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1333 Uppsatser om Educational games - Sida 39 av 89
Internetbaserade distansutbildningar
In the informational age of today, continuous learning is of greatest importance. The demand for this seems to be increasing, while at the same time people are under more pressure to carry out more tasks in shorter amounts of time. A way to solve the problem of finding time to learn could be to make use of the possibilities that Internet offers for learning at a distance. The purpose of this thesis is to, from a pedagogical perspective, contribute to the discussion concerning Internet based distance education for a target population consisting of professionals. We have found that some of the courses included in the two certification programs which we have investigated are suitable for Internet based distance education.
Fritidshemmets betydelse för barnets sociala utveckling : utifrån ett värdepedagogiskt vuxenperspektiv
The purpose of my study was to find out how staff in after-school activities thinks they work with norms and values, we may call this values education, and how this in turn may influence children's norms and values. By extension, how children are socialized with each other and develop socially. In my research, I have interviewed five of the after-school activities staff who work with children aged 6-9 years at a school in the neighbourhood Rinkeby-Kista in northwestern Stockholm.The results show that after-school activity according to the staff can play a very important and sometimes crucial role in children's social development. Staff believes that if they do not learn the social rules by participating in playing and games in early childhood, when growing up they are outside and cannot participate. By their pedagogical approaches, in terms of values and norms, the adults in after-school activities can help children to become socialized into a community of solidarity and eventually as adults become responsible citizens able to function and participate in society..
Att navigera med gester : Gestbaserad teknik för framtiden
Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.
Känsla av sammanhang : En studie om KASAM i årskurserna 1, 3 och 6
Sense of coherence, SOC, is a way to study health and wellbeing in a salutogen perspective. SOC is a theory that Aaron Antonovsky came up with and it involves three elements; comprehensibility, manageability and meaningfulness. These three elements is a objective way to look at our existence. The aim of this study was to examine how high the pupils sense of coherence was in the grades 1, 3 and 6 in a school in Karlstad. And with the result as starting point have a discussion around the pedagogical consequences and which educational work procedures we can use to work with SOC in school.
Alltså vi är ju inte barn : En studie om ungas erfarenheter och upplevelse av IKT
The purpose of this essay has been to seek understanding of how young people in high school and adult education experience the use of educational media tools in teaching. Examples of questions submitted material has been: What are the positive and negative experiences of ICT in the classroom?The essay is of a qualitative nature, in which five students were interviewed about their experiences of ICT in the school environment. The result is analyzed from a sociocultural perspective and from an inward-student perspective.The results showed that students felt that it was difficult to absorb many of the ICT facilities as sources of knowledge in the school environment. Due to lack of quality in teaching material and difficulties of the pupils to sort out the important information of the injected..
Den som ger sig in i leken får leken tåla! : En studie om barns maktlekar
Our essay is about children's exercise of power, oppression or domination in games or when playing on school grounds with one and other. We thought it would be interesting to look into how children in preschool and up to the fifth grade use power acts respective power plays in leisure-time. During four days we visited two different after-school center and carried out observations of children during the school day and later inside the recreation centers during leisure activities. In order to analyze our empirical material in relation to power, we have used Magnus Hörnqvist (2012) interpretation of Michel Foucault's theory of power - Another Foucault. We have also used Åsa Bartholdsson (2008) thesis about The regular exercise of power regime ? about normality and power in school.
"Jag hävdar att det här har funnits jämt" : Formativ bedömning på mellanstadiet
The porpuse of this paper is to find out how three teachers working in years four to six in a Swedish school say they use formative assessment and how they use it in educational practice, and if there is a difference in the use of formative assessment between year four, five and six. Formative assessment is the kind of assessment that aims to enhance the student?s learning, as opposed to summative assessment wich is intended only to summarize student?s accomplishments. To answer the purpose, I conducted qualitative interviews with the teachers, and observations in each of the teachers? classrooms.
Konflikt mellan ansvarssubjekt vid preventivt och reparativt ansvar för miljöskador
This thesis has aimed to study steering process and institutionalization in the context of educational policy work. This has been conducted by using empirical material from the political decision-making process that preceded the implementation of a new national program on how principals should be educated and certified. By using an aggregated theoretical point of view containing new institutionalism and traditional Swedish curriculum theory, the process was analyzed from different perspectives. The results depict a process that contained several actors who tried to shape the principal education program differently. From the theoretical perspectives, the decision-making process could be understood as an act of both self-interest as well as trust in their own beliefs and cultural values.
