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Barn lär med interaktiva och lekfulla metoder.Mornio, Rebekka January 2008 (has links)
<p>Som examensarbete har jag utformat en demonstrationsversion av en multimedial barnproduktion. Min roll har både varit beställare, projektledare och kreatör. Produktionen ”Rutger och Zac spårar djur i skogen” är en variant av ”edutainment”, en form av underhållande läromedel. Syftet med projektet har varit att levandegöra djur och natur. Mottagaren lär och förstår med interaktiva och lekfulla metoder.</p>
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Barn lär med interaktiva och lekfulla metoder.Mornio, Rebekka January 2008 (has links)
Som examensarbete har jag utformat en demonstrationsversion av en multimedial barnproduktion. Min roll har både varit beställare, projektledare och kreatör. Produktionen ”Rutger och Zac spårar djur i skogen” är en variant av ”edutainment”, en form av underhållande läromedel. Syftet med projektet har varit att levandegöra djur och natur. Mottagaren lär och förstår med interaktiva och lekfulla metoder.
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Verkehrserziehung durch Edutainment : der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und Verkehrsverhalten /Vogelsberg, Simone. January 2008 (has links)
Universiẗat, Diss.--Bonn, 2007.
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Verkehrserziehung durch Edutainment der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und VerkehrsverhaltenVogelsberg, Simone January 2007 (has links)
Zugl.: Bonn, Univ., Diss., 2007
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Verkehrserziehung durch Edutainment : der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und Verkehrsverhalten /Vogelsberg, Simone. January 2008 (has links)
Zugl.: Bonn, Universiẗat, Diss., 2007.
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SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment SystemHafidh, Basim 06 September 2012 (has links)
This thesis presents an exercise-based edutainment system intended for children. It is
designed to enhance their cognitive development by encouraging movement in a fun way.
The main idea behind the system is that children will have fun constructing a physical,
tangible user interface. In addition, they will learn how to spell many words that represent
objects and entities by stepping on a collection of coloured pads and receiving responses through a set of multimedia outputs related to these entities. For this purpose we have
designed and implemented a tangible user interface that facilitates interaction with the
system. This tangible user interface is called "SmartPads" and is composed of coloured tiles
that can be physically connected to each other to form any shape. The pads are mapped onto
a computer screen in real-time. A user interacts with the interface by stepping on the pads.
We have incorporated two games that allow children
of different ages to benefit from the
system's functionalities and encourage them to interact with it. This thesis provides detailed
information about the proposed system and its related components, discusses the design and
development of the two games, and measures the system's performance when used by the
children.
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SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment SystemHafidh, Basim January 2012 (has links)
This thesis presents an exercise-based edutainment system intended for children. It is
designed to enhance their cognitive development by encouraging movement in a fun way.
The main idea behind the system is that children will have fun constructing a physical,
tangible user interface. In addition, they will learn how to spell many words that represent
objects and entities by stepping on a collection of coloured pads and receiving responses through a set of multimedia outputs related to these entities. For this purpose we have
designed and implemented a tangible user interface that facilitates interaction with the
system. This tangible user interface is called "SmartPads" and is composed of coloured tiles
that can be physically connected to each other to form any shape. The pads are mapped onto
a computer screen in real-time. A user interacts with the interface by stepping on the pads.
We have incorporated two games that allow children
of different ages to benefit from the
system's functionalities and encourage them to interact with it. This thesis provides detailed
information about the proposed system and its related components, discusses the design and
development of the two games, and measures the system's performance when used by the
children.
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BBC Media Action Radio for Development: Exploring maternal health programs with a gender and development lens in EthiopiaDay, Rachel January 2019 (has links)
This paper uses case study analysis to examine one edutainment radio project in particular produced by BBC Media Action in Ethiopia. This edutainment project, funded by the UK Department for International Development, was created to improve maternal and neonatal health, and takes an interesting approach regarding gender differences. The content of the data is qualitative in nature. The research design uses a mixed-methods approach and consists of interviews with program hosts and station/program managers; a review of existing research reports and communications produced by BBC Media Action; and a review of relevant grey literature.Using a gender and development approach to frame my research allowed me to examine how gender issues are addressed and affected in the programmes aimed at improving maternal health. What is unique about these programmes in comparison to other edutainment programmes aimed at improving maternal and neonatal health in rural areas of Africa is that although the primary target audience is women of child-bearing age, the programmes are also designed to target their husbands.I argue that the radio programs, Biiftuu Jireenyaa and Jember, seem to focus on changing men’s behaviour while protecting existing power dynamics, instead of challenging them. BBC Media Action’s project claims to have been successful in affecting a degree of change in terms of health practices aimed to improve maternal and neonatal in rural Ethiopia. The project, however, does not seem to have impacted the power differences between men and women. Instead, they seem to have used the existing power differences to assist their health aims.
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Creating a Mythopoeic Graphic Novel To Expand Self-UnderstandingDe La Lama, Luis 29 October 2014 (has links)
This is a study about how I produced a graphic novel to introduce a model of the self that is informed by complexity theory to an audience of comic book and graphic novel enthusiasts. Because this model of the self has the potential to preserve, extend, and/or reinforce character strengths that are operationalized as virtuous behavior, and that also function as inner resources in times of adversity, my study explores storytelling by sequential art as a communication method that some counselors and educators might use to counsel and educate large segments of popular culture. Also, more generally, I explore the possibility that productions combining entertainment and preventive information might have commercial value on their own and also improve wellbeing and increase embodied social capital without the need of traditional institutional funding.
Under the theoretical frameworks of Complexity Theory and Poetic Logic, I combined Active Imagination, Narrative, Writing, Poetic, and Arts-based methods of inquiry, to research the literary and artistic forms by which I could create a compelling mythopoeic story to indirectly educate about the potential of the self. The results of this investigation show that the production of an instrument aiming at these goals can be completed, however, future studies are needed to assess the effectiveness of this production as a prevention tool and as a commercially viable product in the entertainment marketplace. While the results of this investigation are not generalizable, they may inspire other counselors and educators to communicate with larger audiences their expert knowledge of human nature as a form of preventive public counseling.
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Lek- och lärspel - en studie av hur IT kan stödja integration av lek och lärandeBengtsson, Eric, Heimer, Philip Unknown Date (has links)
<p>Syftet med denna uppsats var att undersöka hur lek och lärande kan integreras i ett lek- och</p><p>lärspel för att skapa motiverande och engagerande övningar. I studien användes konkreta</p><p>övningsexempel från ett modernt lek- och lärspel som presenterades och undersöktes med</p><p>hjälp av elever i årskurs fem. Det som specifikt analyserades i övningarna var hur eleverna</p><p>lyckades interagera med systemet och hur inslag av motiverande faktorer för lek kan skapa en</p><p>underhållande användarupplevelse, samt om de lyckades lära sig något av den</p><p>ämnesrelaterade kunskapen. Krav på teknikvana, ämnesrelaterad kunskapsnivå samt en</p><p>förståelse och lärande av den specifika uppgiften var det som satte gränser för hur väl de</p><p>lyckades engagera och lära sig något i övningarna. Med hjälp av observation samt intervjuer</p><p>identifierade vi ett underlag som kan vara utvecklare, lärare, föräldrar och användare till hjälp</p><p>för att reflektera över design och användande av lek- och lärspel.</p>
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