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3010 Uppsatser om Learning skills - Sida 2 av 201
Lärandevillkorens beroende av samspel : en studie med fokus på personer med autism-diagnos och deras upplevelse av samspel.
The purpuse of this study was to develop knowledge about learning condition that are to be in a context of interaction with persons that have Autism Spectrum Disorder diagnosis are included. The pre-understanding has evidence in that the public very often has a lack of knowledge in understanding persons with this kind of disabilities that can put the social interplay in disharmony. The phenomenological approach was used to reach the essence of the learning influence processes. Seen from the respondents experiences of interaction as a help for the informal learning in a working context. The purpose was to see the result of interplay and the effect of learning condition and to see what help those respondents acctually have experienced.
Digital kompetens : Äldreomsorgspersonals upplevelser av en digitaliserad arbetsplats
This study highlights the importance of computer technology and its impact on elder care staff's skills development in the public sector. The government presents the digital agenda within which information and communication technology today is considered to have a potential for sustainability, growth and development. According to the EU Commission, there are several important elements that should be improved to digitize the workplace. Among these are digital literacy, collaboration between agencies and increased investments in research, education and innovation. New technology can be understood in different ways by individuals, some see the computer as something positive and exciting, while others may find it hard to see the opportunities for learning and development.
Barns interaktion vid "lärplattan" : Barns positioner ägare, åskådare och deltagare
AbstractThe purpose of this study is to examine how children interact with each other and what social positions they assume when using the learning pad. The social positions reffered to is the Owner, the Participant and the Spectator, defined by Ljung Djärf (2004). According to Ljung Djärf (2004), the Owner is defined as the one in control of the mouse and keyboard. The Owner is expected to be in charge of what is happening on the screen. The Participant is typically found on a chair near the computer.
Lärandevillkorens beroende av samspel - en studie med fokus på personer med autism-diagnos och deras upplevelse av samspel.
The purpuse of this study was to develop knowledge about learning condition
that are to be in a context of interaction with persons that have Autism
Spectrum Disorder diagnosis are included. The pre-understanding has evidence in
that the public very often has a lack of knowledge in understanding persons
with this kind of disabilities that can put the social interplay in disharmony.
The phenomenological approach was used to reach the essence of the learning
influence processes. Seen from the respondents experiences of interaction as a
help for the informal learning in a working context. The purpose was to see the
result of interplay and the effect of learning condition and to see what help
those respondents acctually have experienced.
"Kunskap är makt" : En kvalitativ studie om ordningspolisers lärande
In a work environment where employees can be thrown into all sorts of situations and where anything can happen, it requires that they have good knowledge about what they do and constantly strive to improve their skills. The purpose of this paper is to study how professional police officers perceive learning in their work. Essay authors would like to find out how the police officers experience their formal learning, informal learning and police education. This is by research what the police officers learn through various forms of education and what they learn by practicing their profession. Previous research dealing with the subject and relevant theories are discussed and processed.
Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling
This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how these games can be good for these factors, but also in what respect computer games may prevent the development of young individuals socials skills and learning progress. The study showed that in spite of perpetual prejudices against computer games in the technological age, computer games might actually be good to use as a tool in order to authorize the development of young individuals regarding learning and social aspects.
????????????Pedagogers syn på utomhuspedagogik
The purpose of the research is to find out how the teacher of the pre-school looks at the value of the nature Pre-school. To get an understanding of what the nature pre-school enviorment can bring, we are talking about learning, knowledge, and experience combined with the everyday lessons learned from the natural world. The research is a stepping stone on the pre-school teacher?s thoughts and reflections of what a nature pre-school is. This is grounded in a view of how having options for alternative schools lead to wider research, and all conclusions where formed after multiple interviews and analysis.The results showed that the teachers involved are very positive to the nature pre-school environment and learning process.
Geometri i förskolan
The present study deals with the importance of play for children's learning in preschool. The purpose is to investigate the importance of play for children's learning in preschool from a pedagogue?s perspective. The study is based on two issues: How does the pedagogue´s who were interviewed reason about the impact the play has on children's development? How does the pedagogue´s approach to make play a learning situation? The empirical data is based on semi-structured interviews with four preschool pedagogue´s.
