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1333 Uppsatser om Educational games - Sida 16 av 89

Bland figurer, gubbar och mutanter : En kvalitativ studie om pedagogers syn på populärkultur i förskolan

The purpose of the study is to investigate educators? attitudes and didactic positions on popular culture as a form and a means of children?s learning in preschool. The questions posed in the study are:? How do the educators define popular culture, which examples of popular culture do the educators give?? How do the educators describe the spoken and unspoken rules and positions regarding popular culture in preschool practice?? What are the risks and benefits when including popular culture in preschool, according to the educators?In this qualitative study four educators from different preschools have been interviewed. The preschools take as a starting point different educational philosofies.

H?llbar arbetsmilj? i en distanskontext: En kvalitativ studie om mellanchefers tillv?gag?ngss?tt p? globala f?retag

The purpose of the study is to contribute knowledge about the representation of fiction authors who have written in languages other than Swedish in educational school books within the Swedish subject. This is done in relation to the school's promotion of cultural diversity, a globalized world and to the Swedish curriculum. The study is a combination of a qualitative and a quantitative analysis that takes its starting point in six educational books for the courses Swedish 1 and 2. The analysis shows that all study materials include a broad representation of authorships from Europe and the USA. The selection of authors from other parts of the world is, however, limited.

"Det han gjorde sedan har ingen någonsin upplevt" : En studie av framing inom lokal sportjournalistik

This study aims to gain greater knowledge about the use of framing in local sports journalism. We did this by doing a qualitative content analysis of the local Swedish newspaper Barometern/OT and it?s coverage of the largest local football team, Kalmar FF. We randomly selected six of the team?s games during 2014 and analysed all the texts that had to do with the games, except for shorter texts and texts that are supposed to be based on personal opinions, such as chronicles.

Rörelse i en sydafrikansk skola : En studie om lärares syn och tillämpning

AbstractAccording to a lot of people, movement contributes with a whole lot of positive things such as, learning, a better bodyknowledge, fellowship and koncentration. Movement has also proved to support many things regarding childrens development. According to Gun Sandborg-Holmdahl who is a teacher in pedagogic and Birgitta Stening who is an physical education teacher, movement and games commits many of the human senses wich contributes childrens ability to use their amagination and also spontanity. Games and movements have also shown to have good effects when it comes to childrens increased feeling to learn things. I have in this study, studied the South African school and their wiew on movement in school.

Interacting with EDIT. A Qualitative Study on, and a Re-design of, an Educational Technology System

This thesis aimed to study the interaction between an educational technology system and its users and give suggestions for design improvements. The technology system is called EDIT (Educational Development through Information Technology) and has been developed and applied at Linköping University?s Faculty of Health Science. EDIT supports Problem Based Learning and enables scenarios to be presented through the World Wide Web. The study was divided into two parts.

Avgiftsfri kollektivtrafik i praktiken : En studie av Kuxabussarna i Ockelbo kommun

The purpose with this paper is to examine if tertiary education and democracy have an impact on economic growth. In order to decide how democratic the examined countries are the democracy index constructed by The Economist is used. Besides the two central theories the purpose is also to explain why these variables could affect growth and to examine direct and indirect effects. Indirect effects mean that one variable affects another variable which thereafter has an impact on economic growth.34 OECD countries are compared in order to investigate whether education and democracy are strongly correlated with BNP per capita. Therefore a statistical design is used as method.The empirical results suggest that there is significant correlation between democracy and economic growth.

Röda Korset i Skolan : Kan emotionell inlärning användas till en starkare faktainlärning?

Detta arbete har som syfte att undersöka om emotionell inlärning har någon effekt på faktainlärning i ett informativt dataspel om Röda Korsets vattendistribution i DR Kongo.Det föreslås i arbetet att dataspel kan dra nytta av emotionella företeelser såsom fotografier, ansiktsuttryck och dylikt för att förstärka och ge en bättre bestående faktainlärning.En spelprototyp om Röda Korsets vattendistribution produceras i två versioner, en med emotionella och en med neutrala företeelser och testas sedan på varsin grupp med 10 andraringselever i varje. Eleverna får besvara ett frågeformulär direkt efter spelandet och en gång till två veckor senare för att undersöka hur hög inlärningen varit.Inget slutgiltigt resultat kunde utvinnas ur undersökningen, då skillnaderna mellan de två grupperna av elever samt storleken på grupperna (10) var för små för att ge några statistiskt signifikanta resultat. Dock hävdas det att skillnaden till den emotionella versionens fördel, ändå ger en indikation som motiverar en större studie för att slutgiltigt fastställa ett resultat..

Musik i rörelse : Fyra lärares uppfattning om och användande av rörelse vid lärande av musik på estetiska programmet, inriktning musik

The purpose of this study is to shed light on how teachers on the upper secondary Arts with Music programme use movement in their teaching of music, and how they approach movement as an educational tool, by investigating the following three issues:1. What significance does movement have for teachers on the Arts with Music programme?2. How do teachers on the Arts with Music programme regard movement as an educational tool in the teaching of music?3.

Miljöer för spel

Denna uppsats behandlar hur lågpolygonobjekt kan detaljeras och optimeras för visning i HPL2, Frictional Games egenutvecklade motor. Uppsatsen jämför arbetsflödet för texturutveckling i applikationerna Zbrush och Mudbox och behandlar både modellering och tekniska aspekter av texturering.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

Jag tvingar mig ta Natur : Kulturellt kapital, strategier och kompromisser inför gymnasievalet i en skola i Husby

This is a study on how a group of ten pupils choose their upper secondary schools (gymnasium). All pupils are ninth graders in a middle school in Husby which is a suburb of Stockholm. Like the big majority of Husby citizens, they all have immigrant backgrounds and their time in Sweden varies; some are born here while others are born abroad and migrated later with their parents. My aim was to understand their upper secondary school choices through own and their parents? "cultural capital".

Fabriksflickans bildning. Gerda Meyerson och Föreningen Hem för arbeterskor 1898-1923.

The purpose of this master thesis is to describe and analyse Gerda Meyerson's educational project for young working-class women in Stockholm between 1898 and 1923. In 1898 Meyerson founded a home for young working-class women where her project could be implemented. It is the educational practises at this home and Meyerson's own words about working womens way of life thats in focus of this investigation. From a class and gender perspective the thesis examines the problems, the solutions and finally the goals of Meyerson's intentions for the young women. The problems were mainly the womens lack of self-esteem and bad moral reputation in society.

Säkerställning av kommunal bredbandsutbyggnad

The purpose with this paper is to examine if tertiary education and democracy have an impact on economic growth. In order to decide how democratic the examined countries are the democracy index constructed by The Economist is used. Besides the two central theories the purpose is also to explain why these variables could affect growth and to examine direct and indirect effects. Indirect effects mean that one variable affects another variable which thereafter has an impact on economic growth.34 OECD countries are compared in order to investigate whether education and democracy are strongly correlated with BNP per capita. Therefore a statistical design is used as method.The empirical results suggest that there is significant correlation between democracy and economic growth.

Simulerad interaktiv arbetsmiljö : Från teori till design och implementering

This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.

Handdockan i förskolan : Ett verktyg för att skapa lustfyllt lärande

The topic of this paper is puppets as an educational tool in preschool. The purpose of this paper is to examine the puppets potential as a tool for creating pleasurable learning in preschool. The method of collecting material for the essay has been qualitative research interviews with four informants. The prerequties for writing this essay has been good. There has been some literature on puppets and basis for my investigation, there have been informants with experience of puppets.

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