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2673 Uppsatser om Learning games - Sida 10 av 179
Lärande i molnet : EduSync belyst ur ett connectivistiskt synsätt
This essay has discussed and analyzed a draft for an idea about a network called EduSync. This idea is based on that teachers and students, attending and holding courses, all over the world should be able to find and interact with each other. EduSync is founded from a new learning theory, connectivism. Interviews, participation in a conference and two workshops have been used to gather information and different points of view concerning e-learning, for example possibilities and problems with this idea of a network. A comparison of web communities and e-learning environments that exists today was also done. The gathered information from persons as well as literature resulted in a discussion concerning learning and what would or would not be possible with the creation of EduSync.
Bakslag och handslag: En fallstudie över Nordirlands process mot provinsregering
This essay is about the Northern Ireland Conflict and the Belfast Agreement. Its focus is on the development in Northern Ireland politics after the implementationof the Agreement which was ratified in a referendum. The essay is a case studywhich analyzes the progress towards an Assembly Government and powersharingbetween the unionists and the nationalists/republicans. The development is analyzed with Robert D. Putnam's theory of Two-Level Games? The essay first analyzes the changes in the unionist society where the opinion towards the agreement has been negative which depends on the concessions made by the unionist.
Entreprenöriellt lärande Utvärdering av ett utvecklingsprojekt
Abstract This study is an evaluation of a development project, seeking to work for entrepreneurial learning, starting from John Hattie's findings on the significant factors for visible learning. The study is based on action research a method together with a questionnaire, focused interviews and observation, by the issue of How do students perceive entrepreneurial learning? The results show that the methodology contributes to a more active learning and greater work satisfaction among students. The results also reinforce the thesis of the formative assessment and the importance of reflection for increased metacognition. The work identifies the project's educational shortcomings and strengths, and lays the foundation for further development towards full implementation of entrepreneurial learning in a secondary activity that works to prepare students with special needs for the labor market..
Algebra och ekvationer ? att underlätta lärande : Lärandet börjar byggas vid första kunskapsmötet
Abstract This study aims with a pragmatic approach to investigate the learning about how to solve simple equations, and what the teacher can do to help the student. Four questions asked are: (i) How and why will learning take place? (ii) What will complicate learning? (iii) How to support and facilitate learning? (iv) Is it possible to identify an influence between identity and learning? To answer these questions a qualitative study in elementary school is done. The results of the investigation are compared with previous research, and an interview with the teacher is presented. The recorded lessons are analyzed with PEA (practical epistemology analysis), and letters from the students with the Ecological Systems Theory of Bronfenbrenner.
Kollektivt lärande i kunskapsföretag
Background: For the knowledge company the employees? competencies and knowledge are important assets. According to this, there has been a lot discussion about how to best take advantage of the employees? knowledge and create organizational learning. This organizational learning can be difficult to create due to the individuals? own goals and the fast changes in today?s society.
Stress: En gransking av studenters stressnivå - Praktik och icke praktik
Practical and theoretical learning are methods that are used in schools as a
way to prepare students for the working life. Within the practical learning
knowledge is not only acquired to learn in practice, but the students must also
be able to apply their theoretical knowledge to what he/she does. Against this
background, the aim of the study was to investigate the importance of practical
learning for students in college / university level and how they are
experiencing the stress that may arise out of the loss of practical learning
during their education, as well as their vision for working life after
completing their education.
The population of the study consisted of N = 36, which 18 of these had used
both practical and theoretical learning and the remainder had only used
theoretical learning. The method was a questionnaire survey with a high
proportion of fixed alternative answers according to likert scales.
Kompetensutveckling via e-learning
Den snabba kunskapsutvecklingen inom hälso- och sjukvården kräver att sjuksköterskans kompetens ständigt utvecklas för att tillgodose patientsäkerheten. Sjuksköterskans kompetensutveckling sker alltmer via e-learning, elektroniskt lärande, som är ett relativt nytt inlärningssätt. E-learning innebär att lärandet sker med hjälp av datorer via nätverk. Syftet med studien var att genom en sammanställning av aktuell vetenskaplig litteratur undersöka vilken inställning till och vilka upplevelser sjuksköterskan har av e-learning i samband med kompetensutveckling. Sökningar i fyra databaser, Cinahl, ERIC, PubMed och The Cochrane Library, resulterade i tio vetenskapliga artiklar som kritiskt granskades och analyserades.
