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Visar resultat 1 - 5 av 70 avhandlingar som matchar ovanstående sökkriterier.

  1. 1. 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

  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. Children’s early mathematics learning and development : Number game interventions and number line estimations

    Författare :Jessica Elofsson; Ulf Träff; Joakim Samuelsson; Stefan Gustafson; Camilla Björklund; Linköpings universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; mathematics learning and development; number knowledge and skills; intervention; number games; number line estimation; representations of number; lärande och utveckling i matematik; numeriska kunskaper och färdigheter; intervention; numeriska spel; skattningar av tal på tallinjer; representationer av tal.;

    Sammanfattning : Children’s early mathematics learning and development have become a topic of increasing interest over the past decade since early mathematical knowledge and skills have been shown to be a strong predictor of later mathematics performance. Understanding how children develop mathematical knowledge and skills and how they can be supported in their early learning could thus prove to be a vital component in promoting learning of more formal mathematics. LÄS MER

  4. 4. Lärarutbildarens professionella agency i en digital tid

    Författare :Anna Roumbanis-Viberg; Karin Forslund Frykedal; Cathrine Edelhard Tømte; Högskolan Väst; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Professional agency; digitalization; teacher educator; professional identity; Professionell agency; digitalisering; lärarutbildare; professionell identitet; Work Integrated Learning; Arbetsintegrerat lärande;

    Sammanfattning : Avhandlingen undersöker hur lärarutbildare uppfattar och hanterar sin yrkesvardag i en digital tid. Den digitala transformationen av samhället innebär att lärarutbildaren står inför att lära nytt, att förstå och hantera digitaliseringen i sitt professionella utövande och samtidigt utveckla studenters professionella digitala kompetens och en förståelse för sitt kommande digitala läraruppdrag. 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