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2673 Uppsatser om Learning games - Sida 20 av 179

Lärande i förändring : Lärares och elevers uppfattningar om användningen av en-till-en datorer i samhällskunskapsundervisningen

This study focuses on teachers? and pupils? experiences of their use of one-to-one computers in civics education in Swedish upper secondary school. The experiences of teachers and pupils will also be put in relation to the content of the formal curriculum. The aim of this study is to investigate whether the access of one-to-one computers has changed teaching and learning within civics. The theoretical approaches used are both Tomas Kroksmark?s theory about traditional versus innovative learning and Ruben Puentedura?s SAMR-model.

Den fysiska miljön och barns lärande: En undersökning av barnavdelningen på Kungsbacka huvudbibliotek

The starting point for the present study is that the physical environment can enhance the learning processes of children. We want to contribute to more focus being placed on this within library and information sciences. Our main aim is to illustrate how the physical environment can facilitate the learning of children. In order to achieve our aim, we examine a concrete physical environment, namely the children?s department at the main library in Kungsbacka.

VARIATIONSTEORI I PRAKTIK : BESKRIVNING AV ÖVNINGSUNDERVISNING I FÖRSKOLEKLASSEN

Examensarbete beskriver hur jag inom fenomenografins ramar provar Learning Study somkompetensutvecklingsverktyg. Det är ett undervisningsförsök i förskoleklassensmatematikundervisning. Med variationsteori som grund jag försöker ta reda på kritiska aspekter för att göra lärande möjligt. Genom att förintervjua barnen, utföra planerade lektioner med det avsedda lärandeobjektet och återintervjua om det erfarna lärandeobjektet, är min avsikt att komma till värdering om det iscensatta lärandeobjektet under videofilmad lektion. Resultat visar att Learning study är ett utmärkt instrument för lärares egen lärande och gör det möjligt att finna och målmedvetet fullgöra kritiska villkor för lärande..

Data och Tv-spel : Data och tv-spels påverkan på ungdomar

The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.

DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM

With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.

Posthumanism i förhållande till digitala spel

Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera.

Rörelsens betydelse för inlärningsprocessen.

The purpose of this examination was to se how exercise affects the learning capacity. In this work I have chosen to integrate natural science with sport and the target group was a primary department. The two areas I integrate with sports were: the digestive system and knowledge of deciduous trees. I split the class in two different groups. One group got to have a theoretical lesson and the other one got to have an exercise lesson.

De åtta grundpelarna för motivation : En vidareutveckling av ett ramverk för implementering av gamification i pedagogiska applikationer

How to motivate yourself to learn has always been an area of interest, gamification has become a way of capturing and enhancing ones motivation. But how should the learning applications be designded to maximize the users motivation? This paper adresses wether Yu-Kai Chous framework Octalysis, is applicable on learning applications. The study is conducted by using a modified set of heuristics that are applied to the evaluated applications to gather data that is then used to evaluate the framework. The paper concludes that the framework can be used to evaluate learning applications but it should be modified to improve the results.

Inlärning och öppet-fält aktivitet hos förskolebarn

The purpose of this study was to analyze the impact of learning on open-field activity among pre-school children varying from 3 to 5 years old. Altogether 25 children, 13 girls and 12 boys, entered the test from three different preschools in Dalarna. Six of these children represented the control group. The children were asked to learn 2 tasks, 1 visual memory task and 1 spatial constructing-kit task. Before, between and after the tasks, the children were allowed to move freely in the open field.

Måltiden som lärandesituation i förskolan : en kvalitativ studie om pedagogers syn på barns övergripande och hälsofrämjande lärande i förskolan genom den pedagogiska måltiden

The purpose of my study has been to find out how four preschool teachers at four different preschools looks at the pedagogical meal from a health and overall learning perspective. I also want to examine how, through the pedagogical meal the preschool teacher works to promote children´s learning and give them an understanding of need to safeguard their health. To achieve my aim I set the following questions;What are the different types of learning preschool teachers believe that children can acquire the basis of the pedagogic meal?How do preschool teachers describe their work from the pedagogical meal to benefit children´s overall learning?How do preschool teachers describe their work at the pedagogical meal for the children to gain an understanding of their health?The study is based on a qualitative method with interviews and observations, triangulation. The theoretical approach to this study is based on the socio-cultural perspective to learning and development.

