Sökning: "digital learning platforms"

Visar resultat 11 - 15 av 113 uppsatser innehållade orden digital learning platforms.

  1. 11. Digitalt är historien alltid närvarande : En litteraturstudie om digitala spel som läromedel i historieundervisningen

    Uppsats för yrkesexamina på grundnivå,

    Författare :Marcus Lund; [2023]
    Nyckelord :Digital games; game-based learning; use of history; history-based games; teaching aids;

    Sammanfattning : Research shows an increased interest in the use of both educational- and commercial games in the classroom. This increased interest in digital games and the potential of game-based learning may not come as a surprise due to the constant digitization in schools. LÄS MER

  2. 12. Novel Method of ASIC interface IP development using HLS

    Master-uppsats, Lunds universitet/Institutionen för elektro- och informationsteknik

    Författare :Anestis Athanasiadis; Chandranshu Mishra; [2023]
    Nyckelord :High Level Synthesis; HLS; Untimed C ; Control logic; I3C; clock-accurate design; IP development; Technology and Engineering;

    Sammanfattning : High-Level Synthesis(HLS) is a design methodology that enables designers to implement hardware from high-level coding languages, such as C, C++, or System C. It provides designers with the ability to convey their design at a higher level of abstraction, which allows more emphasis on an algorithm and functional aspects of design instead on low-level hardware details. LÄS MER

  3. 13. Predicting Cross-Platform Performance : A Case Study on Evaluating Predictive Models and Exploring the Economic Consequences in Software Testing

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Institutionen för industriell ekonomi

    Författare :Adam Bredfell; Gustav Roll; [2023]
    Nyckelord :cross-platform performance; process innovation; creative destruction; predictive models;

    Sammanfattning : Background: In today's digital world, there is increasing importance on cross-platform performance testing and the challenges faced by businesses in achieving efficient performance for applications across multiple platforms. Predictive models, such as machine learning and regression, have emerged as potential solutions to predict performance to be quickly analyzed, thus eliminating the need to execute an entire environment. LÄS MER

  4. 14. Online Game-Based Learning Platforms and Vocabulary Acquisition for ESL Learners in Upper Secondary School

    Uppsats för yrkesexamina på avancerad nivå, Malmö universitet/Institutionen för kultur, språk och medier (KSM)

    Författare :Asia Hussein Ali; Aleksander Rudenko; [2023]
    Nyckelord :Online-game based learning platforms; gamification; vocabulary acquisition; student competition and engagement; cooperation and scaffolding.;

    Sammanfattning : Since the Covid19 pandemic there has been a rise in the use of digital platforms such as online-game based learning platforms (OGBLPs) to diversify the learning experiences of students. This paper investigates the implementation, challenges, and benefits of online game-based learning platforms for English learning of students with English as a second language (ESL) in Sweden’s upper secondary schools. LÄS MER

  5. 15. "Lesson complete" : En studie om hur spelfunktioner kan motivera till språklärande

    Kandidat-uppsats, Luleå tekniska universitet/Institutionen för hälsa, lärande och teknik

    Författare :Frida Lindström; [2023]
    Nyckelord :Learning; Intrinsic motivation; Extrinsic motivation; Gamification; Multilingualism; Lärande; Intrinsic motivation; Extrinsic motivation; Gamification; Flerspråkighet;

    Sammanfattning : Lärande och motivation är nära sammankopplade, en motiverad elev tar till sig materialet bättre. Detta är ett område som utforskats under lång tid, men verktygen som tillämpas för att främja lärande har utvecklats och därmed finns nya motivationsfrämjande faktorer som kan utforskas. Idag finns det även digitala läroverktyg. LÄS MER