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3738 Uppsatser om Role-playing games - Sida 5 av 250

Språkstimulerande arbete i förskolan

AbstractMy purpose with this essey is to study how they work in preschool whir language- stimulation. I will try a way to work with this trough intervjus whit teacher at preschool. My main questions are: Way dose teachers use language- stimulation? How dose teachers use language- stimulation when it comes to there way of working and methods? Do the teachers think that language- stimulation help the childrens development?To answer these questions I interviewed 6 teachers I central Sweden and used this as data. I have written about language, language- development in a biologik and theoretical aspect, teachers plan, language- stimulation, playing by language sounds and TRAS (early registration of language development) in my literary review.My result shows that working whit language- stimulation helps children in there language- development, it also develops there self-image and identity.

Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen

Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.

We've both said things you're going to regret : En undersökning av dagspressens framställning av TV-och datorspel perioden 1995 till 2012

The use of computer and video games has increased immensely over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. With such a large number of frequent users, the media reporting on the subject of games becomes interesting and important. How are games represented in the media, and has there been any change in the way they are portrayed as their popularity has grown? ­The aim of this study is to determine if and how the portrayal of computer and video games in Swedish newspapers has changed during the period 1995?2012. The study was conducted with the use of quantitative content analysis and the empirical data was collected from the two most widespread newspapers in Sweden ? DN and Aftonbladet.

Wii Sports och Sport : En jämförelse av fysiska och emotionella skillnader och likheter i träningsspel jämfört med riktig träning

AimThe purpose of this study is to compare the level of activity between playing wii Sports Tennis and wii Sports boxing, and the usual sports, and to see how the two variants are perceived.Issues:- How much strain ratio and energy consumption it gives to exercise wii sports compared with the playing of sport for real?- How do the test participants experience the different tests?- How are the two wii sports games against each other in terms of activity and fitness in the school environment?MethodThis is an experimental study in which 10 test participants (5 men and 5 women) have carried out four different physical tests. The tests consisted of either playing an exergame or playing a sport for 25 minutes. Physical activity was measured during the test using a heart rate monitor. All test participants completed all tests in the same order.

Fritidshemmets betydelse för barnets sociala utveckling : utifrån ett värdepedagogiskt vuxenperspektiv

The purpose of my study was to find out how staff in after-school activities thinks they work with norms and values, we may call this values education, and how this in turn may influence children's norms and values. By extension, how children are socialized with each other and develop socially. In my research, I have interviewed five of the after-school activities staff who work with children aged 6-9 years at a school in the neighbourhood Rinkeby-Kista in northwestern Stockholm.The results show that after-school activity according to the staff can play a very important and sometimes crucial role in children's social development. Staff believes that if they do not learn the social rules by participating in playing and games in early childhood, when growing up they are outside and cannot participate. By their pedagogical approaches, in terms of values and norms, the adults in after-school activities can help children to become socialized into a community of solidarity and eventually as adults become responsible citizens able to function and participate in society..

Ett medium som alla andra?: Folkbibliotekens marknadsföring av TV-spel mot ungdomar

This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay?s theoretical framework is based on Philip Kotler and his co-authors? marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development.

"TV-spel är inga konstigheter!": En enkätundersökning om tv-spel på folkbiblioteken

The aim of this bachelor thesis is to investigate the lending of video games at the public libraries in Sweden. The thesis focused around a web survey, which was sent out to all public library directors, as its research material. The results were compared with those found in a master thesis by Olle Berg and Thomas Nyström from 2008. This was done to gain a better understanding of why the libraries provided video games. The other results of the survey were analyzed with a quantitative method.The results indicate that half of the responding libraries provide video games for borrowing.

