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1333 Uppsatser om Educational games - Sida 34 av 89

Informationskompetens i det svenska och bayerska gymnasiet : En jämförande analys av det svenska och det bayerska gymnasiets läro- och ämnesplaner

This study is a comparative study of the occurrence and function of information literacy in the curricula of the Swedish and Bavarian Gymnasium and investigates the occurrence of the term ?information literacy? and shows through what other linguistic means the notion of information literacy is expressed in the curricula. The study also wishes to analyze how the notion of information literacy manifests itself in the different school systems. Relevant textual passages of both curricula are compared to each other through the theoretic lens of Bruce?s phenomenographic model of information literacy.

Visualisering för spelbaserat lärande

Denna underso?kande designstudie utforskar hur visuellt material till en simulator kan komma att se ut och hur va?gen fram till det fa?rdiga designen kan se ut. Simulatorn som sta?r i centrum fo?r just denna studie kallas fo?r Simulerade Provokationer (SimProv) och har la?rarstudenter som huvudsaklig ma?lgrupp. I SimProv kan la?rarstudenten som anva?ndare va?lja mellan fyra olika handlingar i en klassrumssituation.

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

Den pedagogiska måltiden : en jämförande studie av olika pedagogiska inriktningar

Syftet med studien är att få en djupare förståelse för hur lunchmåltiden ser ut på förskolor med olika pedagogiska inriktningar. Detta får vi genom att undersöka om man kan se spår av dessa under måltidssituationen. I studien tar vi även reda på vilka spår av Lpfö 98 som framkom under lunchsituationen. Inriktningarna som ingår i arbetet är Montessori, Reggio Emilia och ?I ur och skur?.

Nyanländas integrering i skolan : En studie om nyanländas integration i förberedelseklassen

The intention of this paper was to study the integration between the students from the introductory class, and the students from a regular class. The school we studied called Arlanda Gymnasium. Where we did a study on what the municipality and the school makes for students at the school to be integrated with each other. And what the school does to achieve the educational goals set. We will also see if the school and the municipality meet and comply with criteria such as school work places.

Gamification och Gameplay : Att höja motivationen med hjälp av gameplay

Denna studie har undersökt hur en användares motivation att samla mynt i ett serious game påverkas av att dessa är sammankopplade med spelets gameplay. För att undersöka detta har två versioner av ett serious game skapats, ett där mynt endast kan användas för att köpa kosmetiska uppgraderingar och ett där uppgraderingarna som kan köpas, utöver kosmetiska förändringar, även påverkar spelets gameplay. 12 personer har deltagit i testet och värderat hur mycket motivation de känt då de spelat spelen. Resultatet tyder på att det inte existerar någon markant skillnad mellan hur mycket motivation testdeltagarna kände inför att samla mynt i de båda versionerna. Undersökningen skulle kunna utvecklas genom att fler tester utförs på flera olika typer av mjukvaror..

Lärdom och fostran : En vägledning till skolarkiven på landsarkivet i Uppsala

The Regional State Archive in Uppsala [Landsarkivet i Uppsala] has several archives left from various types of educational institutions in the counties of Dalarna, Södermanland, Uppsala, Västmanland and Örebro. This archiv-al guide reveals the main content of some of the school archives. It goes through the archives of the elementary school, state secondary grammar schools and private secondary grammar schools. A few special schools for the blind and the deaf children are included. The essay also brings up records from community homes and reformato-ries for children and young adults who experienced certain difficulties and therefore could not adjust to the ordi-nary educational system.

Pedagogisk lek i förskolan : En samtalsanalytisk studie av pedagogens roll i olika lekaktiviteter

Play is an important part of children´s everyday life, it is through play children develop. Play occurs a lot in kindergarten and in this study, the aim is to examine how play activities play is used in preschool teaching and the role of the teacher´s in the play. Video recordings of play activities done and qualitative methods (conversation analysis) has been used to analyze the video recordings. The results of this study show that play are widely used as a pedagogical tool in preschool. It is through play children develop.

Experimentell spelmekanik - Realtidsaction m oter turbaserad strategi

In the gaming industry, it has long been popular to combine genres with the aim ofcreating games that bring together the best of several worlds. However, there are stillmany unexplored combinations with good potential.This report addresses the planning and development of a game prototype that combinestwo game genres, turn-based and real-time strategy. In addition to presenting the results,the report also discusses the di culties that were encountered and how they were handled.The prototype contains a working combat system and a basic AI. The prototype ismodular, which means that it is easy for an end user to extend the game with extra content.Most elements that were considered important from the two genres were implemented, butthere is still room for improvement and further development.The result is evaluated by means of quality assurance, a process that is commonly usedin the gaming industry. The response has been generally positive, which indicates thatthe combination has potential and should be explored further..

Lissabon Fördraget : Värnet mot Globaliseringen?

 Dissertation in political science, C-level by Niklas Andersson, Spring Semester 2009. Tutor: Arne Larsson?The Treaty of Lisbon ? The Defence against Globalization??In the modern world globalization have undermined the nation-state and left it without the right measurements to adequately deal with the social and economic unrest that follows in its way. The states, built on contract theories, have an obligation to protect its citizens from the state of nature which seems to have failed as globalization has changed the rules.The purpose of this dissertation is to examine the contract theories of Thomas Hobbes, John Locke, Jean-Jacques Rousseau and John Rawls to identify the elements of a state and create a modern and ideal contract theory. The treaty shall then be used on the Treaty of Lisbon as it can be seen as a contract between the European states to create an entity in the shape of the European Union with the power to defend Europe from the unrest created by globalization.My question for this was as follows:Is the new treaty for the European Union acceptable as a new social contract according to the social contract theories?During my research the following criteria?s for a social contract was found:1.

World of Warcraft : En virtuellt social värld

In today?s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world.

Speloist

This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.

Rödluvan och vargen : En kvalitativ textanalys av debatter och adaptationer i barnlitteraturen

This two years master?s thesis is a review and exploration of the Swedish debate concerning children?s literature from the 19th century to the present, as well as the evaluation and analysis of four adaptations of the tale Red Riding Hood. The aims are to identify how ideas and values regarding the role of children?s literature in society have developed over time and to contribute with a knowledge base for continued reflection and discussion on the subject of children?s reading and mediation of children?s literature in public libraries.The theory and method used in the thesis, is primarily based on the discourse analysis of Michel Foucault. I have identified four main discourses: the educational discourse, the liberation discourse, the politicized dis- course and the popular discourse.

En iPad-baserad ritningsbehandlare

In today?s society, it becomes more common with tablets, that makes us interact with computers in a whole new way. For example these are used to read and write e-mails, surf the web and playing games. Another manner of use of these tablets is to read and edit PDF documents. PDF handling is often meant to be used in books and inregular text documents, but it could also be used in the management of drawings.An industry that would benefit greatly from the use of tablets for this purpose is the con- struction industry.

Proffs eller no?rdar : En kvalitativ studie om samha?llets syn pa? e-sport

Despite the vast research on the effects of gaming, little is know how the phenomenon of e-sports and it?s followers is portrayed. While media can have significant impact on what and how e-sport is portrayed, no studies have been done in a Swedish context. This thesis aims at filling that gap with investigations of the two major Swedish newspapers. Six articles was analyzed with critical discourse analysis with a theoretical base of journalism.The result of which indicated that between the period of 2005 and 2012 e-sport and players was considered to be professional, committed and more in a sense that reminded much of the view on more traditional sport such as soccer and hockey.

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