Sökning: "non-digital games"

Visar resultat 1 - 5 av 6 uppsatser innehållade orden non-digital games.

  1. 1. Tabletop game player experience in the age of digitization : Social and material aspects of play

    Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Wilmer Tjernberg; [2021]
    Nyckelord :Tabletop games; materialism; consumption; rituals; games; non-digital games; COVID-19; dice;

    Sammanfattning : This thesis explores physical and social aspects of playing tabletop games physically versus remotely. It also examines the experiences of contemporary players of tabletop games, with focus placed on play during the COVID-19 pandemic. LÄS MER

  2. 2. USING EDUCATIONAL GAMES TO TEACH PERSONAL ACCOUNTABILITY IN A CORPORATE CONTEXT

    Master-uppsats, Göteborgs universitet/Institutionen för pedagogik, kommunikation och lärande

    Författare :Atanas Karadzhov; [2018-10-26]
    Nyckelord :educational games; personal accountability; organizational culture;

    Sammanfattning : The purpose of this project is to design and evaluate two educational games on personal accountability - one digital and one non-digital. The games are to be used as part of a personal accountability training in an international manufacturing company. LÄS MER

  3. 3. USING EDUCATIONAL GAMES TO TEACH PERSONAL ACCOUNTABILITY IN A CORPORATE CONTEXT

    Master-uppsats, Göteborgs universitet/Institutionen för pedagogik, kommunikation och lärande

    Författare :Atanas Karadzhov; [2018-09-27]
    Nyckelord :educational games; personal accountability; organizational culture;

    Sammanfattning : Purpose: The purpose of this project is to design and evaluate two educational games on personal accountability - one digital and one non-digital. The games are to be used as part of a personal accountability training in an international manufacturing company. LÄS MER

  4. 4. Games for Humanity : How serious games can engage communities for risk-reduction activities

    Master-uppsats, Uppsala universitet/Teologiska institutionen

    Författare :Nadine Küng; [2017]
    Nyckelord :humanitarian action; disaster risk reduction; climate change adaptation; water and sanitation; community engagement; communication for development; behavior change; learning; game; gamification; serious games; engagement games; UNICEF; Red Cross Red Crescent;

    Sammanfattning : In the past decade, major humanitarian actors such as UNICEF, WFP and the Red Cross Red Crescent movement have started developing serious games for activities ranging from early warning to handwashing. They celebrate their games as a promising channel to engage the communities they work with. LÄS MER

  5. 5. "Lets Play!" : En studie av kunskapsöverföring mellan digitala spel och musikinstrument.

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Daniel Polgar; Lee Kåberg; [2014]
    Nyckelord :Music games; learning in games; educational games; children; games for kids; semiotic domains; digital games; rhythm games; music simulator.; Musikspel; lärande i spel; pedagogiska spel; barn; barnspel; semiotiska domäner; digitala spel; rytmspel; musiksimulator;

    Sammanfattning : The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee’s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. LÄS MER