
Sökresultat:
1333 Uppsatser om Educational games - Sida 6 av 89
Branding by Swedish e-tailers : Varumärkesbyggande bland svenska e-detaljhandelsföretag
A reform of higher education in Sweden in 1993 led to stiffer competitive climate among educational institutions. The reform meant that educational institutions now had the opportunity to plan their curriculum autonomously. Prior to the reform educational planning was restricted to the Swedish government. The new rules spelled a greater opportunity for educational institutions to profile themselves based on their educational offerings. The higher degree of competition means that marketing becomes increasingly important when recruiting new students.
UGL -kursdeltagares upplevda nytta av kursen. : En jämförande studie mellan två utbildningsanordnare
UGL-courses (Understanding Group and Leader), given in Sweden since the beginning of 1980, are a frequently used leadership course in all sectors of the working life. This essay purpose was to compare course members experienced benefit between two educational organizers. No earlier studies in the subject where to be found. The method chosen was quantitative. A questionnaire was sent to participants in Swedish Defence Forces and The Swedish Confederation of Professional Employees.
Det beroendeframkallande klicket : Engagerande och emotionella icke-spel
En ny spelgenre har ökat i popularitet de senaste fem åren. En spelgenre som faller utanför den klassiska definitionen av spel. En spelgenre vid namn ?Idle Games?. Föreliggande studie handlar om vilka element i dessa spel som får spelaren att fortsätta spela och hur elementen kan analyseras med hjälp av MDA och AARRR ramverken.
Undersökning om spelares uppfattning om latency i realtidsstrategispel
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.
Konsten att skapa frustration : En procedurell och visuell retorisk analys av ?Riskprofilen? ? en interaktiv film från Myndigheten för Samhällsskydd och Beredskap
A rhetorical analysis of the educational interactive film ?Riskprofilen?, produced by the Swedish Civil Contingencies Agency (Swedish: Myndigheten för Samhällsskydd och Beredskap). This essay uses the theories and methods of Procedural Rhetoric, as described by Professor Ian Bogost, and Visual Rhetoric, as described by Professor Brigitte Mral to analyse the interactive and visual component parts of the artefact, and compares them to the intended purposes of the artefact as stated by documents pertaining to its creation, found to be those of educating the public; marketing the agency; and driving traffic to its webpage. The artefact is through analysis found to fulfil the purposes of marketing the Agency and of likely increasing traffic to the website upon which it is hosted. Regarding the primary, educational purpose this analysis finds that the artefact does not teach a user the accident-avoidance strategies it claims to do, but is dependent upon further materials..
Digitala spel och pojkars språkutveckling
Denna studie handlar om pojkars beskrivningar av att använda digitala spel och hur detta kan bidra till språklig kunskapsutveckling i skolans verksamhet. För att få studiens frågeställningar besvarade har intervjuer med fem pojkar i tio års ålder analyserats med utgångspunkt i socialsemiotiska teorier och begrepp. Pojkarnas beskrivningar visar tecken på att digitala spel kan användas som en resurs i utveckling av barns verbala och skriftligt språk. Pojkarna beskriver att utvecklingen av språklig och verbal kunskap kan äga rum dels individuellt och dels i grupp genom att använda digitala spel. Resultatet visar även att skolans verksamhet inte har erbjudit pojkarna möjlighet att använda digitala spel för att utveckla sina språkliga kunskaper..
Retrospel : En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.
Barns pedagogiska material : En kvalitativ studie om barns användning av det pedagogiska materialet som finns på fem förskolor och om sex pedagogers tankar kring placeringen av det pedagogiska materialet
?Childs pedagogic material ? A qualitative study of child?s use of pedagogic materials available at five nursery schools and about their teachers thoughts about the display of the pedagogic material?In the nursery preschool the environment and the educational materials have always had a central place. That's why it has been chosen to study and observe five preschools and interview sex teachers, in an attempt to understand the teachers thought about the choice of material and the choices of material that the children used. The reason I do this is to see what the underlying idea about the materials the children use is, and why educators choose to make certain materials visible. The purpose of this study is to examine the educational materials that are used to stimulate children´s learning and examine what determines the choice of educational materials.
Datoriserat lärande. Ett pedagogiskt perspektiv på datorprogram för barn.
