Sökning: "digital game"

Visar resultat 1 - 5 av 527 uppsatser innehållade orden digital game.

  1. 1. Conjunction of the spheres. The struggle for hegemony in the English language online reception of Netflix adaption: The Witcher.

    Magister-uppsats, Göteborgs universitet/Institutionen för kulturvetenskaper

    Författare :Sarah R. Kern; [2024-02-06]
    Nyckelord :Production reception; Hegemony; Discourse; Transmedia; Witcher; Fantasy; Polish Fantasy; Media literacy; Convergence culture; Fan-studies; Participation culture; Technical communication; Digital Role-Playing Games; Civic imagination; Netnography; ;

    Sammanfattning : This essay uses the concepts of convergence culture, transmedia and hegemony, to understand the struggles within the English language reception to Netflix Tv production “The Witcher.” In order to help the reader, the essay presents the background to the larger Witcher franchise, as well as standard debates and issues within the fantasy genre, the role-playing-game genre and convergence culture. LÄS MER

  2. 2. Praktiska digitala medium i historieundervisningen : En översikt av forskning om hur digitalt game-based learning kan användas för att förbättra elevernas kunskap om historieämnet

    Uppsats för yrkesexamina på grundnivå, Malmö universitet/Fakulteten för lärande och samhälle (LS)

    Författare :Dennis Gullstrand; Erik Lund; [2024]
    Nyckelord :history; history didactics; history education; didactics; practical; game based learning; game; games; digital; computer; Assassin s Creed; Making History; Crusader Kings; Hearts of Iron; high school; historia; historiedidaktik; historieundervisning; undervisning; didaktik; praktiskt; game based learning; spel; digital; digitala; dator; Assassin s Creed; Making History; Crusader Kings; Hearts of Iron; gymnasie; gymnasiet; högstadium; högstadiet; grundskola;

    Sammanfattning : The traditional history educational methods mainly consists of and are focused on memory, reading, repetition and writing skills, however this paper aims to give an overview of research regarding “Game-based learning”, it’s uses in education of history, and if it can be used as a way to complement the traditional education and give history teachers the tools to make their teaching more diverse. Useful materials were found in the databases: EBSCO, IEEE Xplore och Science Direct. LÄS MER

  3. 3. Gamers och Esportares självskattade livstillfredsställelse : En kvantitativ tvärsnittsstudie

    L2-uppsats, Karlstads universitet/Institutionen för sociala och psykologiska studier (from 2013)

    Författare :David Engberg; [2024]
    Nyckelord :Esport; Gamers; Life satisfaction; Game; Well-being; Esport; Gamers; Livstillfredsställelse; Spel; Välbefinnande;

    Sammanfattning : En kvantitativ tvärsnittsstudie som undersökts via en digital frågeenkät i syfte att se omdet fanns en korrelation mellan antal spelade timmar och självuppskattad livstillfredsställelsebland gamers och esportare.Livstillfredsställelse beskrivs enligt Kobau et al. LÄS MER

  4. 4. The game changer. Hur AI förändrar undervisning i biologi.

    Kandidat-uppsats, Göteborgs universitet / Instiutionen för biologi och miljövetenskap

    Författare :Loay Awad; Patrik Behre; [2023-11-07]
    Nyckelord :Science education; biology education; artificial intelligence; teaching methods;

    Sammanfattning : The purpose of this work has been to analyze how the implementation of AI in high school has affected biology education from the perspectives of both teachers and students. The study has examined how the increased presence of AI in education affects students' learning ability and how AI can assist the teacher in biology education. LÄS MER

  5. 5. Creation of a Virtual Reality Experience for the Virtual Conservation of The Flamman Theater Using Unreal Engine 4

    Master-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Fausto Zamora Arias; [2023-10-25]
    Nyckelord :virtual reality; Oculus Quest 2; preserving cultural heritage; Unreal Engine 4; game design and development;

    Sammanfattning : The Flamman Theater identity was successfully digitally preserved for the cultural heritage of Gothenburg by creating a video game, while tested with pandemic restrictions. On the technical side, this project combines virtual reality, artificial intelligence and game mechanics to create an immersive atmosphere, inviting people to watch movies inside as the original theater was intended. LÄS MER