Leken : En studie om kommunikation i fantasilekar

The aim of this study was to examine how children in the age of 5 are communicating in play at the preschool and how their fantasy games are different from each other. In this study, I have gained a greater insight on how to control children's imagination games.My approach has been the observation of three fun times where I also used me out of a voice recorder to record children's voices when their children are communicating with each other during the time of play at the preschool.The results of my study showed that children's fantasy games based on children's past experiences in which children use different themes and characters. The children's communication activities are different from each other. Children have different themes but the deck is based on imagination and communication.Fantasy games that children perform is rooted in the experiences that children get through to experience and see the reality.

Persuasiva spel: Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspel

This essay is about the principles and rules that control persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using procedural rhetoric and that games as a medium gives special conditions for procedurality.  By procedural rhetoric Bogost means an argumentation that is based on rules and choices, as opposed to texts, movies and images. (Bogost 2007). Bogost describes these procedures as quite specific for games and claims that they differ qualitatively from ?ordinary? rhetorical arguments even if they just as other arguments work by establishing enthymems.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

Från DOOM till Krakel Spektakels ABC - Datorspel och lekfulla datorprogram för barn och ungdom på svenska folkbibliotek

This thesis is an attempt to study computer games and playful computer programs for childrenand youth at Swedish public libraries. The main method used, is qualitative interviews.The main reason the libraries in the study offer computer games and playful computer programsto their users, is that every member of the society shall have opportunity to use newtechnology such as computers and computer programs. The users of this media are for themost part boys. The librarians in our study wish to have pedagogical games and programswithout violent themes at their libraries. Lending computer games and computer programs isnot of any priority for the libraries..

Tv-spel som kultur? : En kvantitativ studie över tv-spelens kulturella plats på folkbiblioteket.

This study examines the cultural place and status of video and computer games in the Swedish public library. Using works on popular culture and the theories of Pierre Bourdieu, this study employs quantitative methods, as well as textual analysis, to analyze the results of an online questionnaire with 19 questions focusing on selection criteria, shelf placement, perceived competence, as well as reasoning for having or not having these games in the library. 286 out of the 440 libraries contacted is participating in the study, and the libraries consist exclusively of public libraries in Sweden that are found in the database of the Royal Library.The results of this study show that a larger number of libraries than previously indicated have started to provide electronic games to their patrons. At the same time, patterns in the data and comments suggests that these games in many cases still do not enjoy the same level of cultural recognition as other media. Indicative of this is the way most libraries seem to focus on the medium being exclusively for their young patrons, with seem-ingly very little in the way of investment for adults.

Den svenska sällskapsspelsmarknaden : En studie om en bransch i utveckling från 1970 till idag

This essay is about the history of the Swedish board game-industry from the 1970?s to today. The essay focuses on the companies in the business and how they change during this period and about the causes of this change. This essay aims both at accurately describing the development of the industry as well as asking the question of what influence factors from outside of the industry have upon the change during this period of time. The material used in this essay is mainly extracts from interviews with people who have been working in the industry during the period, as well as literature on the subject and product-catalogues from certain years in the time-frame.From this material I have outlined the basic history of the industry.

Opera i Stockholm, Stadsgårdskajen

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

En skola för alla : Pedagogers syn på integrering och inkludering av särskoleelever i grundskolan

This study examines the cultural place and status of video and computer games in the Swedish public library. Using works on popular culture and the theories of Pierre Bourdieu, this study employs quantitative methods, as well as textual analysis, to analyze the results of an online questionnaire with 19 questions focusing on selection criteria, shelf placement, perceived competence, as well as reasoning for having or not having these games in the library. 286 out of the 440 libraries contacted is participating in the study, and the libraries consist exclusively of public libraries in Sweden that are found in the database of the Royal Library.The results of this study show that a larger number of libraries than previously indicated have started to provide electronic games to their patrons. At the same time, patterns in the data and comments suggests that these games in many cases still do not enjoy the same level of cultural recognition as other media. Indicative of this is the way most libraries seem to focus on the medium being exclusively for their young patrons, with seem-ingly very little in the way of investment for adults.

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