Digital kompetens - Äldreomsorgspersonals upplevelser av en digitaliserad arbetsplats
This study highlights the importance of computer technology and its impact on
elder care staff's skills development in the public sector. The government
presents the digital agenda within which information and communication
technology today is considered to have a potential for sustainability, growth
and development. According to the EU Commission, there are several important
elements that should be improved to digitize the workplace. Among these are
digital literacy, collaboration between agencies and increased investments in
research, education and innovation. New technology can be understood in
different ways by individuals, some see the computer as something positive and
exciting, while others may find it hard to see the opportunities for learning
and development.
Folkbibliotekarien och det livslånga lärandet En undersökning av ett projekt till stöd för vuxenstuderandes livslånga lärande
The purpose of this master thesis is to investigate issues concerning lifelong learning and the role of the public librarian. This is done by examining LärForum Forum for Learning, a project initiated at a public library located outside of Stockholm, with the aim of supporting adults lifelong learning. The major questions raised in this study are: How do the seven librarians interviewed define lifelong learning and how do they perceive their own role in relation to lifelong learning in the public library? Do they work with adult learners in a different way than they do with "ordinary" users of the library? Has their conception of their own role as a public librarian changed as a result of LärForum, and do they find it necessary to acquire new skills because of the project? Data was collected through interviews and observation, and the study is a qualitative case study. The main results are that the librarians see their role in lifelong learning in the public library as self-evident, and they see lifelong learning mostly as learning for an individuals personal development.
Fanfictionskrivande på engelska : Språkinlärning i en nätbaserad praxisgemenskap?
The purpose of this study was to investigate the English writing activities of young Swedes on the site FanFiction.net to determine what type of differences were perceived between this activity and the writing activities taking place in upper secondary English courses, what effects fan fiction had on their English skills as well as what possibilities were perceived in regards to using fan fiction as a tool of learning. Methods used include an interview study along with a textual analysis to determine changes in grammatical complexity, errors and mistakes. Results indicate that partaking in fan fiction-related communities of practice in English can potentially improve language skills. Results also showed that informants valued interaction and practical language use, largely perceiving the formal teaching of English as lacking in opportunities for practical, contextually relevant and creative language use. However, introducing fan fiction and its practices of peer-reviewing in a formal educational setting was also perceived as risky, at the same time as there existed a sense of optimism that the fan fiction format and its practices could both be used to facilitate learning..
Ta rast! : En sociokulturell studie om rastverksamhet
The purpose of this study is to highlight play and learning in the lower school ages in organized and non-organized break actives. The premise is that the break is a part of the schoolday and that the school has responsibility to live up to the goals and guidelines of the curriculum even in recess. Leisuretime-pedagogy and the professional competence the pedagogs possess about games and the social relations of children are also in focus in this study. The study is a qualitative study where the empirical material consists of observations in a schoolyard environment during one week and interviews with children. The material has then been interpreted and analyzed using Lev S.
Konstpedagogik : ett alternativt arbetssätt
This study concerns art education, and the importance of creativity in learning. The objective is to examine the use of art education in practice, and the school teacher?s position on this practice.The theoretical basis of the study is rooted in a socio-cultural perspective, and concerns the relationships between theoretical concepts as learning, knowledge and art education.The investigation is qualitative and the main research methods are participant observations and structured interviews.The group studied in this investigation consisted of five active educators, who work at different schools and make use of art-based methods in their daily work.My results show that teachers believe that art education can be used by schools as a gateway to the other subjects. Art is regarded as a form of understanding through which pupils explore their surroundings, challenge their ideas and build skills through interaction with others..
Grundskoleelevers samlärande och undervisningen i informationssökning
Education in information seeking is often traditional and focused on technology. When it comes to this sort of education, research proves it is unusual to pay attention to the interaction between students. My intention has been to examine if it is possible to pay attention to the interaction between students, in order to create more and better situations of learning. The issues in this work are about describing the students? interaction.
Förskolebarns möjligheter till utvecklande av förmågor och problemlösningsstrategier inom Montessori och Reggio Emilia
The comprehensive aim of the essay is to discuss the abilities of developing individual, communicative and cooperative skills, related to The Swedish National Agency for Education, for pre-school children in Montessori and Reggio Emilia-inspired pre-schools. The importance of the choice of pre-school for lifelong learning is discussed and examined. The two educational profiles are presented and the theories of communication, collaboration and individual work are the basis for the analysis of the results. The collection of empirical data is done through observations and interviews with pre-school children. First, the informants construct a fantasy animal on their own and then together with a partner.