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Visar resultat 16 - 20 av 1243 uppsatser som matchar ovanstående sökkriterier.
16. TECHNOLOGY ENHANCED SELF-DIRECTED LEARNING IN THE WORKPLACE:
Master-uppsats, Göteborgs universitet/Institutionen för pedagogik, kommunikation och lärandeSammanfattning : Purpose: The overall purpose of this study is to investigate the perceived effectiveness of technology-enhanced self-directed learning (TESDL) in the workplace context, with a specific focus on the IT industry (company X in Nigeria). The study aims to assess the perception of employees on the motivating factors, barriers, environment, and technological tools utilized for TESDL. LÄS MER
17. VAD TITTAR BARNEN PÅ, EGENTLIGEN? Representation i Youtubeinnehåll som konsumeras av barn i åldern 9–12 år
Kandidat-uppsats, Göteborgs universitet/Institutionen för journalistik, medier och kommunikationSammanfattning : Executive summary Different media outlets have a big role in shaping our perception of reality, perhaps even more so for children. They have fewer reference points with real life than us adult, what they see in various channels is more or less all they know of the outside world. LÄS MER
18. “MED KODEN FAMILJ10 FÅR NI 10% RABATT PÅ…” En kvalitativ innehållsanalys av barns involvering i familjevloggares betalda samarbeten på YouTube
Kandidat-uppsats, Göteborgs universitet/Institutionen för journalistik, medier och kommunikationSammanfattning : EXECUTIVE SUMMARY In the early 2000s, the rise of the influencer industry began. An influencer refers to a person with influence and the ability to influence their audience to consume certain products or perform a specific action. LÄS MER
19. How Award-winning Games Captivate their Audiences – A Thematic Analysis of Hades Reviews across Multiple Platforms
Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknikSammanfattning : Stories are as old as humans themselves and have always been a key part of what makes humans human. One of the newest forms of storytelling can be found within games. This thesis conducted a thematic analysis on reviews of the successful game Hades, investigating why it captivated its audience. LÄS MER
20. VIDEO GAME-BASED LANGUAGE LEARNING AND LITERACY A systematic review of the current state of research on video game-based learning and language learning
Magister-uppsats, Institutionen för tillämpad informationsteknologiSammanfattning : Over the last decades, the video game medium has become increasingly popular-ized and technologically advanced. Consequently, the learning sciences have started to investigate the pedagogical potential of this medium. Literacy researchers have argued that unique features of the video game medium offer possibilities for effective language learning. LÄS MER