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532 Uppsatser om Games for kids - Sida 20 av 36

Ögonblicklig konflikthantering- en jämförande, hermeneutisk granskning av pedagogiska modeller

Uppsatsen granskar åtta pedagogiska modeller för att hjälpa läraren till ett bra klassrumsklimat. Fokus ligger främst på vad det ögonblickliga bemötandet av konflikter. Det görs även en jämförelse mellan modellerna för att se om det skett någon förändring i synen på bemötandet av konflikter under de senaste decennierna. Mot bakgrund av detta besvaras söks det svar på följande problempreciseringar: Vad skrivs om det ögonblickliga hanterandet av konflikter i de pedagogiska modeller som finns beskrivna i C M Charles bok Ordning och reda i klassen (1984) och den pedagogiska modell som beskrivs i Treating Explosive Kids (2006), samt har någon utveckling skett i synen på bemötandet av konflikter under de senaste decennierna? Undersökningen bygger på en litteraturstudie.

Vad lockar barn till aktivitet och rörelse på förskolegården?

The purpose of this study was to investigate what attracts children to activity and movement on the playground in a central and municipal preschool in a town located in middle of Sweden. The method was to use a qualitative group interview with five children, two girls and three boys, at the age of five. The interview consisted of a general question about what kids think is fun to do on the playground and was complemented with follow-up questions depending on what the children said. A qualitative interview with a preschool teacher and observations were carried out in the hope that they would confirm what children claimed about play and movement. This study showed a gender difference when girls like to swing together while the boys are making the swinging for a contest.

En jämförelse mellan ljus baserat i naturalism och pictorialism : En studie om ljussättning i spel

In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment.

Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar

Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system.With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder..

Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

?MMORPG? - en studie av dataspelsberoende

En problematik kring dataspelsberoende växer fram allt mer i media och i denna uppsats utforskas fenomenet MMORPG (massive-multiplayer-online-roleplaying-games). Syftet är att undersöka MMORPG i förhållande till beroende. Den empiriska datan utgörs av intervjuer med fyra personer som själva anser sig vara beroende av MMORPG. Resultatet visade att MMORPG är utformade både i spelmekanik och i spelkultur till att bidra till en ökad konsumtion, dvs. ett ökat spelande.

Småbarnslitteratur sedd ur ett genusperspektiv

The purpose of this Masters thesis is to investigate if gender stereotypes are mediated to children between 0-3 years through books suitable for their age. This thesis concerns books that are available in public libraries. The content will be analysed by using a combination of methods, both content analysis of all the books in our study and a qualitative analysis of a smaller number of these books. With inspiration from both Robert Connell and Yvonne Hirdman and their theories of gender and gender stereotypes, this material was read and we wanted to examine if books for very young children might establish stereotypes. Our analysis showed that many known stereotypes are common in these books.

Ordningsbetyget : för och nackdelar

The main aim of this essay was to find out what kind of advantages and/or disadvantages giving marks in pupils order and behaviour can cause for their development of knowledge and emotional and social skills. We let teachers answer a questionnaire about giving marks in pupils order and behaviour. We have also interviewed one person that was involved to prepare the latest curriculum in 1994, Lpo 94, and they decided that Swedish teachers do not have the right competence to judge ones order or behaviour. We have also looked at different theories about: mark as motivation, mark as information, mark as control, self-fulfilling prophecy, emotional disorders and gender, with whom we analyse the fact to give marks in order and behaviour.What we can establish is that giving marks in pupils order and behaviour seems to bring more disadvantages than advantages. Boys mature later than girls and have there for, in general, not as good behaviour as the girls have in the classroom.

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..

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..

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.

Läsning i omedelbarhetens tidsålder. Diskurser om läsning och litteratur i mediariktad till barn och ungdomar

This two years master?s thesis in Library and Information Science examines book reviews and articles aboutbooks and authorship in media directed to children between the ages of 8 and 14. The aim is to increase knowledgeof children?s reading choices and view of reading. This is motivated by the decrease in literacy and sparetime reading among Swedish children and adolescents.

Samverkan är inte en frivillighetsgrej, utan det ingår i vårt arbete helt enkelt.

How do you do co-operation between government agencies? It is a wide spread view that there can be quite a few hitches in co-operation between agencies. In later years this idea has spread to the media where there has been negative coverage of the social service agencies. This generally applies to cases where children suffer because the right assistance takes too long to co-ordinate or does not get co-ordinated at all between schools, healthcare and social services. The social welfare law dictates that it is the social welfare office duty to co-ordinate the government agencies for the child?s best interest.

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..

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