Sökning: "Magical Garden"

Visar resultat 1 - 5 av 6 uppsatser innehållade orden Magical Garden.

  1. 1. Effects of gamification elements in math software for children

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Felicia Flod; [2023]
    Nyckelord :Gamification; game-based learning; leaderboards; badges;

    Sammanfattning : Mathematics is a subject many children find challenging and uninteresting. This is highly problematic because of its use in work and everyday life. Some schools are implementing game-based learning to increase the younger students’ positive relation towards mathematics. An example of a game that uses learning through play is Magical Garden. LÄS MER

  2. 2. Can you practise conceptual subitizing on a tablet? : A quantitative study using an educational game as a research instrument.

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Alexander Löfstrand; [2021]
    Nyckelord :Subitizing; Subitising; Preschool; Children; Learning; Tablet; Educational Game;

    Sammanfattning : This study investigates the potential of using a newly developed sub-game in the Magical Garden research platform as a method of teaching preschool children subitizing. Thirty preschool children played the game, identifying formation with four, five and six objects. LÄS MER

  3. 3. Debugging in a World Full of Bugs : Designing an educational game to teach debugging and error detection with the help of a teachable agent

    Master-uppsats, Linköpings universitet/Institutionen för datavetenskap

    Författare :Isabella Koniakowski; [2020]
    Nyckelord :EdTech; educational technology; design; learning experience; education; feedback; debugging; bug; iterative; interview; sketch; pugh matrix; preschool; teachable agent; teacher; metaphor; Magical Garden; Lärteknologi; EdTech; design; utbildning; feedback; buggar; iterativ; intervju; skiss; pugh matris; förskola; lärare; metafor; lärkompis; lärande agent; agent; Magiska Trädgården;

    Sammanfattning : This study used the Magical Garden software and earlier research into computational thinking as a point of departure to explore what metaphors could be used and how a teachable agent could be utilised to introduce debugging and error detection to preschool children between four and six years old. A research through design methodology allowed the researcher to iteratively work divergently and convergently through sketching, creating a Pugh matrix, conducting six formative interviews, and finally creating two hybrid-concepts as paths to teaching debugging in the form of concepts. LÄS MER

  4. 4. Measuring the noticing of an unexpected event in Magical Garden with a Teachable Agent using Eye-Tracking

    Master-uppsats, Lunds universitet/Kognitionsvetenskap

    Författare :Ludvig Londos; [2015]
    Nyckelord :Magical Garden; Educational games; Eye-Tracking; Teachable Agents; Noticing; Number sense; Science General;

    Sammanfattning : Scientific views on what children are capable of have been revised through history again and again, usually when new methods of studying children’s capabilities are presented. What has often been concluded is that children are capable of more than what was previously thought. LÄS MER

  5. 5. From Vacant to Vibrant (?) : Towards an Implementation of Tactical and Temporary Urbanism Initiatives in Nacka Municipality, Sweden

    Master-uppsats, KTH/Urbana och regionala studier

    Författare :Thomas Magnusson; [2015]
    Nyckelord :tactical urbanism; temporary urbanism; TTUI; Nacka; Kvarnholmen; urban planning; urban development; pop-up urbanism;

    Sammanfattning : A trend of temporary interventions is sweeping through Western cities in the 21st century. Being anything from art on street benches or small pop-up stores to street festivals, food trucks or urban farms, these expressions have recently been given more attention by the academic world and city authorities. LÄS MER