Sökning: "Design games"

Visar resultat 1 - 5 av 109 avhandlingar innehållade orden Design games.

  1. 1. Participatory inquiry : Collaborative Design

    Författare :Martin Johansson; Malmö högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Design informed by ethnography; Work practice based design; Participatory inquiry; Collaborative design; Design games; Interaction Design; Human Computer Interaction; Participatory Design;

    Sammanfattning : This dissertation focuses on design sessions in which users and stakeholders participate. It demonstrates how material from field studies can be used in exploratory design sessions. The emphasis is on the staging and realization of experiments with ‘possible futures’. LÄS MER

  2. 2. Designing for Peer Learning : Mathematics, Games and Peer Groups in Leisure-time Centers

    Författare :Åsa Harvard Maare; Sune Vork Steffensen; Kognitionsvetenskap; []
    Nyckelord :HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Leisure-time centers; mathematics; embodied interaction; design research; motivation; observational learning; Leisure-time centers;

    Sammanfattning : Constrained by national tests and the mathematics curriculum, teachers have problems finding time for exploratory and hands-on mathematical activities, especially so in classes with a reduced pace of progression, for example because of a large proportion of second-language learners. Could the leisure-time center, where time is not earmarked, provide such opportunities? The conclusion of this thesis is that this can be done, on the condition that designed activities build on the central premise of the leisure-time center: children have the right to choose which activities to engage with. LÄS MER

  3. 3. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity

    Författare :Lina Eklund; Karin Bergmark; Lars Udehn; Mia Consalvo; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Digital games; video games; computer games; online gaming; gender; sociality; social relationships; social interaction; everyday life; MMO; World of Warcraft; Sociology; sociologi;

    Sammanfattning : This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. LÄS MER

  4. 4. Didaktisk design med digitala resurser : En studie av kunskapsrepresentationer i en digitaliserad skola

    Författare :Anna Åkerfeldt; Anna-Lena Kempe; Staffan Selander; Sten Ludvigsen; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; didactic design; designs for learning; knowledge; representations; digital resources; cultures of recognition; multimodality; didaktiks design; design för lärande; kunskap; representationer; digitala resurser; erkännandekulturer; multimodalitet; Didactics; didaktik;

    Sammanfattning : In digital-classroom practices, pupils design their learning processes in collaboration with their peers, employing different semiotic resources when representing signs of learning in a constant flow. There still remain differences, however, between learning practices and the way pupils are formally tested. LÄS MER

  5. 5. Simulated "real" worlds : Actions mediated through computer game play in science education

    Författare :Elisabet M. Nilsson; Malmö högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; science education; computer games; game-based learning; mediated action; empirical studies; Agent O; SimCity 4; computer game play science education computer games game-based learning; Agent O; empirical studies; SimCity 4; mediated action;

    Sammanfattning : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. LÄS MER