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En dans på glosor? : Hur Duolingo står mot traditionell inlärning av glosorAsplund, Dennis January 2021 (has links)
The study presents the result of two classes learning spanish vocabulary, namely grade eight andnine. Each class has been split into two big groups: A group of students that learned newvocabulary through the traditional pen-and-paper method and a group that studied the samevocabulary through the mobile app called Duolingo. The purpose of the study is to observe andidentify if there is a difference in how much the students can learn from the different methods.The study surveyed a total of 35 students in two classrooms in a Swedish primary school.The study aimed to identify possible differences in results when students use one learningmethod in place of another; and if a difference in results existed, have said differences presentedand identified.The study has taken student learning motivation into perspective but it is not the central focus ofthe project.The completed study managed to identify differences between the groups. When the factor‘student motivation’ was weighed in, the results showed that the students with low motivationdegrees that learned through traditional studying methods performed better than the otherlow-motivation students but that instead learned through the learning app. The study could notfind a significant difference between the groups of students that had a high degree of motivation.
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Digitala verktyg och digitala resurser i den Svenska gymnasieskolan : En studie om elevernas och lärarnas upplevelser om användningen utav digitala verktyg och digitala resurserHalilovic, Hari January 2021 (has links)
The aim of this study was to examine student´s and teacher´s experiences with digital tools and digital resources in Swedish schools. A qualitative method was used to interview both students and teachers in two different Swedish schools. The goal was to examine if the students experience that the use of digital tools and digital resources affected their learning in a positive or a negative way. In addition, a teacher’s perspective was included in the study to examine whether the teachers experience the use of digital tools and digital resources is an effective teaching method. The theoretical framework that was used in the study was a phenomenographic approach, which focuses on the respondents experiences. The result indicated that teachers and students experience it differently. There are both positive and negative effects with the use of digital tools and digital resources in school from teachers and students. / <p>Betygsdatum: 2021-05-28</p>
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Rein digital und multimedial : Das rein digitale Lehrwerk im Deutschunterricht an schwedischen Schulen aus Sicht von Lehrern und ProduzentenGarms-Cray, Grietje January 2020 (has links)
This paper is the second part of a study where the first part was written as a literature review on digital learning at school. In this second part the paper focuses on digital schoolbooks and their use in foreign language teaching, an area that has not been researched yet. Multimedia, interactivity and interaction are terms connected to learning with digital schoolbooks. These books aim to cover all a subject’s contents leading up to pupils using different multimedia features through a learning process. Previous findings indicate that using digital tools help to individualize teaching by supporting children’s individual needs in learning. This paper concerns on teachers and producers’ purposes and experiences in using the digital schoolbooks in foreign language learning in Swedish primary and secondary schools. The paper presents the results of interviews with four teachers and a publishers’ staff member. The main conclusions are that multimedia learning promotes effective learning and that teachers wish to increase their influence in practical terms in order to improve the books effectiveness in teaching contexts. / <p>Tyska</p>
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Effekten av spelliknande incitament på lärande och motivation hos grundskolelever vid användande av digitalt läromedelRaouf, Sahar January 2015 (has links)
