Sökning: "mobile games"

Visar resultat 1 - 5 av 19 avhandlingar innehållade orden mobile 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. Positive Persuasion - Designing enjoyable energy feedback experiences in the home

    Författare :Anton Gustafsson; Göteborgs universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Energy conservation; energy awareness; persuasive technology; sustainable HCI; ambient displays; pervasive games; serious games; engaging interaction; design; energy;

    Sammanfattning : The world currently faces huge challenges in terms of our excessive use of energy. Energy conservation – a topic that has been on the agenda since the energy crisis in the 1970s – has for this reason once again become a very central issue in our society. LÄS MER

  3. 3. Targeting Children Online : Young internet users and producers in the commercial media environment

    Författare :Carolina Martinez; Medie- och kommunikationsvetenskap; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; internetreklam; internet; reklamspel; barn; reklamproducenter; marknadsförare; mobilspel; virtuella världar; online advertising; internet; mobile games; children; advertising professionals; marketers; virtual worlds; tactics;

    Sammanfattning : Children’s daily internet usage takes place to a large extent in a commercial environment, where advertising and the sale of virtual goods are ever-present parts of the online experience. The overall goal of this thesis is to contribute to a critical understanding of children’s commercial online environment as spaces for children’s everyday life activities and participation, and as spaces for commercial interests that seek to target children and monetize their internet usage. LÄS MER

  4. 4. Human factors and wireless network applications : more bits and better bits

    Författare :Greger Wikstrand; Lars-Erik Janlert; Jerry Eriksson; Mark Högskolan Dalarna Ekonomi och samhälle Dougherty; Angela Sasse; Umeå universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Human factors; Mobile multimedia; Access protocols; Computer network performance; Quality of service; Video conferencing; Computer games; Streaming video; Medium access control; Collision detection; Reliable multicast; Computer science; Datavetenskap;

    Sammanfattning : I avhandlingen beskrivs ett hypotetiskt system som kan användas av mobila användare, bland andra taxichaufförer, som exempelvis vill följa en viktig fotbollsmatch. Flera faktorer ställer till problem: Ibland står bilen still och föraren har inget annat att tänka på än matchen. LÄS MER

  5. 5. 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