Sökning: "game as learning"

Visar resultat 21 - 25 av 70 avhandlingar innehållade orden game as learning.

  1. 21. Mästarcoacherna. Att bli, vara och utvecklas som tränare inom svensk elitfotboll

    Författare :Susanne Meckbach; Göteborgs universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; elite football; coaches; learning; education; practice; team; communities of practice;

    Sammanfattning : This thesis aims to contribute to a deeper understanding of what it means to learn to become, be and develop as a coach in Swedish male professional football. The theoretical framework is inspired by sociocultural perspectives on learning and the theory of situated learning, particularly Lave and Wengers’ (2005) concept legitimate peripheral participation and parts of Wenger’s (1998) concept communities of practice. LÄS MER

  2. 22. Exploring the bits and pieces of curiosity : an information-theoretic approach to understanding what compels information-seeking

    Författare :Gustaf Wadenholt; Linus Holm; Paul Schrater; Ronald van den Berg; Kou Murayama; Umeå universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Curiosity; uncertainty; information seeking; information gaps; learning satisfaction; learning reward; extrinsic reward; distraction; Psychology; psykologi;

    Sammanfattning : The aim of this thesis is to investigate the computational mechanisms that drive curiosity, the motivational state for learning for its own sake. Curiosity is operationalized as information-seeking behaviors and self-reported curiosity. LÄS MER

  3. 23. Efficient Communication via Reinforcement Learning

    Författare :Emil Carlsson; Chalmers tekniska högskola; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES;

    Sammanfattning : Why do languages partition mental concepts into words the way the do? Recent works have taken a information-theoretic view on human language and suggested that it is shaped by the need for efficient communication. This means that human language is shaped by a simultaneous pressure for being informative, while also being simple in order to minimize the cognitive load. LÄS MER

  4. 24. Applications of Information Inequalities to Linear Systems : Adaptive Control and Security

    Författare :Ingvar Ziemann; Henrik Sandberg; Alexandre Proutiere; Nikolai Matni; KTH; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Stochastic Adaptive Control; Machine Learning; Fisher Information; Secure Control; Fundamental Limitations; Reinforcement Learning; Electrical Engineering; Elektro- och systemteknik;

    Sammanfattning : This thesis considers the application of information inequalities, Cramér-Rao type bounds, based on Fisher information, to linear systems. These tools are used to study the trade-offs between learning and performance in two application areas: adaptive control and control systems security. LÄS MER

  5. 25. Designing for Peer Learning : Mathematics, Games and Peer Groups in Leisure-time Centers

    Författare :Åsa Harvard Maare; Sune Vork Steffensen; Kognitionsvetenskap; []
    Nyckelord :HUMANIORA; HUMANITIES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Leisure-time centers; mathematics; embodied interaction; design research; motivation; observational learning; Leisure-time centers;

    Sammanfattning : Constrained by national tests and the mathematics curriculum, teachers have problems finding time for exploratory and hands-on mathematical activities, especially so in classes with a reduced pace of progression, for example because of a large proportion of second-language learners. Could the leisure-time center, where time is not earmarked, provide such opportunities? The conclusion of this thesis is that this can be done, on the condition that designed activities build on the central premise of the leisure-time center: children have the right to choose which activities to engage with. LÄS MER