Sökning: "education and games"

Visar resultat 1 - 5 av 54 avhandlingar innehållade orden education and games.

  1. 1. Playing and Learning Across Locations: : Indentifying Factors for the Design of Collaborative Mobile Learning

    Författare :Daniel Spikol; Marcelo Milrad; Jakob Tholander; Växjö universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; Computer Supported Collaborative Learning; Mobile; Location-based services; Pervasive computing; Ubiquitous computing; Design-based research; Co-Design; Education; Games; Computer science; Datavetenskap; Other information technology; Övrig informationsteknik; Media Technology; Media Technology;

    Sammanfattning : The research presented in this thesis investigates the design challenges associated with the development and use of mobile applications and tools for supporting collaboration in educational activities. These technologies provide new opportunities to promote and enhance collaboration by engaging learners in a variety of activities across different places and contexts. LÄS MER

  2. 2. Learning as a patient : What and how individuals want to learn when preparing for surgery, and the potential use of serious games in their education

    Författare :Brynja Ingadóttir; Tiny Jaarsma; Ingela Thylén; Bjöörn Fossum; Linköpings universitet; []
    Nyckelord :MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Education; knowledge expectations; learning; serious game; surgical patients; Kennslutölvuleikur; nám; sjúklingafræðsla; skurðsjúklingar; væntingar til fræðslu;

    Sammanfattning : Introduction: Surgical patients need knowledge to participate in their own care and to engage in self-care behaviour in the perioperative period which is important for their recovery. Patient education facilitates such knowledge acquisition and several methods can be used to facilitate it, for example, face-to-face education and brochures or using information technology such as website or computer games. LÄS MER

  3. 3. Låtsaskrigen : föreställningar om krig, maskulinitet och historia i krigsspel under 200 år

    Författare :Tomas Karlsson; Finn Arne Jörgensen; Esbjörn Larsson; Umeå universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Wargame; masculinity; gender studies; history; computer games; video games; board games; miniature games; history culture; media archeology; media war; mediation; authenticity; simulation; play; military history; Reisswitz; Game Studies; counter factual history; historical accounts; warriors; krigsspel; historia; maskulinitet; dataspel; brädspel; historiekultur; simulering; militärhistoria; kontrafaktik; spel; genusvetenskap; history and history teaching; historia med didaktisk inriktning;

    Sammanfattning : This thesis investigates how different wargames relate to notions of war, masculinity and history. It poses the question how the concept of authenticity is used in relation to wargames portrayal of war, masculinity and history. The outline of the thesis is chronological, spanning roughly from the 19th century to the present. LÄS MER

  4. 4. 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

  5. 5. 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