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1333 Uppsatser om Educational games - Sida 12 av 89

En cowboy, en krigshetsare eller en världsledare till president? : Svenska mediers relation till president George W. Bush

In the Korean artist Hyun-Jin Kwak's ongoing project Girls in Uniform she portrays events and moments that transgress the boundaries between the ordinary and the unknown. In her photographs there are frequently ambiguous and cinematic narratives. The pictures are carefully orchestrated and constructed, but they are not spectacular. Kwak's imagery is relatively unexplored. This thesis implements a comparative image analysis of eight of Hyun-Jin Kwak's works, in order to investigate and interpret her imagery.

Tv-spel ? självklart: Hermeneutisk studie om inställningen till tv-spel på fyra svenska folkbibliotek

The purpose of this thesis is to attain a deepened understanding concerning views on videogames at four Swedish public libraries, especially in relation to library practice and how videogames fit within this context. It also aims to provide insight as to why these libraries have included videogames in their collections and what thoughts were behind it. To fulfill this aim we conducted a qualitative hermeneutic study, using interviews as the main source of research material, but also written materials and a lecture on the city library of Malmö and how they work with videogames. The theoretical framework of the study is founded on Dorte Skot-Hansen?s and Douglas Raber?s theories on the values, roles and functions of public libraries.

Narrativ för arenaspel : att skapa ett narrativ till ett ?mutiplayer Online Battle Arena? koncept

In 2011, I and fellow student at Gotland University created a multimedia game. To fit the time constraints a ?vertical slice? was created. This means a small sample of the game is taken which allows the user to understand how the game works, and at the same time, get a visual demonstration of how the game is designed. The goal of the project was to create a narrative for stadium games in which the backstory is told as players interact with their surroundings.

Studenternas utbildningsval : En kvalitativ studie om nedärvda och förvärvade resursers betydelse i utbildningsvalet

This essey aims to investigate how inherited and acquired resources has influenced the choice of education. It is in this essays ambition to understand how the recources operates in a process from childhood to a certain education. The study was conducted using eight qualitative interviews with firstyearstudents in nursing and economics courses at Linnaeus University. By using Bourdieu's theories about habitus, capital and horizon of possibilities I wanted to understad how the students inherited and acquired recoures had operated in their choise of education. The main conclution is that the educational choice is strongly influenced by the individual's social belonging and must be understood as a result of the individual's history.

"Andra människors krig" : En analys av rapporteringen kring det första Tjetjenienkriget sett ur tre svenska tidningar

Detta examensarbete är en undersökning i hur riktlinjer anpassade för Serious Games-genren kan användas i utvecklingen av träningsmoment till ett simpelt kooperativt plattformspusselspel. Undersökningen baserades på en analysmodell vid namn RETAIN (Relevance, Embedding, Transfer, Adaptation, Immersion, Naturalization) vilken utvecklats specifikt för att analysera och hjälpa till vid utvecklingen av inlärningsspel. Denna modell har använts för att analysera plattformspusselspelet Braid, varefter analysen har använts som riktlinjer under utvecklingen av ett eget verk. RETAIN-modellen har även använts för att analysera det egna verket.Efter undersökningen har jag kommit fram till att RETAIN-modellen i sitt originalutförande ej lämpar sig för utveckling av träningsmoment i underhållningsspel då kraven på spel i Serious Games-genren och underhållningsspel är alltför olika..

Traumahantering hos nyanlända flyktingbarn i skolan : Ett krispedagogiskt perspektiv

To this date there are 14 major armed conflicts, four of which are defined as war. Every day several people come to Sweden as asylum  seekers and refugees looking for a residence permit in Sweden. This paper is about the children who receive a residence permit in Sweden and attend Swedish schools. Many of these children have experienced trauma ? damage to the psyche after a traumatic experience.From two qualitative interviews of a principal and a counselor at a school in Järfälla municipality, and three teachers at the same school, I studied what trauma management at this school looks like.

Ett medium som alla andra?: Folkbibliotekens marknadsföring av TV-spel mot ungdomar

This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay?s theoretical framework is based on Philip Kotler and his co-authors? marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development.