Det finns flertalet användarstudier som pekar på att elever upplever ökad motivation av stegvisa belöningar och incitament som en integrerad del av lärandet. En lösning kan vara att ge poäng som intjänas genom avklarade lektioner och frågor samt belöningsnivåer som dessa poäng låser upp. Detta kallas vanligtvis för spelifiering eller ”gamification” och är en växande trend inom utbildning och många andra områden. Det finns få studier som belyser vilka aspekter som lämpar sig för spelifiering och hur de bör tillämpas för att stärka lärande. Syftet är att skapa ett mer engagerat och motiverat lärande genom tydlig återkoppling av framsteg samt belöna kunskap, nyfikenhet och lärande över tid. Denna studie syftar till att undersöka effekterna av spelifiering i lärandet hos grundskoleelever i Sverige. I ett första steg genomfördes en förstudie i området och min forskningsstrategi har tagits fram utifrån tidigare forskningar. Därefter utvecklades en webbapplikation som en prototyp av ett digitalt läromedel och implementerade spelifierings strategier. För att kunna jämföra effekterna fick hälften av eleverna använda programmet utan spelifierade element. Fokusgruppen var begränsad till årskurs 4 i grundskolan. I arbetet jämförs även effekten av spelifiering mellan två ämnen, svenska och matematik. Undersökningen genomfördes på Skarpatorpsskolan i Skarpnäck, Stockholm. Eleverna fick lära sig ett för dem nytt ämnesområde och sedan träna på det i webbapplikationen. I resultatet visas en jämförelse av deras kunskapsökning i de två ämnena. Jämförelsen tyder på ökad förståelse och större engagemang hos elever med sämre resultat och med särskilda svårigheter jämfört med duktiga elever. Ämnet matematik visades lämpligast som digitalt läromedel. Dessutom fungerande även de spelifierade strategierna bäst i ämnet matematik jämfört med ämnet svenska. Elevernas respons var olika när det gäller badges en del var total engagerat för att få den högsta badges. Däremot gav hela gruppen bra respons till elementet förloppsindikator. Numera finns det gott om digitala läromedel men forskning om hur de ska konstrueras saknas oftast. Användningen av spelifiering och digitalt läromedel i skolsystemet är helt beroende på politikernas, skolledningens och lärarnas åsikter och beslut. / There are several studies that indicate that students experience increased motivation of incremental rewards and incentives being an integral part of learning. One solution may be to give the points earned by the completed lessons and issues, and reward levels that these points unlock. This is usually called gamification and is a growing trend in education and many other areas. However, there are very few studies on the aspects that are suitable for gamification and how it should be applied to enhance learning. We want to create a more engaging and motivating learning through a clear feedback of the progress and rewarding knowledge, curiosity and learning over time. This study aims to investigate the effects of gamification on learning for elementary school students in Sweden. In a first step, I have conducted a feasibility study on the subject and have developed my research strategy based on previous research I have studied. Then I developed a web application that is a prototype of digital teaching material and implemented different gamification strategies in it. Half of the students had to use the program without such gamification elements in order to compare student achievement with each other. The focus group was limited to grade 4 students in primary school. This work also compared the effect of gamification in two chosen subjects Swedish and Mathematics. The survey was completed at Skarpatorpsskolan in Skarpnäck, Stockholm. The students had to learn a new subject for them and then work on the subject in the web application In the result there is a comparison of their knowledge increase in the two subjects. The comparison indicates a significant increase in the understanding and more involvement of students with mediocre results and the students with concentration problems compared with the more talented students. The subject of mathematics was the most appropriate subject to use for digital learning. Also the gamification elements functioned better in mathematics compared to Swedish. The student’s attitudes were different when it comes to choosing gamification elements. In contrast, the whole group gave a good response to the element progress bar. In the current situation there are plenty of digital learning materials but the research behind how they are constructed are pretty few. The use of gamification and digital learning materials in the school system is completely dependent on politicians and the teacher's opinions about it. It is each school's management that takes the decisions if invest in digital learning or not.
