Sökning: "digital games and learning"
Visar resultat 1 - 5 av 13 avhandlingar innehållade orden digital games and learning.
1. Unpacking Digital Game-Based Learning : The complexities of developing and using educational games
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
2. Knowledge at play. Studies of games as members’ matters : Kunskap genom spelande. Studier av digitala spel och spelande som kunskapsdomän
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. Inclusion in digital culture : Issues of formal education and computer games
Sammanfattning : Education is a human right but many pupils in Sweden, especially boys, have trouble of grading in school. Formal education exists to socialise young people in society, which today is characterised by a digital culture, where playing computer games is one of the most common youth activities. LÄS MER
4. Mapping the Landscape of Digital Game-Based Learning in Swedish Compulsory and Upper Secondary Schools : Opportunities and Challenges for Teachers
Sammanfattning : Interest in the use of digital games in education has been increasing over the past few decades. Advocates argue that digital games are powerful learning tools with the potential to support increased motivational, cognitive, behavioural, affective, physiological and social outcomes. However, empirical evidence for their effectiveness is mixed. LÄS MER
5. Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns
Sammanfattning : The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. LÄS MER