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1333 Uppsatser om Educational games - Sida 19 av 89
Vilka faktorer bidrar till att spelare fastnar i MMORPG spel?
Massiva onlinerollspel är idag mycket populära och försäljningen och spelandet utav dessa ökar markant. I och med detta väcks frågan om vad det är i dessa onlinespel som gör att människor spelar och fortsätter spela. Denna uppsats inriktas främst mot MMORPG:s, Massively Multiplayer Online Role-Playing Games, då författarna anser att det är i denna onlinespelsgenre den största möjligheten att finna och definiera de faktorer, som påverkarspelares vilja att spela, finns. För att ta reda på dessa faktorer skapades en enkät vars frågor utformades med en gameflowmodell i baktanken. Denna enkät lades sedan ut på sex olika onlinespelsanknutna forum, där totalt 105 spelare anonymt deltog.
Frilekens betydelse för barn i förskolan : En kvalitativ studie av några pedagogers syn på den fria lekens betydelse för barns lärande
The aim of this study is to increase knowledge and understanding of free play or free fun time importance for children of age around five years in preschool, in order to promote children?s development and learning. The focus was on exploring and better understanding of teacher?s and educators? approach to the free fun play time as a tool in their educational work, and also about their own role in this context as well as analyzing of forms, rules and structures spontaneously created by groups of children having free play fun time. Another important moment of this study was to give more light on approaches to this issue in education theories by Piaget, Vygotsky and Freud among others.As to the practical experimental part of the study it has been performed at a preschool and kindergarten in a suburb at the outskirts of Stockholm, with four employed educators there and with groups of children of age around five.
Hur bidrar Ipad till samspel i förskolan?
This is qualitative study of, four teacher´s views on the use of iPad in teaching and learning. In addition, I will examine the disadvantages and advantages of iPad use as a teaching tool in preschools.My questions are:What is the practical use of tablets in preschools today?Are preschool teachers using the tablet as a teaching tool? If so, how?Is the use of tablets in preschools contributing to children´s social interaction, as well as between children and teachers` social interaction?The purpose of this study was to find out how the four teachers uses the iPad as a teaching tool in the interaction between children in preschool. I have chosen to use Vygotsky?s and John Dewey´s theories.
Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter
This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment.
"Ibland tror jag man kan ha en dubbelmoral inom sig själv..." : - En studie om gymnasielevers förståelse av jämlikhet på en principiell och konkret nivå
The purpose of this study is, by groupinterviewing students in upper secondary school, to investigate students comprehension of equality on a principle level and a concrete level. The questions at issue are as follows; how is the comprehension on respective levels described and is there any difference or similarities between the two levels? Further more, this study also aims to end with a discussion regarding the result from the mainpurpose in relation to the educational environment. In my conclusion there is to be find a certain difference between the comprehensions of equality on the two levels. The conception of equality is in the beginning principled and there is no exception from the worth of every individual but however, when the conception is brought out in reality it gets depended of its context and the comprehension for equality becomes more dynamic. The project will be completed with a discussion regarding the results in relation to the educational environment. .
Ungas datoranvändning finns det några könsskillnader?
The purpose of this study was to examine if there are gender differences in computer use among the young. Our aim was to find out in what respects boys and girls differ, if at all. The main method of investigation is a literature review. We have also made a complementary empirical study in a public library. The literature studied principally covers computer use at home and in school.
Hur du når Level 90 i ett Serious Game : Feedback för motivation och lärande i digitala spel
Denna rapport är ämnad att undersöka vilken sorts feedback digitala spel kan ge föratt främja motivation och lärande. Studien utförs kvalitativt med fokusgrupper somdatainsamlingsmetod och med högstadieelever som målgrupp. Syftet med studien äratt undersöka dessa aspekter i digitala spel för att se hur de kan överföras till lärospeleller serious games på ett effektivt och ändamålsenligt sätt. Frågeställningenutformas dock med ett något bredare omfång för att möjliggöra andra eventuellaanvändningsområden för resultaten. Resultaten från studien jämförs med existerandelitteratur och slutsatserna visar att digitala spel främjar lärande och motivation genomatt tillåta en stegvis kunskap, en intuitiv förståelse genom att sätta information i enrelevant kontext eller handling och där spelaren hela tiden har ett syfte med att utföraen uppgift.
Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations..
