Sökning: "the gaming classroom"
Visar resultat 1 - 5 av 21 uppsatser innehållade orden the gaming classroom.
1. EN STUDIE I MUNTLIG INTERAKTION - Spanska steg 5 och engelska 5 på lika villkor?
Master-uppsats, Göteborgs universitet/Institutionen för didaktik och pedagogisk professionSammanfattning : Aim: The aims in this essay are to provide a description of interactional competence in a pair speaking test in Spanish and English, level B1.2 in a Swedish context. The investigated interactions are made by 14 pairs of students in upper secondary school studying the subjects English 5 and Spanish 5. LÄS MER
2. Digital identitet och visuell interkulturalitet i framtidens bildpedagogik
Uppsats för yrkesexamina på grundnivå, Malmö universitet/Institutionen för kultur, språk och medier (KSM)Sammanfattning : This knowledge overview consists of research surrounding digitalisation in pedagogics, visual culture learning communities and the correlation between these two subjects. Intercultural pedagogics often refers to including pupils’ ethnical cultural diversity as grounds for creating a discourse surrounding equality and inclusion in the classroom. LÄS MER
3. Vocabulary development within an informal environment : Ordförrådsutveckling i en informell miljö
Uppsats för yrkesexamina på avancerad nivå, Malmö universitet/Fakulteten för lärande och samhälle (LS)Sammanfattning : This paper investigates the informal environment that pupils ages 3-12 are a part of while they are not in school and how extramural tools aid their vocabulary learning. According to Sundqvist and Wikström (2016) children today are growing up in a world of digital development and advancement and at the same time being a part of it. LÄS MER
4. Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations
Uppsats för yrkesexamina på grundnivå, Högskolan i Halmstad/Akademin för lärande, humaniora och samhälleSammanfattning : Digital games are often considered a pastime activity with little to no real or tangible benefits. This, however, is contrary to studies on the usefulness of digital games in second language (L2) learning. There are several aspects of L2 learning that are affected positively by gaming, as well as other extramural English (EE) activities. LÄS MER
5. How Can English Teaching Benefit from Students’ Extramural English in Secondary School 7-9?
Uppsats för yrkesexamina på avancerad nivå, Malmö universitet/Institutionen för kultur, språk och medier (KSM)Sammanfattning : Abstract This empirical study investigates how students in secondary school 7-9 learn the English language outside of school, in an informal setting, and how they can benefit from it in a formal setting in school. The usage of digital technology is more common nowadays amongst youngsters than it used to be before. LÄS MER