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1333 Uppsatser om Educational games - Sida 4 av 89
Hur använder RedOne rytmisering? : På albumet MoveMeant
Syftet med denna uppsats är att jämföra boken The Hunger Games (2008) av Suzanne Collins med filmen The Hunger Games (2012) regisserad av Gary Ross och försöka ta reda på vilken sorts adaption som är gjord. Jag arbetar med boken och filmen The Hunger Games var för sig för att eventuella skillnader ska framträda tydligare vad gäller karaktärer och miljöbeskrivning. När jag gått in på djupet och jämfört boken The Hunger Games med filmen märker jag vad som är förändrat. Till exempel saknas vissa karaktärer och scener i boken i filmversionen, medan andra scener har lagts till i filmen. Samtidigt är det förståeligt att en del måste göras om och tas bort för att en bok på flera hundra sidor ska kunna visas i en film på cirka två timmar.
Handikappad eller frisk? : - två tidskrifters perspektiv på idrott
AbstractPurpose/Aim: The aim is to investigate if there are any differences in the reporting from the Olympic games and the Paralympic games, according to different periodicals or magazines, with focus on Paralymics and sports for handicapped. If so, what are those differences?Material/Method: The material consists of two periodicals, or magazines; Svensk idrott which is the official paper for the swedish Riksidrottsförbundet, and Handikappidrott, which is the official paper for the swedish Handikappidrottsförbundet. Articles considering the summer games in 1972 and 1976, 1984, 1996 and 2000 was studied with regard to models developed by Algirdas J. Greimas.
Hej, kom spela med oss! (Hi, come play with us!)
People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games.
How do we create a tool that further builds upon those strengths?
The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.
Kitched to go : Ett designförslag till ett framtida kök
According to the curriculum for primary schools, pre-school and after-school Lgr11 says that students should experience different feelings and moods using different forms of expression including drama (Lgr11 2011:10). The purpose of this study was to examine how educational drama is used in three elementary schools and for what purpose in teaching. The aim was also to examine the four teachers' perceptions of what educational drama means to them.I have used a qualitative approach with interviews and contacted four teachers from three different schools to get different information for my study. Three of them were educated teachers and one of them was an actor. The information provided in the interviews was analyzed using educational drama theory and previous research. The interviews with the teachers and the actor showed the use of different methods of educational drama in education.
Hur använder pedagogerna och barnen datorn i förskola och i förskoleklass?
The purpose with my degree project is to investigate the use of computers within the daily activity in three preschools and one preschool class. I have designed a survey that I distributed to the staff. The purpose of my work is to investigate how a number of preschool teachers and children in a few preschools and one preschool class in a medium-sized Swedish town are using the computer in their activities.My study shows that the computer is frequently used, both of the children and teachers, but also together. The children in my study are using the computer to play games, listen to music, and go into the websitewww.youtube.com, but also in order to write and count. The teachers primarily use the computer to document, check their e-mail and listen to music.
Den lokala påverkan av ett mega event : London 2012 med vision London 2040
The topic of this essay is the expected effects that can come during and after a mega event and how the local impact may affect the local community and the citizen. This essay concerns a forthcoming mega event, the Olympic Games that will be held in London 2012. The area that the Olympics will be held in is Stratford that is located about twenty minutes from the central of London by the underground. The Olympic Games is one of the largest mega events with its millions of visitors. The purpose of this essay is to study what is expected after the mega event has taken place in London.
Landet lagom och dess "lagomläromedel" : Om jämställdhet och genus i grundskolans läroplaner och läromedel från olika årtionden
The purpose of this study is to examine two educational materials from different decades, to see if they have a conscious gender and equality perspective, and to see if they have followed the development society made regarding gender and equality. Even the curricula have a part in my study as I will relate them to the educational materials. Equality as a concept means briefly that women and men should have the same conditions, and gender depicts our notions of femininity and masculinity.I have chosen to do textual analyses, focusing on multimodal discourse because I analyze both text and image. I also use both quantitative and qualitative methods.My questions are: In which way do the curricula and the educational materials express equality?; In which way do the curricula and the educational materials express gender?; Do the educational materials express the fundamental values written about equality and gender in the curricula? And, if this is the case, does it mean that educational materials have followed the development of the Swedish society?The conclusion of this work is that equality and gender are presented as goals in both curricula, but the new curricula have developed that section more.
Spelets språk : Hur används det engelska språket i onlinespel?
This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..
Alternate Reality Games : Framtidens Marknadsföringsform
An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.
Folkbibliotek och TV-spel: En kvalitativ studie av hur införandet av TV-spel på svenska folkbibliotek relaterar till införandet av andra nya medier.
The aim of this thesis is to study how the recent introduction of video games in Swedish public libraries compares to past introductions of other medias, namely music records, sequential art, manga (Japanese comics), and films on video. In what ways does the introduction of video games differ from the other examples of introductions and in what ways are they alike? In what manner have the medias been introduced? How does the librarians views on video games differ from their views on other medias? The purpose of doing this is that by investigating how new medias have been evaluated in the past, we might gain an understanding of how the introduction of video games links into that tradition. Theoretically, this thesis is grounded in Sanna Talja?s theory of the interpretative repertoires of the music library.
Dataspelsarvet - klassiker och kanonisering
This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.
Pedagogiskt drama i undervisningen : En kvalitativ studie om vad pedagogiskt drama innebär för fyra utvalda lärare och hur de använder sig av pedagogiskt drama i undervisningen
According to the curriculum for primary schools, pre-school and after-school Lgr11 says that students should experience different feelings and moods using different forms of expression including drama (Lgr11 2011:10). The purpose of this study was to examine how educational drama is used in three elementary schools and for what purpose in teaching. The aim was also to examine the four teachers' perceptions of what educational drama means to them.I have used a qualitative approach with interviews and contacted four teachers from three different schools to get different information for my study. Three of them were educated teachers and one of them was an actor. The information provided in the interviews was analyzed using educational drama theory and previous research. The interviews with the teachers and the actor showed the use of different methods of educational drama in education.
Drop in samtal som vägledningsmetod
The point of the study is to investigate educational and vocational counselors' strategies on drop in calls. In order to answer the purpose, the issues concerning the educational and vocational counselors' strategies and guidance models/methods at drop-in calls investigated.Qualitative interviews were conducted with six educational and vocational counselors'.In the study it appears that the educational and vocational counselors' are unable to have any strategies for drop-in conversation because the applicant will come spontaneously and the educational and vocational counselors' lack information about the individual and its purpose of the interview. Guidance models/methods designed to facilitate for the applicant and give them a sense of understanding about them selves there environment and results in a clarification of the election, not often used during the drop-in calls.These are not often used due to the lack of time because the intention of the call is to provide with information to the applicant in as little time as possible. In an educational and vocational counselors? perspective the guidance that is offered at drop-in calls defective..
Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten
In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.
Spela dataspel på biblioteket? ? En argumentationsanalys av bibliotekariers blogginlägg om dataspel i biblioteksverksamhet
This paper discusses how ten blogs written by librarians talk about using games in the library. What do they talk about and what are their arguments for using games as a learning tool, and what does this say about their views on the library?s role in society?It is examined by using argumentation analysis together with a model for identifying different roles within the library on the blog themselves. By identifying the most important arguments used and placing them within the model, the paper aims to see how the bloggers view the library as a whole and as a part of society.It showed that the reasoning among the librarians varies, but most emphasis was on seeing the library as a meeting space together as an inspirational space, and the use of games can greatly help with that. Especially when viewing the library as a meeting space with room for everyone regardless of their interests..