Sökning: "educational games in Sweden"

Visar resultat 1 - 5 av 25 uppsatser innehållade orden educational games in Sweden.

  1. 1. Digitala verktyg till flerspråkiga barns språkutveckling i förskolan : En kvalitativ studie om hur förskollärare arbetar med språkutveckling hos flerspråkiga barn med hjälp av digitala verktyg i förskolan

    Uppsats för yrkesexamina på grundnivå, Högskolan i Halmstad/Akademin för lärande, humaniora och samhälle

    Författare :Hayfaa Bakerjan; [2024]
    Nyckelord :Language development; preschool; digital tools; multilingual children; sociocultural perspective.; Språkutveckling; förskola; digitala verktyg; flerspråkiga barn; sociokulturellt perspektiv.;

    Sammanfattning : Studiens syfte var att undersöka hur förskollärare arbetar med flerspråkiga barns språkutveckling genom användning av digitala verktyg. Genom observationer på en flerspråkig förskola i Sverige, med deltagande från flera avdelningar med förskollärare och barnskötare, transkriberades data för tematisk analys med tillämpning av ett sociokulturellt perspektiv för observationsanalys. LÄS MER

  2. 2. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Engelska

    Författare :Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Nyckelord :Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Sammanfattning : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. LÄS MER

  3. 3. Spel som läromedel : En historiedidaktisk undersökning om historiebaserade datorspel på högstadiet

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för kulturvetenskaper (KV)

    Författare :Filip Andersson Leman; [2023]
    Nyckelord :History didactics; History-based games; Europa Universalis IV; Use of history; Respondent survey; Historiedidaktik; Historiebaserade spel; Europa Universalis IV; Historiebruk; Respondentundersökning;

    Sammanfattning : The purpose of this study is to explore the popular computer game Europa Universalis IV and how the use of history looks inside the game and its potential use during lessons.There is also a second purpose to this study and it is to shine some light on how students between the ages of thirteen and fifteen think about history-based videogames and their use in a classroom situation. LÄS MER

  4. 4. Digital Differences within Cultural Cornerstones : A Case Study of the Digital Tools and Implementations at the Museum of Ethnography in Stockholm

    Magister-uppsats, Uppsala universitet/Institutionen för ABM

    Författare :Wilma Enström; [2023]
    Nyckelord :Digital Humanities; New museology; Digital tools; Digital implementations; Sweden; Cultural heritage museums; Museum visitors; Educational games; Museum employees;

    Sammanfattning : This thesis presents a case study conducted at the Museum of Ethnography in Stockholm, focusing on the digital tools and implementations within the exhibitions of the museum. It aims to explore the perspectives and interactions on digital tools and implementations of both museum employees, and visitors, examining the potential discrepancies that may arise. LÄS MER

  5. 5. Teaching Ethics Through Young Adult Literature : - An Analysis of Suzan Collins’ The Hunger Games

    Uppsats för yrkesexamina på grundnivå, Örebro universitet/Institutionen för humaniora, utbildnings- och samhällsvetenskap

    Författare :Linn Nilsson Linn Nilsson; [2022]
    Nyckelord :The Hunger Games; Teaching ethics; Young adult literature; EFL education; Literary analysis;

    Sammanfattning : This essay explores the use of young adult literature, primarily the young adult novel The Hunger Games by Suzanne Collins (2008), and how it creates an educational potential for learning and discussing ethics and ethical dilemmas for upper secondary school students. First, the curriculum for upper secondary school in Sweden is examined and confirms literature as important content of communication in the English subject and what the role of literature can be. LÄS MER