Jag kanske är lite nörd... : En uppsats om genus, spel och identitet

Denna uppsats har som syfte att, genom kvalitativa intervjuer, belysa fem kvinnors intresse för spel (dator- och tv-spel) och hur dessa kvinnor i sin tur talar om spel som en del av sin identitet. Frågorna som ställs till empirin handlar om vilka erfarenheter informanterna har av spel som intresse och vilka slutsatser om deras spelande man kan dra av detta. Vidare får vi en inblick i hur det normala ser ut inom spelvärlden, utifrån informanternas berättelser. Sist men inte minst så ställs frågan vad föreställningarna om det normala inom spelvärlden får för konsekvenser för informanternas identitet, och därmed vad detta leder till gällande de möjligheter och begränsningar som dessa kvinnor ställs inför, i relation till sitt intresse och den värld som omger det. Uppsatsen visar på att det inte bara finns en norm för hur en kvinna ska vara som Gamer utan det finns också en normativ femininitet som man bör förhålla sig till.

Titta! Jag gjorde typ guld! : En studie om formandet av identitetskänslan i estetiska lärprocesser i förskolan

The aim of this study is to obtain a deep knowledge about identity creation of preschool child-ren at the age of four to sex with creative pictures and its aesthetic learning processes with childrens perspective as a starting-point. The issues that I have used in this study are how childrens identity creation relates to the aesthetic learning processes in the preschool enviro-ment, how children experience the figuration of their own identity related to other individuals and the enviroment by taking different positions in aesthetic learning processes and how childrens identity creation becomes visible in preschool.In order to explore preschool childrens identity creation in aesthetic learning processes the qualitative research-oriented approach has been implemented with unstructured observations and the informal interview as the methods for data acquiring.This studys theoretical points are sociocultural perspective and symbolic interactionism. Both these theoretical perspectives emphasize the significance of communication, taking different perspectives and learning in an interaction between an individual and enviroment within given sociocultural frames of referens which results in an individuals identity development.Results from the study show that childrens painting is more than an occupation with a picture as a product. Childrens painting is rather a playfull aesthetic expression form and a relation-oriented, dynamic learning process which is related to the enriching of individual self, the consciousness and the creation of meaning within preschools frames of reference.My expectation is that my study will contribute to didactic discussions about childrens iden-tity creation while using aesthetic expression forms..

"Språket är grunden till allt" : En fallstudie om förutsättningar för svenskspråklig utveckling hos minoritetsbarn

In this report, a case study of conditions for Swedish language development in children of immigrant origin is presented, and its results explored. The boundaries of the case study are defined as preschool pedagogues? facilitation of Swedish language development through co-learning, in children of immigrant origin in an ethnically segregated urban area. Concepts central to the report include dialogue, second language learning and perspectives on language difficulties. For the theoretical background of the report, a basic sociocultural theorem is used, which links language as well as other areas of development to verbal interaction in a social context.

Kommunikation och lek i träningsskolan : Lärares syn på lek som pedagogisk metod i undervisningen för elever med diagnosen autismspektrumtillstånd.

AbstractThe purpose of this study is to investigate teachers? views on play as a method for developing pupil?s communication and interaction in schools for children with severe learning disabilities. I am interested in pupils with autism spectrum disorder and their opportunities for social interaction with peers in playful activities. I focus on the subject communication and the parts about speech, conversation and interaction. My study is based on a qualitative study.

Problemlösning i matematik : ett lärandeobjekt för learning study

Syfte:Målet med undersökningen var att få kunskap om hur undervisningen kan stärka elevens förmåga att tillämpa problemlösning i matematik. Målet är att finna de kritiska aspekterna av att tillämpa problemlösning.I undervisningssituationen fann jag det intressant att se vilka förändringar som gjorde skillnad för elevens lärande.Teori/Metod:Undersökningen är en learning study som utförs i en åk 8. Datamaterialet baseras på samtal, intervjuer, observationer och tester. Detta material ligger som grund då jag med hjälp av variationsteorin använder denna teori som analysredskap.Resultat:Resultatet visar eleverna saknade strategier och metoder för att utföraproblemlösningsuppgifter. Vid cykel 1 visade testresultatet att eleverna förbättrade sin förmåga att arbeta med problemlösningsuppgifter då de deltagit i lektioner som bearbetade det valda lärandeobjektet.

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