?Leka matematik och få roliga läxor!? : En undersökning av några pedagogers ambitioner för matematiklärande i förskoleklassen
This work deals with mathematics teaching in preschool classes. The purpose of my study is to investigate the preschool classes? teachers' aspirations for the children learning mathematics in two different preschools. To achieve my goal, I formulated the following questions to be explored and answered through interviews with five teachers. Does mathematics in preschool classes have a prominent role in educators' planning? What perception do the educators in the field have about the learning and teaching of mathematics in the preschool classes? How do the teachers understand their own work with mathematics in preschool classes in relation to multilingual students? A qualitative interview method was applied.
Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel
This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..
Är verkligheten indelad i ämnen? - en undersökning av elevers upplevelser av ämnesövergripande arbetssätt i tematisk form
Our purpose with this essay was to explore students? experiences of interdisciplinary working method in thematic form. With a starting point from Lpf-94, the curriculum for the upper secondary school and several theories of learning, we wanted to explore if interdisciplinary working method in practice could create an environment for a meaningful learning situation. The study took place in an upper secondary school class, study preparatory, third grade, who works interdisciplinary in thematic form. Our study was qualitative and we used an open structural questionnaire where the students confidentially were able to describe the working method, explain which subjects that participate in the work, and bring forward good respectively bad factors about the method.
"Se mig för här är jag..." : Pedagogers syn på synsinnets betydelse för barns utveckling och lärande i förskolan.
AbstractThe signification of the eyesight for children?s development and learning- how do pedagogues support and stimulate children with defective vision in their development and learning in pre-school?These issues are based on my purpose of the field survey investigations, where I have interviewed three pedagogues and also performed an observation.My main conclusion and results describe that the vision is the high-powered engine in children?s development and learning. It also tells us that those around the children are very important for optimum development and learning, especially when it comes to supporting and stimulating children with defective vision in their necessities. Our other senses are a compensation to make it easier for children with defective visions in their lives. But all our senses are equally important for children with defective vision as they are for seeing children in their development and learning with their whole body in pre-school.Keywords:Eyesight, children with defective vision, development and learning in pre-school, pedagogues, pedagogical support and stimulation.
Slumpmässigt genererade nivåer
When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.
Elevanpassad undervisning : En studie om gymnasieelevernas perspektiv på lärande i naturvetenskapliga ämnen
The purpose of my study is to determine students? attitudes to the Natural Science subject. I want to contribute to scientific discourse about different learning styles that can respond to childrens? requirements in teaching as well as to determine the student?s experience of learning styles. The studies were carried out at an upper secondary school in Stockholm (spring term 2011) for three different classes.
Läraryrkets viktigaste uppdrag : Trygghet, lustfyllt lärande och undervisning
AbstractWhich assignment teachers feel they have to accomplish in their professional work has been thestarting point of this essay. To find this out, two questions have been asked:1.Which assignment do teachers experience as the most important assignment? How can this be relatedto the curriculum?2.How do teachers interpret the term 'learning'? How can this be related to the curriculum?Working as a teacher means that you have different assignments to implement, which brings complexityto it. One part is to prepare the students for becoming future citizens. Another part is to seeto that they reach the knowledge as well as other goals of the education.
Berättande simuleringar : Om datorspel och lärande i GY11:s litteraturundervisning
Uppsatsen försöker kartlägga hur och om datorspel kan användas i samma syfte som skönlitteratur i den litteraturundervisning som GY11 föreskriver. Fokus ligger på beröringsytor mellan skönlitteratur och datorspel gällande lärande; främst identitetsskapande, moral och etik men också stilistiska drag och litteraturvetenskapliga begrepp. Med två exempel, Fallout: New Vegas och Grand Theft Auto IV, visas hur berättandet i datorspel kan ge mediet en plats i gymnasieskolans litteraturundervisning, samt hur immersion, perspektiv och interaktivitet kan ge spelare något som inte skönlitteratur kan ge läsare..