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Online and Offline Gaming as Support for English Education in Swedish Upper Elementary Schools with Focus on Reading Comprehension Online and Offline Gaming as Support for English Education in Swedish Upper Elementary Schools with Focus on Reading Comprehension : A literature review about online and offline gaming as a resource for developing English reading comprehension in Swedish schools in year 4-6Sandin, Ida January 2015 (has links)
The aim of this degree thesis is to see what research says about the use of computer and video games to support upper elementary pupils’ development in English reading comprehension in Swedish schools. Other goals are to see how online and offline gaming can be integrated in the Swedish schools and what attitudes teachers have towards gaming. The method used is a systematic literature review and the purpose is to analyze chosen articles and to find relevant content that answers the research questions. Five articles were chosen from different databases and were systematically analyzed in this thesis. The results show that online gaming as support for education can be rewarding for some upper elementary pupils in English learning. However, in English reading comprehension there is not much research found which means that more research needs to be made within this area. Moreover, involving online gaming in English language learning seems to be a challenge for teachers mostly because of their lack of knowledge about the subject, even though they are positive to gaming. The lack of knowledge about the subject could be altered with more education and courses in the area.
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Spelet om spelet : En diskursanalys av hur porträtteringen av dator-och tv-spel har förändrats från 1994 till 2014 i dags- och kvällspress / The game of the game : A discourse analysis of how the portrayel of computer- and videogames has changed from 1994 to 2014 in daily- and evening papersSöderqvist, Marlene January 2015 (has links)
Computer and videogames has increased rapidly over the past few decades and today a majority of the Swedish population enjoys them on a daily basis. When there are many users, it becomes important how the media chooses to portray the medium because it can affect how the society judges and looks at computer- and videogames. The purpose of this essay is to look at how the portrayal of computer- and videogames has changed in Swedish Newspapers during the period 1994-2014. How the player is being portrayed is also relevant. The method was the discourse analysis founded by Laclau and Mouffe and the material was chosen from the two biggest newspapers in Sweden, Dagens Nyheter and Aftonbladet. Theories that were used in the analysis were mainly framing, cultural studies, moral panics and theories based on gender. The result shows that there has been different kinds of portrayals of computer- and videogames from the beginning, though it was mostly negative in 1994 and 2004. When games are talked about in negative contexts the main focus is the health of children and that the games power can take players into another world. The portrayal was a lot more positive in 2014 with a focus on the beneficial parts of the games as a culture. The player was from the beginning portrayed as the stereotypic male. In 2014 women is portrayed as players, though is experiencing harassments because of their gender.
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