increase in the coming years. One proposed solution to this problem is to make programming more desirable to youths. In this study we attempt to investigate the effects of an introductory course in computer science on youths? (16-17 years old) in a classroom setting.
Working with Words
A comparative essay between the findings of research and practical methods in the English classroom conserning vocabulary learning in a foreign language..
Elevers samtalsaktiviteter och matematiska lärande då datorer används som läromedel : En litteraturstudie om elevers samtalsaktiviteter och matematiskas lärande då de använder bärbara datorer och handdatorer som läromedel
Under de senaste åren har det skett en integrering av informations- och kommunikationsteknik (IKT), exempelvis datorer, i såväl samhället som i skolans undervisning. Syftet med den aktuella litteraturstudien är att undersöka vilka samtalsaktiviteter som eleverna deltar i då de använder bärbara datorer eller handdatorer under matematiklektionerna, samt att belysa vilka möjligheter och hinder som framträder. Som teoretisk utgångspunkt ligger ett sociokulturellt perspektiv på lärandet där språket, den miljö som eleven befinner sig i och de redskap som används beskrivs som betydelsefulla aspekter för lärandet. I läroplanen förtydligas att elever ska ges möjlighet att delta i kommunikativa samspel och att modern teknologi ska användas så att eleven kan inhämta, lära och utveckla sin förmåga att kommunicera matematik. Tidigare forskning kring matematik visar att elevers kollaborativa lärande och användande av IKT främjar elevernas matematiska kunskaper och delaktighet i samtalet.
Projekthanteringssystem
This document is a summary of my work to create a project management system for a small firm working with computer graphics. The intention is to manage customers, projects, images and invoices in the easiest possible way. To make the system as flexible as possible a web-interface was chosen which makes it possible to access the system from any computer, making it independent of any particular operating system. The only requirement on the user environment is that the computer must have a connection to the Internet to be able to access the system. The different techniques that have been used to develop the project management system is primarily Ruby on Rails and a MySQL database.
Ungdomars motivation till att lära sig programmering genom introduktionskurser
Today there is a shortage of skilled IT-technicians in Sweden. It is approximated that Swedish companies can hire 31 000 IT-technicians in 2015 and the need seems to increase in the coming years. One proposed solution to this problem is to make programming more desirable to youths. In this study we attempt to investigate the effects of an introductory course in computer science on youths? (16-17 years old) in a classroom setting.
Att skriva sig till läsning via datorn : Lärarens val?
The purpose of my study is to examine why five primary school teachers chose to start using the method ?Learning reading by writing on computer? in their teaching. How do they perceive that the method works in their classroom and do they perceive that the method affect the children?s literacy?The study consists of a qualitative method in form of interviews with five primary school teachers and also some observations made by me in the classrooms. I will use the findings I made during the interviews and observations and contrast these to relevant literature and research that I have collected.The result of my study shows that all of the interviewed teachers had a self-interest in working with the method ?Learning reading by writing on computers? and that they also worked closely with colleagues.
E-learning ? en utbildningsmetod och dess nytta
Companies that invest in e-learning have different expectations regarding the outcome of the investment. According to literature and articles it is common that companies see reduction of costs as the primary benefit with e-learning. Therefore we ask ourselves the question if companies have attained the expected benefit of the investment in e-learning and to what extent cost reduction have been a determining factor in the investments? The purpose of the thesis is to examine if companies that invest in e-learning have attained the expected benefits. We also want to examine what the reason for investing in e-learning is and if cost reduction is the primary reason for investing.