Studie om pedagogers syn på lekens betydelse i undervisningen för den sociala utvecklingen av barn med autism

The aim of this study is to examine educationalists experiences of play as an educational toolin the work to promote the social development in children with autism.The relevant issue, for this study, is: In what way does an educationalist work with play withchildren with autism? What are the results of using play in the educational work? What arethe possibilities and what are the obstacles in using play in educational work?This study has been carried out as a study of literature in the field and qualitative interviewswith five educationalists that are working in a mid Swedish county.The result of the study shows that educationalists have a positive view of using play in theirwork and are using play in varying ways in their everyday work. Using play as a method intheir work always happens according to the ability and condition of the child. They (theeducationalists) think that play has great opportunity and advance as a method and gives thechildren joy, increase their sense of ability, the base for the social participation in play, andthe development of social skills.There is a certain hesitation among educationalists when it comes to using play as a methodfor children with autism , but the most of the educationalists consider play as promoting thesocial development although the development always will happen at the pace(rate)of thechild..

Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel

This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.

Hur ökad fukthalt påverkar pannor

This report is a description of a developed educational simulator over rail vehicles and its components. The simulator is a hardware-based prototype over a door system on rail vehi- cles. System specialists and technicians will use the prototype. The Simulator should give the user a technical demonstration on how components work in a door system. The proto- type consists of motor, switch, relay and sensor.

I jakten på flow : Gameplay Progression i Pervasive Games

Hur kan svårighetsprogression användas i skapandet av Puzzlehunts med syfte att uppnå en ökad upplevd känsla av flow hos spelaren? Denna frågeställning behandlas i uppsatsen och problemet som måste lösas är hur man kan bygga upp en ackumulerad kunskap om något vars syfte är att hela tiden tvinga dig att hitta nya lösningar på problem. I mer traditionella spel kan upprepning lära spelaren hur spelmekaniken fungerar. I puzzlehunts kan upprepning av spelmekanik inte användas eftersom målet för varje pussel är att hitta mekaniken som löser problemet. Uppsatsen visar att man genom inlärning av hur man skall tänka för att hitta lösningarna till pusslen kan bygga upp en ackumulerad kunskap hos spelaren och därmed även ha en svårighetsprogression och öka upplevd nivå av flow hos spelaren..

Förekomsten av Personliga Egenskaper i Platsannonser : En kvantitativ innehållsanalys

The purpose of the study is to highlight educators' preferences and attitudes towards tablet in preschool by describing the use of this digital tool in the preschool educational activities. The use of tablet in preschool is in the study looked upon as a phenomenon. The description of the phenomenon is built on the analysis and interpretation of educators' statements about it. The research questions focus on the following aspects: educators' attitudes towards the tablet and its use in pre-school educational activities, the tablet's current area of use, the culture surrounding the use of this digital tool and the educators? statements about advantages and disadvantages of tablet's use in preschool.

They shoot each other? : Våldet i en adaptationsstudie av Hungerspelen och Battle Royale

This thesis presents a qualitative, comparative study of the violence in the adaptations of Hunger Games (Tony Ross, 2012) and Battle Royale (Kinji Fukusaku, 2000). By analyzing the function of violence in a single scene in each of the movies, and comparing it to the literary original, the study aims to explore if there are any differences in the representation of the violence in the two media. The study also briefly discusses whether the violence has any function in bringing the story forward in both the literary sources and in the films and what the motivation for the violence is. "The study also includes a brief analysis of the narratives in relation to the monomyth established by Jospeh Campbell. Specifically, I discuss the similarities between Hunger Games and Battle Royale, which are two stories that have been created in two different cultural traditions, and whether or not we can say that the stories derive from this monomyth." The result concludes that the monomyth can be found in both stories, but that the scenes which is analyzed has to be put into the context and furhter story of the film to be of any relvance to the theory.

Arbetsmotivation : Kan arbetsmotivation prediceras av ledarstil, kön, utbildningsnivå, inkomst och ålder?

The aim of this study was to examine if transformational leadership, transactional leadership, gender, educational level, income and age predict work motivation, referring to Herzberg?s motivation-hygiene theory. According to past research the factors above increase work motivation. The study was brought about with a survey based on the Multi Factor Leadership Questionnaire (MLQ-5X), Herzberg?s motivation-hygiene theory and demographic items.

L?rare och L?rer - en studie kring svenska och danska l?rares syn p? elever med intellektuella funktionshinder och deras undervisning under 1960-talet.

This comparative study explores Swedish and Danish teachers? perspectives on students with intellectual disabilities and their education. The research focuses on the 1960s, a pivotal decade marked by paradigm shifts from medical to socio-constructivist views on intellectual disabilities. Through qualitative text analysis of articles from the Nordic Journal of Special Education (Nordisk tidskrift f?r specialpedagogik), this study examines how teachers described these students, the prevailing norms versus perceived deviations, and their proposed teaching strategies.

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