På vilka grunder väljer föräldrar skola?
The study is made in Nacka, a suburb of the capital of Sweden, Stockholm, and focuses on ?the parental school choice" that takes place when children start in first grade at the age of six. New differences in the number of pupils attending various municipal schools have appeared after reforms in the early 1990s giving parents free choice of elementary school for their children. Some schools are located in areas where most children have a middle class background, while others are placed in less attractive surroundings where the parents have a lower educational status, and are more often immigrants. Parents living in the latter kind of surroundings can now send their children to schools further off, but located in more attractive areas. This leads to some schools get an increasing number of pupils and others gets a decreasing.
Ett Oskarpt Beslut : om Oskarp Logik i speldesign
This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors.
AFASI - DRABBAS AV AFASI VID YRKESVERKSAM ÅLDER
Aphasia is a disease that brings on disability.
The purpose of the study is to describe the daily life when afflicted with aphasia and gain a deeper understanding of persons with aphasia in working ages.
The study was made with a qualitative approach with a combination of data sources; literature, internet lectures, live lectures, interviews with personnel in medical and educational services and three persons with aphasia.
More research in aphasiology is welcome. This may be aimed at developing knowledge about the importance of communication, of active participation in the social environment, and the achievement of improved attitudes towards people with disabilities.
The study should give rehabilitation actors and close relations knowledge and support in their action when they meet people with aphasia..
Går det att förbättra barns matematiska förståelse inför skolstart? : En studie om tidig matematisk stimulans av sexåriga barns förståelse för tallinjen 1-10.
Studie är baserad på Siegler & Ramani (2008) ?Playing linear numerical board games promotes low-income children´s numerical development?. Syfte är att undersöka om det med intensivträning (i form av ett linjärt tärningsspel) går att stimulera sexåriga barns talförståelse inom talområdet 1-10. Metoderna som valts är fältexperiment och observation. Fältexperimentet påvisar att intensivträning med ett tärningsspel, utfört under 4 stycken 15 minuters lektioner under en tvåveckors period, tydligt kan förbättra barns talförståelse medan observationen visar att utfallet påverkas av pedagogens olika yrkesverktyg samt undervisningens organisation (en-till-en undervisning).
"Snigeln på en flaggstång" : Laborativ matematik för elever med svenska som andraspråk
This essay follows a Media Teacher in her work as a coordinator and an artistic leader for a European project called Legalopoli concerning laws and ethics in a senior level school for 13-16 year-olds in Mora, Sweden. The students write film stories about how their characters have to make choices in ethical dilemma situations. Then the learners create interactive computer games together through practical film work. At the same time we can see how the educator also gets into difficult ethical situations, when she is working with the students. This forces her to self-reflection.
Orden bland drakar och demoner : En språkstudie av svenska rollspelsböcker
The purpose of this essay was to do a research about if the language in Swedish role-playing books is used correctly and if the composition along with the possible language errors makes the books hard to understand.This research was also about to find out why these problems occurs and if the authors are aware of them.I choose books from two Swedish role-playing games, Eon and Drakar och Demoner. I read them trough, noted the mistakes made and put them together in a scoring table. I also did a LIX-test on the books and interviewed one of the authors.The results shows that the books to Eon is harder to read than the books to Drakar och Demoner and this agrees with the vision the authors of the books claims to have.The results also shows that it is not only the language mistakes and the composition that makes the books hard to read, but also the choice of difficult words and badly formulated rules..
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och
interaktion och varför en konvergering mellan dessa hämmar deltagarens
inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete
processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse
hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där
spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en
miljö i Traverser.
This bachelor?s thesis discusses the problem of converging narrative and
interaction and why the convergence between the two tends to arrest the
participants immersion within a game. Through an interactive narrative by
letting the narration take place subtly and nonlinearly, this bachelor?s thesis
reports the process and result of how an interactive narrative could provoke
immersion within the game Traverser, where the actor is urged to explore the
narrative independently in the shape of an environment.