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Visar resultat 1 - 5 av 322 avhandlingar som matchar ovanstående sökkriterier.

  1. 1. Play, Culture and Learning : Studies of Second-Language and Conceptual Development in Swedish Preschools

    Författare :Robin Samuelsson; Per Ledin; Stina Hållsten; Karin Aronsson; Södertörns högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; early childhood education; ECEC; preschool; play; affordances; embodiment; multimodal; interaction; second-language development; conceptual development; culture; cultural affordances; digital tools; artefacts; perception; förskola; förskolepedagogik; didaktik; förskola; lek; affordanser; kroppslighet; multimodalitet; interaktion; andraspråksutveckling; begreppsutveckling; kultur; kulturella affordanser; digitala redskap; artefakter; perception; Utbildningsvetenskapliga studier; Studies in the Educational Sciences;

    Sammanfattning : This dissertation studies how second-language and conceptual development emerge through interactions in Swedish preschool environments. It studies how types of interaction, such as play, can scaffold children toward such developments. LÄS MER

  2. 2. Plug & Play? Stakeholders’ co-meaningmaking of gamification implementations in workplace learning environments

    Författare :Adam Palmquist; Göteborgs universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; NATURVETENSKAP; NATURAL SCIENCES; gamification; stakeholder; design; implementation; adoption; workplace learning; gamification stakeholder design implementation adoption workplace learning;

    Sammanfattning : This dissertation discusses the implementation process of gamification in organisations’ workplace learning environments, focusing on four stakeholder groups: Administrators, Leaders, Providers and Users. These stakeholder groups are represented across the dissertation’s five articles, which present the results of my investigation of the groups’ meaning attributions to the gamification implementations in their organisations’ learning environments. LÄS MER

  3. 3. Ett medialt museum : lärandets estetik i svensk television 1956-1969

    Författare :Petra Werner; Jakob Staberg; Anders Burman; Katarina Elam; Södertörns högskola; []
    Nyckelord :HUMANIORA; HUMANITIES; HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; aesthetics; aesthetic depicting; television; learning; intangible heritage; storytelling; play; attention; education; learning processes; documentary; oral tradition; visual tradition; hermeneutic; phenomenology; Estetik; bildning; gestaltning; television; lärande; immateriellt kulturarv; berättande; lek; uppmärksamhet; lärandeprocesser; dokumentär; muntlig tradition; visuell tradition; hermeneutik; fenomenologi; Kritisk kulturteori; Critical and Cultural Theory;

    Sammanfattning : This thesis investigates the aesthetic interpretation of learning processes in television produced and broadcast in Sweden between 1956 and 1969. The thesis explores how these programmes are linked to concepts of Bildung by their aesthetics, by which the intangible cultural heritage is entrusted in the form of oral and visual traditions, storytelling and games/play, where learning is the common denominator. LÄS MER

  4. 4. Knowledge at play. Studies of games as members’ matters : Kunskap genom spelande. Studier av digitala spel och spelande som kunskapsdomän

    Författare :Ulrika Bennerstedt; Göteborgs universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; digital games; collaborative gaming; gameplay; learning; skill; transfer; coordinated action; professionalization; game education; assessment; institutionalization; gaming literacy; ethnomethodology;

    Sammanfattning : On a general level, this thesis seeks some answers to the broad question of what one can learn from digital games. With an analytical approach informed by ethnomethodology, the main thrust of the work is an exploration of members’ matters in the area of games and gaming. LÄS MER

  5. 5. Statistical Learning, Dynamics and Control : Fast Rates and Fundamental Limits for Square Loss

    Författare :Ingvar Ziemann; Henrik Sandberg; Raginsky Maxim; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Machine Learning; Control Theory; Statistical Learning; Fundamental Limits; Electrical Engineering; Elektro- och systemteknik;

    Sammanfattning : Learning algorithms play an ever increasing role in modern engineering solutions. However, despite many recent successes, their performance in the context of dynamical and control systems is not exactly well-understood. LÄS MER