En läroplan för själen? : En studie av de svenska Waldorfskolornas läroplan och utbildningsfilosofi, i jämförelse med den nationella läroplanen, Lpo 94
The aim of this essay is, firstly, to ? through a text analysis ? compare the curriculum of Waldorf education in Sweden (in the essay referred to as ?WL?) to the Swedish national curriculum ?Lpo 94?, to uncover possible differences and similarities between these documents, and, secondly, to present the roots and educational philosophies that these two curricula, respectively, are based upon. The purpose hereby is to be able to trace, describe and explain the differences between the pedagogical practices of Waldorf education and that of conventional Swedish schools.In the essay, a historical investigation of the main traditions of ideas behind the Swedish national curriculum is briefly carried out, where I swiftly present the educational philosophies of John Dewey (1859-1952) and Lev S. Vygotsky (1896-1934). Next, an investigation of the worldview and philosophy of Rudolf Steiner (1861-1925) is effectuated, where I attempt to bring to light Steiner?s anthroposophical and holistic worldview ? a worldview that throughout the 20th century has developed into an international and wide-ranging anthroposophical movement ? as well as his concepts of knowledge, science and educational philosophy.
Från rollspel till roman : En inblick i den intermediala dialogiken mellan Dungeons & Dragons och The Crystal Shard
The aim of this paper is to elucidate and analyze history teacher's didactic choices in the conflict between unequal educational materials and the requirements of equality in the curriculum of Swedish secondary school. The empirical data consists of interviews with five secondary school history teachers, observations of their lessons as well as analysis of their tests. The starting point was to investigate teachers' didactic work in the role as a bridge between the non-equal historiography presented in textbooks in history and the curriculum?s demands for equality. Three different approaches have been observed in the teachers' didactic work when considering gender perspective into their teaching: that women become extensions in a male-dominated historiography; that another part of the story is presented when a gender perspective is considered; and that the gender perspective is included in history teaching and becomes an integral part of all the content of the subject.Several of the teachers acknowledged that gender equality is less prioritized than the courses core content and related assessment criteria.
Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering
This work aims to improve our knowledge about Swedish video game journalists, a new occupation in a quickly expanding business. Through a survey sent out to over 50 Swedish video game journalists, the result indicate some unexpected facts. Men largely dominate the profession; just 10 % of the work forces are females. This relation was notable in our survey, as well as in earlier studies. Video game journalists between 26 and 35 years old seems to be the largest age group, which we think is a bit surprising considering how new this form of journalism is, and the fact the internet provides opportunities for every enthusiastic video game writer.
Lärares syn på inkludering i grundskolans tidigare år
This study has examined how teachers in primary education with experience of inclusion look on inclusive education. The study was based on the concept of inclusion and how it is made possible in primary school. The study was conducted using semi-structured qualitative life-world interviews with three teachers in primary education with included pupils with learning disabilities in their class. The results show the complexity of having a pupil with learning disabilities in class. To interpret, follow and then assess under two syllabuses are seen as difficult.
Musikens roll i förskolan : Musikens roll i förskolan ur fyra pedagogers perspektiv
With this empirical essay I want to research how and why pedagogues use music in their preschool activities. Music is important to me and in relation to the new educational plan I have cautions about that the esthetic subjects may be less prioritized than before. The purpose with my study is to find out preschool pedagogues perspective in learning and evolving children?s educational matters through music. I base my literature theories in this study on Vygotskij and Fröbels theoretical perspectives.
"När katten är borta..." : En studie kring pedagogiskt ledarskap på distans
AbstractTitle: When the cat is away? A study of pedagogical leadership at a distanceLevel: Final assignment for Degree of Master of science (one year) in Educational ManagementAuthor: Evelyn JoelssonSupervisor: Ulla SebrantDate: 2013 mayLeadership is a subject that has been discussed for many generations. Today?s leadership is something completely different than what has been practiced before, in the more hierarchical companies, when leadership was something you were born to do and the workers had no choice but to follow. In the globalised world that we live in today there are demands of a different kind than before and physical distance between leaders and their followers gets more and more common.
Olympiska spelen i Berlin 1936- Nazisternas propagandaolympiad. : En pressundersökning om svenska tidningars rapportering kring Berlinolympiaden 1936 under Nazitysklands regi.
The purpose of this study is to examine four Swedish newspapers' views on the Nazi regime in Germany during the 1930's, and examine what information the Swedish public received through their reporting about the Berlin Olympics in 1936. The survey method of the study examines four Swedish newspapers with different political views, and how they described the Olympic Games in Berlin, Germany in 1936 during the Nazi Germany regime. The theoretical perspective used in the study is the agenda setting theory, where the focus is on how the Olympic Games were depicted in the Swedish press against the agenda setting theory. The results show the difference in reporting about the Berlin Olympics, based on the newspaper's views of the Nazi Germany regime. Aftonbladet and Svenska Dagbladet show a positive attitude toward Nazi Germany, while Ny Dag shows great displeasure toward the Nazi Germany regime. Arbetet shows, like Aftonbladet and Svenska Dagbladet, a relatively positive attitude toward Nazi Germany, even though the newspaper sometimes expressed criticism directed against Hitler and his regime..