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1333 Uppsatser om Educational games - Sida 13 av 89
Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress
Computer and videogames has increased rapidly over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. When there are many users, it becomes important how the media chooses to portray the medium because it can affect how the society judges and looks at computer- and videogames.The purpose of this essay is to look at how the portrayal of computer- and videogames has changed in Swedish Newspapers during the period 1994-2014. How the player is being portrayed is also relevant. The method was the discourse analysis founded by Laclau andMouffe and the material was chosen from the two biggest newspapers in Sweden, Dagens Nyheter and Aftonbladet. Theories that were used in the analysis were mainly framing, cultural studies, moral panics and theories based on gender.The result shows that there has been different kinds of portrayals of computer- and videogames from the beginning, though it was mostly negative in 1994 and 2004.
Utbildningssimulator av funktioner i spa?rfordon : Ha?rdvarusimulator med felso?kning pa? do?rrsystem
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.
Inkludering av elever i behov av särskilt stöd i helklassundervisning i svenska
Abstract The purpose of this study was to examine how teachers in regular classrooms include pupils with special educational needs. I also wanted to find out what support teachers get of special education teachers, and the teaching perspective the teachers have when they work whit pupils. The teachers that have been interviewed and observed in this study work in regular classes. This report is a qualitative study based on interviews and observations whit four teachers. The results indicate that the teachers are conscious of how they teach and their teaching strategies. The teachers agree that all students should be included in regular education, because learning occurs in the interaction between individuals.
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.
Data och Tv-spel : Data och tv-spels påverkan på ungdomar
The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.
DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM
With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.
Posthumanism i förhållande till digitala spel
Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera.
Jag kanske är lite nörd... : En uppsats om genus, spel och identitet
Denna uppsats har som syfte att, genom kvalitativa intervjuer, belysa fem kvinnors intresse för spel (dator- och tv-spel) och hur dessa kvinnor i sin tur talar om spel som en del av sin identitet. Frågorna som ställs till empirin handlar om vilka erfarenheter informanterna har av spel som intresse och vilka slutsatser om deras spelande man kan dra av detta. Vidare får vi en inblick i hur det normala ser ut inom spelvärlden, utifrån informanternas berättelser. Sist men inte minst så ställs frågan vad föreställningarna om det normala inom spelvärlden får för konsekvenser för informanternas identitet, och därmed vad detta leder till gällande de möjligheter och begränsningar som dessa kvinnor ställs inför, i relation till sitt intresse och den värld som omger det. Uppsatsen visar på att det inte bara finns en norm för hur en kvinna ska vara som Gamer utan det finns också en normativ femininitet som man bör förhålla sig till.
Barns inflytande i förskolan : En studie om och hur pedagoger arbetar när det gäller barns inflytande under skogsutflykter
According to pre-school curriculum, the children´s needs and interests from the basis for the design and planning of the educational activities. The curriculum also highlights that all children should have the opportunity to satisfy their increasing ability to influence the content and approach. The purpose of this study is to examine whether and how teachers work in involving children's influence and interest in forest excursions.The essay is based on a qualitative approach in which we have chosen to carry out unstructured observations by a team of three educationalists. The study includes children of 3-5 years of age.The results show that the educationalists take advantage of children's interests and needs foremost in conversations. The children are given the possibility of influence that of which concerns only themselves and nobody else.
"Jag sätter på mig genusbrillorna" : en kvalitativ undersökning om fem pedagogers uppfattningar om och arbete kring genus och jämställdhet i förskoleklass
The purpose of this paper is to examine preschool educators conceptions on gender pedagogy. Based on preschool teachers own words, we want to get an insight into the use of gender in the curriculum in preschool classes. We also examine the conditions and setbacks of conducting a gender-sensitive educational way of working the curriculum.In order to examine our research question, we choose the method of qualitative interview, and previous research in the theory of gender pedagogy from a sociocultural perspective, in which social interaction is very important. We have interviewed five educators in preschool classes, all with similar educational backgrounds.In the results and analyses section the educators' definition of gender pedagogy is presented and how they take part in gender educational theories strategies. The result of the survey show that the importance of the educator?s own approach to and further education in, the subject matter, makes it possible to really understand the gender norms.
