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2673 Uppsatser om Learning games - Sida 35 av 179
En studie av samarbete i arbetslag under omorganisation
AbstractThis paper will examine the co-operation culture in teacher work teams in a primary school currently undergoing reorganization in the Stockholm region. This inquiry is based on qualita-tive interviews with teachers and work team leaders, and is aiming to answer how teachers co-operate during the reorganization process, to find the factors that affect co-operation. Our results show that the two teams practice communication, leadership and participation very differently. Currently there are clear differences in the work team?s tendency to develop and to work with the reorganization process, pedagogic methods, social and emotional awareness and ideological beliefs.
LMSEngine API : Utveckling av en plattform för e-learning
Arbetet handlar om utveckling av ett e-learningsystem och hur man kan säkra koden förframtiden. Dessutom handlar det om att undersöka en möjlig implementation av standardenSCORM samt att ta fram en ny databasmodell.Efter förundersökning togs beslutet att genomföra projektet som ett API i grunden medtestdriven utveckling och tillhörande dokumentation. De tekniker som användes var; HTML,CSS, XML, PHP, MySQL, Javascript, och Codeigniter.Resultatet blev som förväntat förutom att det inte gick att återanvända koden i den utsträckningsom först uppskattades utan istället återanvändes idéer och problemlösning..
Hälsofrämjande skolans verksamhet påverkan av elevernas teoretiska inlärning
ABSTRACTThe purpose with the investigation was to find if there is a relation between daily health active and too reusing theoretic learning for health promotion school?s pupil. In the investigation I have focused into if the Health promotion school?s student has better result at the nation?s test (NT) in Swedish, English and in mathematic in the fifths grade, than the ordinary school that isn?t health promotion school. The personal feelings of the two schools are that there is a connection between health active and too reusing theoretic learning.
Att rekonstruera världen : tillämpade på de moderna olympiska spelen
The aim of this essay is to illustrate a modern phenomenon, the Olympic Games, by applying the ideas of Mircea Eliade concerning space, time and myth. This literature study is mainly divided in two parts, one descriptive and one analytic. In the first part Eliade?s ideas and some criticism, which has been pointed against his theoretical approaches as well as his character, are presented. In the second part an analysis is carried out, based on the previously presented ideas and elements essential for the Olympics; the idea of the Olympics, the place, the ceremonies, the competition and the concept of individual idolism.I have discussed what seems like gnostic tendencies in Eliade?s ideas, in the sense that both Eliade?s ideas and the concept of Gnosticism argue that knowledge is a necessary condition for salvation, as well as the fact that Eliade and his ideas have not always a pro-Christian approach.
Perception of human acoustic communication in the domestic dog (Canis familiaris)
For most dog owners today it is natural to use acoustic stimuli such as talking to communicate with their pets. Words are used both to ask the dogs to perform tricks, as well as to hold ?conversations? with the dog. This literature review looks at how dogs perceive human acoustical communication and how this can influence the behaviour of the dog. This information could be used e.g.
Dubbelklicka på Emil - en studie av arbetet med CD-romspel med litterära förebilder på några folkbiblioteks barnavdelningar
The technical evolution has a great influence on the public libraries. Electronic media becomes more and more common. This Master´s thesis is based upon the Swedish Library law 9§ (SFS 1996:1596) which says: Public- and school libraries should pay special attention to children and teenagers by offering books, information technology and other media, adapted to their needs, to encourage development of language and stimulate reading. From this point of view we have examined why the children´s departments in public libraries offer CD-ROM games which are based upon characters from the literature, how they are used in the daily activity and how they can contribute to the development of the children´s department.We have made literary studies and empirical investigations including interviews, observation studies etc. The results from this studies shows that both young and adults appreciate the CD-ROM games.
Den lärande gruppen : Om reflektion i förskolan
Scheduled time for reflective work is common at many Swedish preschools. Reflection is a complex concept that is being used with many different purposes in preschools. The reflective work in Swedish preschools today has its roots in the theories from Vygotskij about how children learn by watching and cooperating with others. Also, many Swedish preschools have taken inspiration from the preschools in Reggio Emilia in Italy, who see the reflective work as something necessary in their work around children?s learning processes.
Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Kommunikationen mellan människan och spel : Ur spelarnas perspektiv
Dokumentet går igenom könsskillnaderna mellan män och kvinnor när det gällerdatoranvändning, och hur användandets utveckling har skett på den senaste tiden.Den belyser även hur människans kropp, styrenheterna och spelet länkar varandra på ettkommunikativt sätt. Kontrollernas funktioner och styrsätt förklaras i basis för få en inblick istyrenheternas kommunikationssätt. Kontrollerna som tas upp grupperas därefter i olikarörelsemoment. En enkätundersökning kompletterar och stärker bilden över könsskillnader,åldersgränser, speltimmar, genre kategorisering och framtida behov.De problem som finns när det gäller kommunikation är att de inte är tillräckliga när manspelar. Oftast så är användare ute efter att ha en verklighetskänsla samt få en inlevelse ispelen.Dokumentets syfte är att ta reda på vilka kommunikativa metoder som finns och kontrolleraom de är tillräckliga för att uppnå denna inlevelse i spelen.För att kunna tackla problemen så görs det en omvärldsanalys i arbetet samt en positivistisktolkning av resultatet.
Utforskande aktiviteter i Serious Games : En studie av hur rumsligt och narrativt utforskande kan påverka spelarens motivation
Syftet med det här arbetet var att undersöka om spelaren fann det mer engagerande att spela när fakta till stor del presenterades som en del av spelets narrativ i motsats till om fakta till stor del presenterades fristående från det. Syftet var också att undersöka om det var motiverande att ställas inför en utmanande rumslig utforskning för att avancera genom spelet och därmed kunna komma till dessa informationsbaserade moment. En specialdesignad modul som stödjer dessa spelaktiviteter skapades därför i två olika versioner ? en var för de båda typerna av faktapresentation. Arbetet baserar sig därför på teori om olika typer av utforskning, med fokus på narrativ och rumslig utforskning, motivation, belöningar och speldesign.
Söka eller browsa? : En undersökning om personliga mönster i sökbeteendet vid informationssökning på nätet
This Master's thesis in Library and Information Science aims to explore if personal patterns can be detected in web-searching. It is based on a study where the search sessions of nine test persons were video-recorded, transcribed into logs and analysed.A major objective was to find out whether there is a correlation between individual searchers' personal attributes and their web search behaviour. The logs were therefore compared with the test persons' results in a learning style test (Kolb's Learning Style Inventory) and with interview answers about information behaviour and personal background.While several patterns were indeed discovered, none of them turned out to be strictly personal. The nine test persons could be divided into five types of searchers: the purely analytic searcher; the generally analytic searcher; the balanced searcher; the mixed searcher and the browser. All types of searchers were found to have the attribute learning style in common.
Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek
The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen?s library adapted, theory-based, model of quality definitions.
Filosofi som pedagogisk modell
The paper examines Philosophy with children as a pedagogical method for schools to practice. The questions I have posed are:Why philosophize with children and teenagers?How does Philosophy with children work?What, in the organized structure of the philosophical inquiry, can be emphasized as favourable for learning?How carefully is the structure of the philosophical inquiry really followed in practice?How can philosophy be applied as a pedagogical model?The theoretical framework of this inquiry consists of a discussion about a thirst for learning that exceeds the explicit and direct usability that motivates vocational training.I have used two different kinds of methods. The main method is a literary analysis of some of the literature in this field. This analysis is compared to field observations of children participating in communities of inquiry in school.The basic assumption is that practicing the ability of philosophical thinking can help children develop a more profound way of understanding who they are and how the world in which they exist works.
En pragmatisk Learning Study : Planering av undervisning kring lösning av enkla ekvationer i åk 1 på gymnasiet
Syftet med denna studie är att visa hur pragmatiska didaktiska modeller, framförallt analys av praktiska epistemologier (PEA) och organiserande syften, kan användas för att komplettera learning study i lärares arbete för att utveckla matematikundervisningen. Därmed försöker studien svara på forskningsfrågan: Hur kan pragmatiska perspektiv stödja lärares användning av learning study för att utveckla en undervisning där eleverna når målen bättre? Denna fråga besvaras genom att svara på följande frågor: 1. Kan man visa att eleverna lär sig bättre efter ändringarna i de tre cyklerna? 2.
Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt
Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games.The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research.