
Sökresultat:
1163 Uppsatser om Game Writing - Sida 8 av 78
Dagens amerikabrev : Det är precis som på TV
This master thesis is looking into the stories on the internet forum www.resedagboken.se. The stories of Swedish teenaged exchange students in the U.S. are studied and the main purpose is to see both what they are writing about and the reason for why they are spending their time writing down their experiences in a public forum.Even though most of the teenagers here are writing with a specific audience in mind, all the stories are free to anyone to take part of and this causes a difficult position for the teenagers who often seem to forget the public point of view when they are telling about their personal lives.The study is divided into two parts. The first one looks into the content of the stories and the other one focuses on the storytellers and their reasons for writing. The teenagers are writing both a lot about their everyday lives in their new environment, but also a lot of things to keep in touch with what their friends and family in Sweden are doing.
Balancing on the pathetic tightrope : Att balansera på den patetiska linan
AbstractIn my ambition to improve my writing and reflect upon the way I express myself I am, in this paper, going to study the purport of the term pathetic. I do this by inquiring what lexicon and dictionaries say about the term and by studying how the word can be used in present time. I apply the contemporary usage of the term pathetic to my own text and then adapt my text from how the term is used in our time. By doing this I clarify to myself how I look at my own literary style, what I want my writing to be like and how the progress in my composing is developing. According to the interpretations I have done, I find meanings like ?ridiculous? and meanings which have to do with strong emotions as well.
Impressionism och Digitala Spel
Abstrakt
För att utveckla och förändra spelmediet behandlar detta arbete impressionism
och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för
att undersöka hur de två ämnena kan sammanföras i en spelproduktion.
Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur
spelet fungerar och deras syn på kopplingen mellan impressionism och digitala
spel.
Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in
under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram:
impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning,
interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras
samman.
Skillnaden mellan plagiat och imitation a?r milsvid : Fyra la?rare om elevtexter i gra?nslandet mellan imitation och plagiat
In school, pupils learn to critically relate to sources of various texts. In the course of time they also learn how to make references and cite properly. Yet, alarming reports show increasing cheating and plagiarism in colleges and universities. Plagiarism prevention services are used today in Swedish high schools. We are questioning how this relates to the sociocultural perspective and curriculum view of imitation as a natural part of the learning process, communication and language.Material from depth interviews, with four teachers in the school subject Swedish about their theoretical and practical approach to students' writing process and writing development are used to deal with the issues of this thesis.
Spelet om spelandet : En medieetnografisk studie av barns dataspelande på en fritidsklubb
AbstractTitle: The game of playing: A media ethnographic study of children playing videogames on a Swedish after school recreation centre. Spelet om spelandet: En medieetnografisk studie av barns dataspelande på en fritidsklubb.Number of pages: 46Author: Peter BrandbergTutor: Amelie HössjerPeriod: Spring term 2008Course: Media and Communication studies DUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim with this study is to describe how children play video games in an everyday context. In this study this context consists of a Swedish after school recreation centre. By combining three different aspects on the activity this study tries to understand how both the video game and the social and cultural context in which the activity takes place in influences it. This by taking one analyse of the specific game that the children played at the time of the study and how the overall environment is structured into account.
En gymnasielärares erfarenheter av läs- och skrivsvårigheter
AbstractThe purpose of this essay is to increase the knowledge of which strategies students with reading and writing disabilities or dyslexia use to learn in secondary school. The study aims to examine the following questions:Which coping strategies do students with reading and writing disabilities use in their studies?How can remedial teachers support students with reading and writing disabilities in their learning process?The study consists of two interviews with a total of three hours recorded material made with a secondary school teacher who teaches Swedish and English. The teacher has experiences of reading and writing disabilities herself but also from teaching students with dyslexia. The interviews are constructed into a lifestory describing experiences of reading and writing disabilities in school, during teacher training and as a teacher.
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..
Optimala strategier för whist
Whist is one of the most played card games of the world. Though there have been many studies made in the field of game theory, whist is still somewhat of an unchartered territory. In this thesis some methods to obtain an optimal strategy for whist are discussed. Whist belongs to a group of games called logical games. For this group there exists algorithms which result in an optimal strategy.
?Man behöver läsningen att ta sats ifrån, i sitt skrivande?: En kvalitativ intervjuundersökning om skrivande människors läsvanor
The aim of this Master thesis is to analyse the interaction in between reading and writing based on young writers experience. My approach was to investigate how writersread literature and how they look upon their reading in relation to their own writing.Seven young people has been interviewed in this qualitative study, based a theory about their reading and reading habits. They were asked questions about reading habits and theirview upon the connection between reading and their own writing.Previous studies of Swedes´ reading habits prove that relaxation and pleasure are the most common reasons for literary reading. This differs from the present study, where my findings shows that writing people, more than other, read literature, in the way people in general read non-fiction. That is with a purpose beyond the actual ?situation of reading?.
Ett lustfyllt lärande där inga stjärnögon släcks : hur sju lärare arbetar med den tidiga läs- och skrivinlärningen med inspiration tagen från Arne Tragetons teori om Att skriva sig till läsning
The purpose of this study was to examine how teachers practice Arne Tragetons theory of using computers as the first writing instrument in reading and writing development. We wanted to clarify how the work from using Tragetons theory was applied while investigating if and how other methods of reading and writing instruction were used. Our interest lays in how the teachers accomplished the knowledge of this theory and also how the choice of this approach came about. To investigate this we used interviews with a qualitative nature, where seven active teachers were interviewed. They worked in three different schools in years one to three, they were all women and had various long experiences of work on the computer writing tools.
Arbete med läs- och skrivutveckling i grundskolans tidigare skolår : Två pedagoger berättar om sina arbetssätt
The purpose of this paper is to examine how teachers choose to work with the teaching of reading and writing skills, how teachers justify their choice of teaching method and how the documentation of student development is being used. This paper also discusses the definition of reading and writing, phonological awareness and how different reading- and writing educational methods can be combined. The gathering of information has been done through a literature review in which I have looked at past research on reading and writing. I have also conducted qualitative interviews with teachers involved in literacy learning. The result of my research shows that it is not possible to determine which literacy learning methods that are most effective.
Spelutveckling för Facebook ? från koncept till produkt
Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö.
Analoga och digitala verktyg i svensk?mnets skrivundervisning
The purpose of this study is to investigate how twelve middle school teachers use educational
tools and what influences their choice of educational tools in Swedish language writing instruction.
To answer this purpose, three research questions were formulated: What does writing
instruction look like for middle school students according to the teachers in the study?
What influences teachers' choice and use of educational tools in writing instruction? What
opportunities and challenges do teachers experience in Swedish language writing instruction
when using different educational tools? Twelve teachers from variously sized municipalities
and with different experiences participated in the study through purposive sampling and
convenience sampling. The chosen method is qualitative semi-structured teacher interviews.
To analyse the results, this study employs analytical tools from the sociocultural perspective,
using concepts such as mediation, appropriation, the zone of proximal development, and
scaffolding. The results show that both analogue and digital tools are used in the teachers'
writing instruction. The choice of tools should be based on pedagogical considerations, with
an emphasis on social interaction and collaboration during the learning process.
"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel
Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.
"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.
In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes..