Sökning: "Educational games"

Visar resultat 1 - 5 av 51 avhandlingar innehållade orden Educational games.

  1. 1. Games in Formal Educational Settings : Obstacles for the development and use of learning games

    Författare :Björn Berg Marklund; Per Backlund; Henrik Engström; Maurice Hendrix; Högskolan i Skövde; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Learning games; educational games; game development and use; Technology; Teknik;

    Sammanfattning : From the perspective of educators, games are viewed as a medium in which the younger generation both thrive and excel. Students navigate game environments with ease and regularly solve problems, engage in advanced collaborative efforts, and communicate complex concepts and strategies to one another during their private gaming sessions at home. LÄS MER

  2. 2. 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

  3. 3. Unpacking Digital Game-Based Learning : The complexities of developing and using educational games

    Författare :Björn Berg Marklund; Per Backlund; Henrik Engström; Anna-Sofia Alklind Taylor; Kristine Jørgensen; Högskolan i Skövde; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Educational games; Digital Game-Based Learning; case study; games in education; Humaniora-samhällsvetenskap; Humanities and Social sciences; Technology; Teknik; Interaction Lab ILAB ; Interaction Lab ILAB ;

    Sammanfattning : Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. LÄS MER

  4. 4. Uppdrag samspel : - en studie om elevers samspelskunnande i bollspel i ämnet idrott och hälsa

    Författare :Gunnar Teng; Håkan Larsson; Lars Tore Ronglan; Göteborgs universitet; []
    Nyckelord :MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Learning; ball games; cooperation; learning games; talk and action; transaction; gaps; standing fast; encounters; meaning-making; practical epistemology analysis; pragmatism.; Learning; Samhällsvetenskap Humaniora;

    Sammanfattning : This study is an intervention study conducted on students in the middle years of a Swedish suburban school. The aim of the study is to examine students’ cooperative skills in ball games in the subject of physical education. LÄS MER

  5. 5. Datorspelande som bildning och kultur : en hermeneutisk studie av datorspelande

    Författare :Carin Falkner; Bernt Gustavsson; Kjetil Steinsholt; Börje Ståhlhammar; Örebro universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer games; Bildung; meaning; play; mimesis; friendship; community; identity; culture; style; hermeneutics; Education; Pedagogik; Pedagogik; Education;

    Sammanfattning : The aim of the dissertation is to understand the playing of computer games based on its own conditions, and questions are asked such as what is the meaning constructed around playing and themselves as players, what is the social construction of playing and how can playing computer games be understood from the perspective of youth culture? A basic interest in the thesis is to contribute to the understanding of Bildung in an informal context outside the institutions, activities and genres that traditionally stand for Bildung.The empirical investigation that forms the basis of this thesis i in the form of presence at various LANs and interviews with players. LÄS MER