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Geometriska begrepp i digitla läromedel : En innehållsanalys av digitala läromedel kopplat till lågstadiet / Geometric concepts in digital curriculur resources : Content analysis of curriculur resources in primary schoolÖrtlund, Sandra, Johansson, Ive January 2022 (has links)
Abstract Skolverket (2019) writes in the mathematical intent that the pupil shall be given opportunities to investigate mathematical concepts with the use of digital tools. Since the schools have become more digitised we wanted to do a study about conceptual learning in digital curriculum resources connected to mathematics and geometry. Digital learning materials are one of many digital tools that schools can use for instance in the mathematical subject. The purpose of this study is to enlighten how different digital curriculum resources give the pupils opportunities to train their conceptual understanding in preschool. The analysis query in our study is based on different theories about how digital curriculum resources are constructed, geometry learning and concept learning. The results showed that the pupils are given opportunities to train their conceptual knowledge. Since tasks that encourage the pupils to cooperate are missing completely, the pupils only get to train their conceptual knowledge individually without any encouragement for discussion from the learning material. / Sammanfattning Skolverket (2019) skriver i matematikdelens syfte att eleverna ska ges möjlighet undersöka matematiska begrepp med hjälp av digitala verktyg. I och med att skolorna har blivit alltmer digitaliserade ville vi göra en undersökning om begreppsinlärning i digitala läromedel kopplat till matematik och området geometri. Digitala läromedel är ett av de många olika digitala verktyg som skolor kan använda sig av i exempelvis matematikämnet. Syfte med denna undersökning är att belysa hur olika digitala läromedel ger eleverna möjligheter att träna på begreppsförmågan inom geometri i lågstadiet. Analysfrågorna i vår studie baseras på olika teorier som handlar om digitala läromedels uppbyggnad, lärande i geometri och begreppsinlärning. Resultatet visade att eleverna får möjlighet att träna på sin begreppsförmåga. Då uppgifter som uppmuntrar till samarbete saknas helt får elevernas endast träna sin begreppsförmåga individuellt utan att läromedlen uppmuntrar till diskussion.
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An analysis of cloud based e-learning providers’ versioning strategyBitar, Mattias January 2017 (has links)
Background: Versioning is a product differentiation strategy where a product or service are distinguished or diversified in the intention of making it more attractive to a specific target group. It is often used to price discriminate and a way to profit maximize. Previous studies have mostly concerned software products in general. But with cloud based software products, specific conditions when versioning might occur. E-learning system are one specific software product that shifts more and more to the cloud and a specific market to study. Purpose: Differentiating a software product can be made in several ways but which features to use when versioning is not studied in previous studies, the conditions and reasons are unclear. The purpose of this study is to study cloud based e-learning providers to discover characteristics of feasible features when versioning. Method: To answer the defined research problem qualitative research methods was used in terms of interviews, documentations and observing artefacts. The research data was gathered through four case studies of different cloud e-learning provider, conducting of eight interviewees and four observations of their respective e-learning system. Additionally, articles and other documents was also analysed, that was provided by the companies of the case studies. Delimitations: This research was restricted so it focused on cloud e-learning providers’ perspective as they are those who use the versioning strategy. The limitations therefore only concerns e-learning and cloud services and are not generalized to all software products. Results: The results from the different data collection methods shows that feature characteristics mainly concerns market reasons with specific user preferences and customers with buying behaviors. E-learning systems brings technical reasons to why features are feasible, and the cloud have different service layers, each with different possible features to differentiate in. Costs is also a major concern when choosing feasible features for versioning. Conclusion: E-learning providers see the versioning strategy as an iterative process. Which features that are feasible for one versions seem to change over time as the market changes and product develops. Features are mainly related to the specific market. When versioning, features are separated between standard features for the whole system or segment specific features for one version. Features are also considered if they will add more value than the cost to develop. E-learning providers also develop features if they are economic and technological possible to develop, and if they are within the company’s scope.
