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2673 Uppsatser om Learning games - Sida 7 av 179

Lärplattformar- verktyg för lärandet : Hur bör det utformas för att förbättra e-lärande för studenter på Linneuniversitet?

The development of the web has become an attractive area, with continuously and rapid development in the area it has led to a big change in the way of learning. Learning is a concept with many definitions, but a definition that is many at hand is that learning means that individuals seeking new knowledge and experiences that shape their goals, behavior and environment.With the development of the web a new way of learning emerged, E-learning. E-learning integrates information technology with the traditional learning to offers a flexible way of learning for students where they won't be dependent on time, place or others issues that would prevent their learning. E-learning takes shape of an application, LMS (Learning Management System). Today LMS are widely used in many universities, but with new technique comes new problems. The constant developments of the LMS have made the decision to use LMS difficult.

Team Bella, Team Katniss : En komparativ motivstudie av triangeldraman i Stephenie Meyers Twilight och Suzanne Collins' The Hunger Games

The thesis of this essay is concerned with how two adaptations of The Neverending Story have used the novel's vivid intertextuality and dialogism. The essay also discusses the possibilities of adaptation studies and whether an adaptation can explain a novel by emphasizing its themes..

Därför flyttar vi till Nyköping : En studie av Nyköpings kommuns positiva flyttnetto

The aim of this study was to analyze the assessment of the primary school, from the teacher?s perspective. There has been an ongoing discussion regarding assessment and about the purposes of assessment for a long time. But there is a paucity of research on what teachers believe about. This study examined primary teachers? beliefs on major purposes of assessment.Assessment is the process of gathering and interpreting information about students? learning.

Börja läsa : Den tidiga läs- och skrivutvecklingen

To be able to read and write is necessary to manage well in life. It is important to get a good start in one´s reading and writing development. My purpose in this study was to find out how to teach children to read and write. Obtain knowledge about how to best help children during the early years of reading and writing development, and what is required to teach good reading and writing skills.I wanted to find out how the pedagogues work in the schools, and if they use ant special methods in their teaching. This is something that I, as a future pedagogue didn´t have much knowledge about, which is very important for my future pupils.My research method was qualitative where I interviewed three pedagogues who work whit teaching reading and writing in the early years.

Gruppsammansättning och lärande : Hur elever ser på sitt lärande i grupparbeten

The aim with the study has been to get an overview of how students perceive their learning in group projects. The survey has been implemented with a quantitative questionnaire with qualitative elements during guidance. Students in grade 9 in a secondary school answered a survey study where they should take side to several proposals about learning and group work. The result shows that students in general do not find learning in group as the best learning method, but instead prefer individual learning methods when to learn new things. On the contrary, students claim that they learn best when group members not think as they but think in another direction.

Retrospel: En studie i hur retrotrenden påverkat digitala spel

I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.

Bibliotek, Finkultur och TV-spel : En diskursanalys av debatten kring TV-spel och bibliotek

This bachelor´s thesis analyzes the debate in a number of Swedish media regarding the introduction of video games as a new medium in the public libraries. The theory and method used is discourse analysis. Three questions were asked: how the introduction of video games as a new media in libraries is discussed, how is it motivated and in what way the authors of the articles analyzed are speaking about new media and the mission of the library. The selected articles were divided into four themes and the analysis resulted in the identification of two main discourses, one which is positive to the introduction and integration of new media in the libraries? collections, and one which has a more negative approach and uses quality and culture as an argument. The conclusion is that video games are a medium so widely used that librarians have to decide whether or not they want to include it in the libraries? collections, and by deciding this they reveal their attitude towards the mission and purpose of the public library..

De kritiska aspekternas betydelse för elevers utveckling av lärande : En studie på en Learning Study

Jag har studerat en Learning Study i syfte att studera innebörder av kritiska aspekter i olika skeenden i en Learning Study. Detta med utgångspunkt i följande forskarfrågor: Vilka kritiska aspekter identifieras under processen i Learning Study träffarna?, Hur realiseras de kritiska aspekterna under försökslektionerna?, Vilka identifierade kritiska aspekter, ges möjlighet att erfaras av eleverna under försökslektionerna och resultatet i eftertestet?Studien kan ses som en form av praxisnära forskning av kvalitativ karaktär och har sin grund i min roll som en av deltagarna i ett FoU-arbete i Learning Study anordnat av utbildningsförvaltningen i Stockholm i samarbete med Stockholms universitet. Studien har sin utgångspunkt i granskning av avhandlingar och forskningsartiklar som innehåller studier kring och inom området Learning Study. Resultatet visar på att förståelse i variationsteorin och dess kritiska aspekter i Learning Study cykelns olika skeenden har betydelse för elevernas utvecklande av lärande..

Estetiska lärprocesser i förskolan : för kunskap och berikande upplevelser

 The purpose of my study is to illumine the aesthetic learning process significant in the preschool. Focus has been on allowing educators in different preschools to answer questions valid the use of aesthetic learning processes. I chose to do my study using an opinion poll and a literature review. The result shows that the preschools use aesthetic learning processes and according to the educator?s aesthetic learning process is a very important tool for education in the preschool.  The notable in this study is that the educators have different views of what aesthetic means. The first view is that you only work with aesthetic subjects.

Nytt blod, gamla bilder : Visuell våldsgestaltning i film och spel

The paper discusses and analyzes differences and similarities in depictions of violence in the two narrative media of films and games. The work is based on existing theories on representation, remediation, narration and immersion ? theories which are further developed and discussed by the author. The movies Man on Fire and Kill Bill, as well as the games Ninja Gaiden and Grand Theft Auto are analyzed and used as examples of how depictions of violence in films and games can or should be studied. Also, the possibilities for development of the theories used in the paper are considered.

Kökets bråkstakar : elevers förståelse för bråktal i hem- och konsumentkunskap

The aim of this study has been to investigate students? understanding of fractions when they occur in the practical subject home economics. In order to investigate this, the learning study method was used. Learning study can be understood as a method to gain deeper understanding of what is learnt by students during a lesson to increase learning outcome.The variation theory framework has been utilized to analyze the results of this study. The object of learning was chosen to be addition of fractions bigger than one half when they appear in home economics.

Impressionism och Digitala Spel

Abstrakt För att utveckla och förändra spelmediet behandlar detta arbete impressionism och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för att undersöka hur de två ämnena kan sammanföras i en spelproduktion. Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur spelet fungerar och deras syn på kopplingen mellan impressionism och digitala spel. Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram: impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning, interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras samman.

Hot mot yrkesrollen eller vardagligt verktyg? En studie av lärares inställning till lärplattform

Today an increasing number of schools and organizations are investing in so called Learning Management Systems. Researchers disagree on the pedagogical value of these tools. Some mean that Learning Management Systems cement old-fashioned behaviouristic teaching practices; others mean that the systems provide good opportunities in supporting learning in a socio cultural perspective. The aim of this study is to reach better understanding and increased knowledge of how the introduction of a Learning Management System influences the role of the teacher and how the learning is organized. We have conducted two case studies.

E-learning ? en utbildningsmetod och dess nytta

Companies that invest in e-learning have different expectations regarding the outcome of the investment. According to literature and articles it is common that companies see reduction of costs as the primary benefit with e-learning. Therefore we ask ourselves the question if companies have attained the expected benefit of the investment in e-learning and to what extent cost reduction have been a determining factor in the investments? The purpose of the thesis is to examine if companies that invest in e-learning have attained the expected benefits. We also want to examine what the reason for investing in e-learning is and if cost reduction is the primary reason for investing. The study is founded on a qualitative method that is based on a case study in eight companies.

Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers

The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.

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