?Man försöker haka på något? - Om gymnasiebibliotekariers professionsroll i arbetet med elevers läsförståelse och deras roll i skolans pedagogiska verksamhet
This paper conducts a qualitative examination based on interviews with four high school librarians. The purpose is to illustrate their professional role in proportion to that of the teachers from working with students? reading comprehension and from their role, if any, in the school?s educational activity. The work is based on the following questions:- How does the high school librarian describe his or her work to increase the students' reading comprehension and contribute to their reading development?- How does the high school librarian describe his or her involvement in the schools? educational activity?- How can one understand the high school librarians' relation to the teachers with reference to the librarians? jurisdiction and the formal and actual legitimacy of the school library profession?The theoretical framework constitutes of the concept of jurisdiction and of formal and actual legitimacy.
Ludwig Wittgenstein som folkskollärare
This paper studies the philosopher Ludwig Wittgenstein during his years (1920?26) as an elementary school teacher in remote Niederösterreich, Austria. The paper gives a survey of his life, and also a brief account of three of his main works: Tractatus Logico-Philosophicus, Philosophical Investigations and Remarks on the Foundations of Mathematics. Attention is given to his alphabetical word list, Wörterbuch für Volksschulen, published for educational use in elementary schools. The study is focused on Wittgenstein?s educational practise, and establishes a connection between his experience as a teacher and his late philosophy..
Språkstörning i förskoleåldern : En etnografisk studie om hur en kommun organiserar det specialpedagogiska stödet för barn med tal- och språksvårigheter inom förskolan
The purpose of this study was to investigate how the special education, for children with language impairment in preschool, was organised in a municipality in Sweden. The study was based on interviews and field studies as the primary research tools in qualitative and ethnographic method. The result showed that special education teachers were localised in different geographic areas of school and that there were preschools that lacked special educational expertise in language impairment. Literature and the importance of playing for language development were emphasised as well as the use of signs and visual aids as augmentative and alternative communication. In the preschool for children with language impairment, the teachers carried their knowledge into practical and pedagogical work.
Åtgärdsprogram : En undersökning av hur begreppen individ- grupp- och organisationsnivå tillämpas i grundskolan
Research now shows that the Individual Educational Programs (IEP) are dominated by individual- oriented actions. This despite the fact that the school`s policy documents advocate that IEP should be viewed in context of the school`s activities. Support must be seen from a holistic perspective and the student`s difficulties will be related to the whole school environment. In an attempt to understand why the individual- oriented actions are still there, I have studied how specific IEP are formulated, and how it relates to the school`s policy documents.In the study, I used discourse theory as a method. By examining the I E P in educational activity, I wanted to find the meaning with which the concept of individual, group and organizational level were filled.The results show that the IEP in comparison with the policy documents mainly differ on the definition of group and organizational level.
ActionMegaPower : att inkludera tjejer i marknadsföring av actionspel
Det här examensarbetet består av två delar som syftar till att generera en metod för hur man marknadsför dataspel till en målgrupp av tjejer mellan 16-18 år. Den reflekterande texten visar den teoretiska grunden för metoden, och verksdelen, en marknadsplan för ett fiktivt actionspel, exemplifierar den.Marknadsföringen behöver rikta sig till målgruppen om den skall kunna locka fler tjejer till att spela. Att inkludera dataspel i befintliga normer, som t.ex. att actionspel är spel som spelas tillsammans med vänner, samt visa avatarer målgruppen kan identfiera sig med, är två viktiga aspekter för en lyckad marknadsföring.Om tjejerna fångas upp när de enligt statistiken skulle sluta spela dataspel, finns det potential att bredda målgruppen för fler dataspelsgenrer. Branschen får fler personer att sälja spel till, och fler kvinnor får ta del av de positiva effekter dataspelande bidrar till..