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Visar resultat 1 - 5 av 54 avhandlingar som matchar ovanstående sökkriterier.

  1. 1. Simulated "real" worlds : Actions mediated through computer game play in science education

    Författare :Elisabet M. Nilsson; Malmö högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; science education; computer games; game-based learning; mediated action; empirical studies; Agent O; SimCity 4; computer game play science education computer games game-based learning; Agent O; empirical studies; SimCity 4; mediated action;

    Sammanfattning : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. LÄS MER

  2. 2. 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

  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. Inclusive Digital Socialisation : Designs of Education and Computer Games in a Global Context

    Författare :Thomas Westin; Mats Danielson; Dimitris Grammenos; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer games; education; socialisation; inclusion; exclusion; development; accessibility; Computer and Systems Sciences; data- och systemvetenskap;

    Sammanfattning : Digital socialisation is to learn the ways of living online, across national borders, local cultures and societies and has to be inclusive for equal participation. Conditions for this socialisation process are different due to both local and individual limitations. LÄS MER

  5. 5. Visualising Security through Computer Games : Investigating Game-Based Instruction in ICT Security:an Experimental Approach

    Författare :Kjell Näckros; Louise Yngström; Helen Armstrong; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; ICT Security; Education; Game-Based Instruction; GBI; Computer Games; Game-Based Learning; GBL; Nonlinear; Linear; Learning Styles; Holist; Serialist; Knowledge; Vital Security Functions; VSF; Informatics; computer and systems science; Informatik; data- och systemvetenskap;

    Sammanfattning : This thesis investigates whether learning materials in the form of computer games can increase knowledge and comprehension in the area of ICT security.Through a series of experiments carried out in Sweden between the years 2000 and 2003, investigating theoretical knowledge as well as practical knowledge gained through a single-user computer game, data were collected and subjected to quantitative and qualitative analyses. LÄS MER