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532 Uppsatser om Games for kids - Sida 4 av 36
Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.
In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.
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.
De kan säga dig vad en pommes frites är, men inte en potatis... : En studie över amerikanska överviktspreventiva skolbaserade program
This study has focused on obesity prevention efforts in schools in the United States of America. The study was conducted in two states, Oklahoma and New Hampshire. In New Hampshire, the study was focused on more minor efforts which were the "CSHP", HEAL, Early Sprout, FIT, AFHY, 5210, and Kids CATCH Club. In Oklahoma, the focus on the study was on the program It's All About Kids.Method: Unstructured interviews and observation, analysis from an national policy document. A total of seventeen interviews conducted, seven of them in New Hampshire and ten in Oklahoma.
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.
Proffs eller no?rdar : En kvalitativ studie om samha?llets syn pa? e-sport
Despite the vast research on the effects of gaming, little is know how the phenomenon of e-sports and it?s followers is portrayed. While media can have significant impact on what and how e-sport is portrayed, no studies have been done in a Swedish context. This thesis aims at filling that gap with investigations of the two major Swedish newspapers. Six articles was analyzed with critical discourse analysis with a theoretical base of journalism.The result of which indicated that between the period of 2005 and 2012 e-sport and players was considered to be professional, committed and more in a sense that reminded much of the view on more traditional sport such as soccer and hockey.
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.
FÖRÄLDRASKAP I HANDLING OCH BEHANDLING. En kvalitativ studie om hur föräldrar till barn med ångestproblematik upplever sitt föräldraskap i förhållande till genomgången Cool Kids gruppbehandling.
upplevelserav att ha ett barn med ångestproblematik. Studien fokuserar hur dessaföräldrar upplever sitt föräldraskap i relation till genomgången Cool Kids gruppbehandling.Studiens frågeställningar är:? Hur beskriver föräldrarna att föräldraskapet och familjelivet påverkas närett barn drabbas av ångestproblematik?? Har behandlingen inneburit några förändringar i familjelivet? I sådana fallvilka och hur kommer dessa till uttryck?? Hur upplever och beskriver föräldrar sitt föräldraskap innan respektive eftergenomgången behandling?? Vad anser föräldrarna om gruppbehandlingen och behandlingsupplägget?Studien är baserad på ett kvalitativt tillvägagångssätt och består av semistruktureradeintervjuer med sju föräldrar. Vår utgångspunkt är en syn på föräldraskapoch familj som något som görs, snarare än är, varför vi använder ett familjesociologisktperspektiv för att nå en djupare förståelse för föräldrarnas berättelser.De sammantagna resultaten pekar på att såväl föräldraskap som familjeliv påverkasnär ett barn drabbas av ångestproblematik. Genomgående beskriver föräldrarnahur familjens vardagsliv fick förändras och anpassas till följd av barnens svårigheter.Föräldrarna lyfter dessutom fram hur de i olika grad kommit att ifrågasättaoch omförhandla sitt föräldraskap i förhållande till barnets ångest och behandlingen.Samtliga föräldrar talar om Cool Kids i positiva ordalag, och beskriver hur barnensproblematik minskat i omfattning, vilket i sin tur bidragit till en ökad förståelseoch ett stärkt föräldraskap.
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..
Social preference and diet learning in goat kids at pasture
AbstractHerbivores can be classified into either hiders or followers depending on their postpartum behaviour. The two behaviour types affect the spatial relationship between the mother and her infant. Goats are seen as hiders, although the environment plays a central role when it comes to the behaviour. Therefore, in the first part of this study the aim was to investigate how the goat kids? spatial relationship changed in the transition from indoor housing to pasture.
SPEL OCH DESS NARRATIV : Berättelser i digitala offline-rollspel
Det är uppenbart att narrativ används i spel, inte minst i offline-RPG:n (ORPG:n), där berättelserna är vad som står i centrum. Samtidigt som dessa är ett välkomnatfenomen har de också en tendens att passivisera spelaren och påverka känslan avfrihet. I hur hög grad de gör detta är till viss del subjektivt och därför är det av viktvad som motiverar ORPG-spelaren till spelandet. Denna studie har utvecklat tvåspelprototyper som baseras på motivationerna immersion respektive prestation föratt påvisa motivationsgruppernas preferenser. Studien har fokuserat på att ta reda påhur stor vikt de båda grupperna lägger på känslan av frihet, och haft som hypotes attkravet är högre hos prestationsmotiverade spelare.
Så mycket på spel. En studie om spels narrativa förmåga och funktion i skolan
The purpose of this essay is to investigate and discuss the current state of game research and its potential usage in didactic situations. The essay is divided in two parts. Part one consists of an attempt to comment preceding contemporary game research and address possible myths that have been established. Part two aims to discuss games narrative capacity and function in education using the theories and terms laid down by Wolfgang Iser and Gérard Genette.Contemporary game research tends to focus on classic retro games, trying to form theories for a general understanding of the media. This is a useful method as long as the purpose of the study is to define how game mechanics and layout are formed.