Aspects of computerized learning in terms of educational situations in kindergarten andschools where the teachers use software either made for children or for adults, is thesubject of this paper.The market for software produced in Sweden and intended for educatilonal situationswith small children is discussed and analysed by qualitative method. The software, theusers, the producers and other related groups are looked upon from an educationalperspective and a mode1 of this process is presented in the paper.The software is categorized and discussed according to area of use and underlying educationalperspectives. The educational situations in which the users are a part are discussedfrom an educational perspective and examples from use of software in kindergartenand schools are given. The images of their target group which the producers haveare categorized according to phenomenographical method. A proposal of a classificationsystem for software used in educational situations is made..
Demokratiteoretisk analys av läromedel i Samhällskunskap : En kvalitativ studie om det demokratiteoretiska innehållet i läromedel för Samhällskunskap 1a1 och 1b under GY-2011
This qualitative study is done with the purpose of creating understanding for the theoretical democratic content in educational materials for Civic Education courses 1a1 and 1b during GY-11, so teachers create an intentional approach when using educational materials in their democratic education. This was motivated as important considering the reduction in obligatory Civic Education for the vocational programs. The study was conducted using a hermeneutic qualitative reading method where the educational materials, more specifically two series with one book for each course, was read with purpose of creating understanding for the democratic content according to ideal democratic models: deliberative democracy, participatory democracy and electoral democracy. A text voice analysis was also conducted using Bakhtins theory of dialogic and monologue text that contributed to the general result concerning the democratic content. The results show that the electoral democracy ideal is dominant in all educational materials, there is hence no striking difference between the democratic content in 1a1 and 1b educational materials.
Team Bella, Team Katniss : En komparativ motivstudie av triangeldraman i Stephenie Meyers Twilight och Suzanne Collins' The Hunger Games
The thesis of this essay is concerned with how two adaptations of The Neverending Story have used the novel's vivid intertextuality and dialogism. The essay also discusses the possibilities of adaptation studies and whether an adaptation can explain a novel by emphasizing its themes..
Retrospel: En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi
undersöker hur retro
blivit en erkänd stil och varför den har blivit det. Vi undersöker dess
koppling med nostalgi,
hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när
man ska utveckla
ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till
digitala spel, vi
undersöker hur retro verkar i andra medier och hur medierna blandar
retroelement med
varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel
eller rent av
utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi
gestaltar i vår
produktion av ett digitalt spel.
Hur formas ett inlärningsklimat som är framgångsrikt över tid? : En observationsstudie om fotbollstränares beteenden och träningsaktiviteter
Aim and research questionsThe over-all aim of this study was to gain insight info how two male coaches of a specific soccer team behave in a practice environment with regards to educating the players.More specifically, the study sought to map the extent to which said behaviour matched two specific methods of learning; these being Teaching Games for Understanding (TgfU) and Enhanced Guided Discovery (EGD). Research questions: (1) Do the coaches employ the methods and guidelines, which are outlined in the educational plan provided by the soccer association? If so, what form does this application take in practice? (2) To what extent and in what ways do the coaches utilize feedback and questioning techniques in the education of players? (3) What similarities and differences in behaviour can be identified between the chosen soccer team?s two coaches?Method: The data for the study was collected through field observation. The subjects were two youth elite soccer coaches and observation of these coaches took place during five regular practice sessions on the soccer field. All data gathering and analysis were carried out using a modified version of the Coach Analysis and Intervention System (CAIS).
Bibliotek, Finkultur och TV-spel : En diskursanalys av debatten kring TV-spel och bibliotek
This bachelor´s thesis analyzes the debate in a number of Swedish media regarding the introduction of video games as a new medium in the public libraries. The theory and method used is discourse analysis. Three questions were asked: how the introduction of video games as a new media in libraries is discussed, how is it motivated and in what way the authors of the articles analyzed are speaking about new media and the mission of the library. The selected articles were divided into four themes and the analysis resulted in the identification of two main discourses, one which is positive to the introduction and integration of new media in the libraries? collections, and one which has a more negative approach and uses quality and culture as an argument. The conclusion is that video games are a medium so widely used that librarians have to decide whether or not they want to include it in the libraries? collections, and by deciding this they reveal their attitude towards the mission and purpose of the public library..
Nytt blod, gamla bilder : Visuell våldsgestaltning i film och spel
The paper discusses and analyzes differences and similarities in depictions of violence in the two narrative media of films and games. The work is based on existing theories on representation, remediation, narration and immersion ? theories which are further developed and discussed by the author. The movies Man on Fire and Kill Bill, as well as the games Ninja Gaiden and Grand Theft Auto are analyzed and used as examples of how depictions of violence in films and games can or should be studied. Also, the possibilities for development of the theories used in the paper are considered.