Sökning: "games in the classroom"

Visar resultat 1 - 5 av 96 uppsatser innehållade orden games in the classroom.

  1. 1. Gender Equality in the English Classroom : Teachers’ Attitudes Toward Incorporating Gender Equality in Their Teaching of Upper Secondary School English

    Uppsats för yrkesexamina på grundnivå, Mälardalens universitet/Akademin för utbildning, kultur och kommunikation

    Författare :Johanna Ly; [2024]
    Nyckelord :Teachers; upper secondary school; EFL; group work; cooperative learning;

    Sammanfattning : The aim of this study is to attain a deeper understanding of how English teachers approach the incorporation of gender equality in their English teaching, and the challenges and successes encountered in their pedagogical method. The study takes a qualitative approach, where the research examines the attitudes, teaching strategies and practical experiences of English teachers through semi-structured interviews. LÄS MER

  2. 2. Muren mellan skolan och fritidens engelska : Hur inkluderas extramural engelska i skolans engelskundervisning?

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

    Författare :Fatlind Berisha; [2024]
    Nyckelord :Extramural engelska; engelskundervisning; fritidsengelska och undervisningsmetoder;

    Sammanfattning : This study explores the integration of extramural English in school teaching of English and use among students outside the classroom. With the growing exposure to English through digital media, a new concept of "prosumer" is being created, a role that students increasingly fulfill where they are active both as consumers and producers. LÄS MER

  3. 3. 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

  4. 4. Vilken stämning vill du skapa med din musik? – En studie om fem musiklärares användande av film- och spelmusik i grundskolans musikundervisning.

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Musikhögskolan i Malmö

    Författare :Albert Linde; Rikard Svensson; [2023]
    Nyckelord :filmmusik; musikpedagogik; musikskapande; spelmusik; undervisningsmetoder; utbildningsvetenskap; educational science; film music; music creation; music education; teaching methods; video game music; Social Sciences; Performing Arts;

    Sammanfattning : Mot bakgrund av det centrala innehållet i ämnet musik på grundskolenivå gällande film- och spelmusik genomfördes en intervjustudie. Syftet med studien var att undersöka hur fem verksamma musiklärare i grundskolan använder musik från film och tv-spel i klassrummet för att undervisa om musik som meningsskapande uttrycksform. LÄS MER

  5. 5. 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