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How Google Drive Affects Upper Secondary English as a Second Language Collaborative Writing - expressed by Teachers and StudentsJaakkonen, Mattias, Hosseini, Basir January 2018 (has links)
Svenska skolor blir gradvis mer digitaliserade, vilket gör att fler lärare vänder sig till Google Drive för att förbättra elevers samarbete, särskilt ESL-lärare, som detta examensarbete fokuserar på. Syftet med denna studie är därför att ta reda på hur användandet av Google Drive kan påverka ESL-skrivning i gymnasiet. Detta examensarbete är kvalitativt och undersöker personliga åsikterna från tre ESL-lärare och tre ESL-elever på gymnasiet i Sverige. Dessutom ger papperet en inblick i hur bra lärarnas digitala utbildning i Google Drive motsvarar uppdraget att förbättra elevers engelska skrivförmåga. Utöver ger det här dokumentet en översikt över tidigare forskning om Google Drive som en plattform för samarbete. Baserat på resultaten hävdar deltagarna att gemensamt skrivna texter i Google Drive kan öka elevers motivation och förbättra flera aspekter av deras engelska, om det används idealt. Hur som helst så är några viktiga faktorer som bestämmer plattformens framgång: medvetande om och förebyggande av plagiering, obalanserad arbetsbelastning och grundläggande digital utbildning för lärare, som då kan vidarebefordras till deras elever. / Swedish schools are gradually becoming more digitalized, which cause more teachers to turn to Google Drive for improving students´ collaborative writing, especially ESL teachers, which this degree project focuses on. Hence, the aim of this study is to find out how using Google Drive can influence upper secondary collaborative ESL writing. This degree project is qualitative in nature and explores the personal opinions of three ESL teachers and three ESL students at an upper secondary school in Sweden. Moreover, the paper offers an insight to how well the teachers’ digital training in Google Drive corresponds with the mission of improving students´ English writing ability. Furthermore, this paper provides an overview of previous research on Google Drive as a platform for collaborative learning. Based on the findings, the participants argue that collaborative writing in Google Drive can increase students’ motivation and improve several aspects of their written English, if used ideally. However, some key factors that determine the success of the platform are awareness and prevention of plagiarism, unbalanced workload and fundamental digital training for teachers, which then could be passed on to their students.
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Enhancing the learning of cinema: The development of a gamified prototype using design scienceJangard, John January 2019 (has links)
The ways film can be studied are many. The academic area of film science is very fragmented due to a lack of unity in its consensus and the overarching understanding of what its field entails. This situation warrants the evaluation of alternative pathways and tools for students to better understand the field of film science. The usage of gamification, an alternative approach to academic study, was chosen for this work due to its growing in interest, potential and usage. The method used to determine the validity of this concept was based on principles and methodology found in design science. The produced prototype showcased the concept of a gamified platform for film students to use in their studies. The study performed was an interactive lesson and test of the prototype where twelve participants used and experienced its intended purpose, with additional data collected using qualitative interviews and a questionnaire. The results of this work found that gamified interfaces can aid students but cannot be the sole source for an academic course or program. Partial aspects were found to be effective, but more research is necessary to fully see the effects of its implementation.
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Un réseau de variables : une analyse sociocritique et ergonomique de l’usage de Twitter pour l’acquisition du françaisLightbourn, Ryleigh 20 August 2020 (has links)
This thesis offers a sociocritical (Collin, Guichon et Ntébutsé, 2015) and ergonomic (Bertin, 2015; Caws & Hamel, 2016; Rabardel, 1995) analysis of an online language learning activity using Twitter, in order to better understand the complex network of variables influencing the success or failure this digital platform in an educational context. Since the creation of Twitter in 2006, researchers in technology-mediated education have been re-purposing the platform for language learning in order to understand its impact on the learner experience (Hattem & Lomicka, 2016). Most studies investigate the benefits of using Twitter as a way to expose students to real-life social interaction (Reinhardt, 2019); they suggest that this social network motivates students (Albadi, 2016), providing the opportunity for language contextualisation (Antenos-Conforti, 2009), digital literacy development and learner autonomy (Leis, 2014). However, in doing so, many of these studies rely on a deterministic approach, assuming that Twitter has inherent educational potential that can be equally accessed by all students when it is asked of them (Collin et al.). Instead, this thesis deconstructs a network of factors and perceptions acting on a student’s ability and willingness to use Twitter to learn French. In particular, this thesis focuses on the participation and the experience of 10 first-year university French students that were invited to publish tweets and to interact with their peers on Twitter over a period of one semester (12 weeks). Drawing from direct observations, interviews and survey data, the results of my mixed-method case study indicate a possible correlation between learner beliefs, participation, and experience, thus highlighting the importance of designing digital learning activities around the diverse needs and perspectives of learners, rather than the expected outcomes that Twitter can offer. / Graduate
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Educator Preparation Provider Training and Technology IntegrationMoody, Brendon Dean 07 August 2019 (has links)
No description available.
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