Sökning: "online worlds"
Visar resultat 1 - 5 av 20 avhandlingar innehållade orden online worlds.
1. Online teaching practices : Sociomaterial matters in higher education settings
Sammanfattning : The aim of this study was to describe and analyse online teaching practices in the Swedish higher education context. The study had an online ethnographic approach and was based on empirical data on the teaching in two university courses. LÄS MER
2. Material virtualities : Approaching online textual embodiment
Sammanfattning : While the Internet is often presented as a disembodied medium, various forms of bodily presence are continually introduced when people meet online. This study explores notions of embodiment in a particular text-based virtual world (here called WaterMOO) by investigating how bodies- always sexually specific- are created and rendered meaningful in online textual practices. LÄS MER
3. Targeting Children Online : Young internet users and producers in the commercial media environment
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. Figuring Worlds; Imagining Paths : A Feminist Exploration of Identities in Higher Education Biology
Sammanfattning : Higher education biology is a natural science discipline that is numerically female biased on undergraduate level across most international contexts. In Sweden, Germany, and the UK, for example, more than 60% of all undergraduate students are women. LÄS MER
5. Simulated "real" worlds : Actions mediated through computer game play in science education
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