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2008 Uppsatser om Preschool play - Sida 59 av 134
Läsförberedande arbetsböcker i förskoleklass och skola : Arbetsboken, en ö i havet
Workbooks are used and has been used for a long time in teaching context with younger children. Given that children start grade 1 after one year of preschool, I will in my study examine what type of activities that are presented in textbooks used for teaching younger children in pre-school and school grade 1. The purpose of the study is, through a selection of published skill-training materials investigate its pedagogical basic view related to reading and write form of education in pre-school and school grades 1. In line with the aim of the study and to answer the study questions, a qualitative text analysis and pictures analysis was carried out. The result shows that there are more similarities in content than the forms of the textbooks, there are assumptions about language as well as how images should be interpreted in a right way.
Joharifönster och spel : att identifiera en målgrupp
This is the report on a study made to find a correlation between the Johari window and the games that the possessor of given Johari window enjoys to play. A Johari window is a graph that shows an individual?s ability to receive and give feedback. One obvious correlation was found between individuals enjoying role playing games and their possessing Johari windows showing a good ability to give feedback. The reasoning behind this is that the ability to give feedback is based on the capability to express oneself to the external environment, and that one would need to be comfortable with expressing oneself to an external environment in order to enjoy interacting with the narrative that takes place within the role playing genre..
Bruksorten : Illustration om en resa.
The main focus for this essay is to describe the relationship between human and nature through a material investigation that takes its shape through sculpture. With the help of a fairytale-like story the reader can share the creation of the sculpture and how my thoughts flow through the process that will result in an exam project. Rooted in earlier projects I discuss the crash between civilization and the wilderness as well as talking about the likeness of the creative process and child play. I also discuss the body's place in the forest and the loneliness that we humans created that has cut us off from the rest of the creatures and plants in the forest. My aim is that in the final piece I will create a fiction place where these can be joined together again.
Hur uppfattas kvalité i förskolan? : Pedagogers uppfattning om begreppet kvalité
Idag blomstrar debatten om människans och det moderna samhällets framtid under parollen Hållbar utveckling. I media talas det dagligen om politiker som försöker lösa klimatfrågan, på arbetsplatser talas det om CSR-arbete, på handelshögskolor talas det om hållbarhetsredovisning och i jobbannonser söker företag hållbarhetschefer. Övergripande går det att se att hållbar utveckling har blivit ett erkänt begrepp och fått sig en stor roll i dagens moderna samhällsekonomi - och framförallt inom företagandet. Vi ser att företag har fått ett stort ansvar (om inte ansvaret) att främja för en hållbar utveckling genom att agera hållbart utifrån ett socialt, miljömässigt och ekonomiskt perspektiv.Vidare ser vi att en stor del av detta ansvar kommer genom påtryckningar från ett modernt samhälle med medvetna konsumenter som i allt större utsträckning konsumerar hållbart och ställer vissa krav på företagen de handlar från. Detta har lett till att vi idag ser marknadsföringsstrategier och reklam som inriktar sig på att framhäva företags hållbara handlingar, exempelvis genom att påvisa att produktionen inte sker av barnarbetare eller att en vara är ekologiskt framställd.
eSport: Den professionella sidan och vägen dit
Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.
Erfarenhetsbaserat lärande : En intervjustudie utifrån sociokulturella perspektiv
The purpose of this essay is to show how or if teachers use different methods working with minority language students, who don?t speak Swedish in lower primary school. By using different socio-cultural perspectives I want to show that learning for both students and teachers is contextual and socially connected and how practical knowledge is significant for many teachers.My working method of this essay is made in a qualitative form by interviews with four preschool teachers. By these interviews I hope to find account for how teachers with or without experience work with immigrant children.The result of my survey shows that perceived experience is significant to most of my informants, which is what deficient in their work with non-Swedish speaking children. .
Den tredje våldtäkten : En narrativ analys av fyra friande våldtäktsdomar
The purpose of this study was to create an environment that stimulates children?s communication via language in a preschool called ?The Flower?. The environment should encourage and challenge the children to interact and communicate more with each other. That in turn will further the children?s language acquisition.
Förskolepedagogers tankar om skogen som utbildningsplats
Detta är en intervjustudie gjord med elva pedagoger verksamma i förskolan. Syftet med undersökningen är att ta reda på hur pedagoger ser skogen som en pedagogisk resurs. Resultatet visar att förskolepedagoger ser skogen som en pedagogisk resurs. Man använder sig av skogen i inlärningen av naturkunskap men också i exempelvis svenska och matematik. Pedagogerna såg möjligheter med skogen som till exempel att konkret visa barnen hur de olika årstiderna ser ut.
Språkutvecklande miljöer i förskolan : En studie om hur barn tillägnar sig språket genom ökat samspel
The purpose of this study was to create an environment that stimulates children?s communication via language in a preschool called ?The Flower?. The environment should encourage and challenge the children to interact and communicate more with each other. That in turn will further the children?s language acquisition.
Mervärden inom svensk nötköttsproduktion : kommunikation och drivkrafter
Today a lot of consumer and media interest lie in food production. Food is something everyone of us has a relationship to hence foodstuff and their making is a topic of current interest.Cattle?s rearing is one of many factors that have begun to play a bigger role when consumersare selecting beef from the shops? meat counters. This may well be a result of productdiversification and greater investments towards marketing. Many cattle rearers considerseveral grounds for added values being linked to their products and consumers are becomingmore aware of these primary sector related added values.
Trombon i blodet? : Vilka faktorer påverkar trombonelevers val av sitt instrument?
In this survey I have been trying to find out which factors influence the students? choice of instrument. I hope to, through the results, gain knowledge about how to reach interested students in my future work as a trombone educator.I have let 15 students that have played trombone in the County Music Academy one to three years, answer my inquiry concerning their choice of instrument. The students? parents were also asked to give an explanation to what they think made their child play the trombone and whether they tried to influence their child in the choice of instrument.
Miljöutbildande spel : förslag till nytt spel för barn 6-8 år Gro Play AB
Kan barn leka sig till en miljövänligare livsstil?Svaret är ja, om du frågar Patricia Rawecka, vd på företaget Gro Play AB. Hon har själv designat och utvecklat tre pussel för barn i åldrarna 3-5 år som både är miljövänliga och miljöutbildande. Med tanke på dagens extrema konsumtionskultur ville hon med god design, pedagogik och via barns lek motivera nästkommande generation till en mer hållbar livsstil. Visionen för hennes företag och även för detta examensarbete har varit att ge barn en chans att genom lek skapa sig en grund för en mer hållbar livsstil.
En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.
Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten
In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.
Effektivisering av klimatskärm : a?tga?rdsfo?rslag fo?r bostadsfo?reningen Stocken
This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..