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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Digitalt är historien alltid närvarande : En litteraturstudie om digitala spel som läromedel i historieundervisningen / History is always present in the digital world : A literature study on digital games as teaching aids in history teaching

Lund, Marcus January 2023 (has links)
Research shows an increased interest in the use of both educational- and commercial games in the classroom. This increased interest in digital games and the potential of game-based learning may not come as a surprise due to the constant digitization in schools. The purpose of this literature study is to analyze scientific literature that covers the use of digital games for teaching purposes and from this identify opportunities and challenges with using digital games in history teaching, as well as to see how teachers integrate digital games in the classroom. For this purpose, data has been gathered and analyzed through systematic search on two different databases: Primo and ERIC (Education Resource Information Center). The study found that the use of digital games in history teaching may enable the development of student’s social skills, an increased understanding of concepts and theories, increased focus and commitment, an increased critical approach to history teaching and an increased interest in the subject. Several potential challenges with the use of digital games in history teaching were also found. The most distinctive challenges were structural limitations, teacher competence, society’s view of digital games, as well as a concern that students have difficulty applying what they learned outside the framework of the game. Furthermore, the study shows the importance of the digital game being integrated into the regular teaching, and not being used as the main knowledge facilitator in the classroom. It is also shown that it is not just one role that teachers need to take on when it comes to using digital games in their classrooms, but a wide range of roles to successfully integrate digital games into their teaching practice. Lastly, the study provides some guidance for teachers who are interested in working with digital games in their teaching practice but who do not know which games to use. It also discusses an alternative way forward for the field, by using streaming platforms as a means to experience game-based learning for students.
2

Spel som läromedel : En historiedidaktisk undersökning om historiebaserade datorspel på högstadiet / Computer games as an aid in teaching : A history didactic investigation about history-based computer games and their use in classrooms

Andersson Leman, Filip January 2023 (has links)
The purpose of this study is to explore the popular computer game Europa Universalis IV and how the use of history looks inside the game and its potential use during lessons.There is also a second purpose to this study and it is to shine some light on how students between the ages of thirteen and fifteen think about history-based videogames and their use in a classroom situation. In order to get the some answers from the students I created a survey that was sent out to two schools in Sweden. The survey contained, among other things, questions about the students’ own experiences with history-based games and if they had learned anything by playing them. Another thing the surveyasked about was their opinion on games being used during class and what advantages and disadvantages they bring forth. The result of both studies was really interesting in their own way. For the first part EU4 is a complicated game which uses history to a great extent, somtimes in a good and educational way, but also in a way to make money. Secondly, the survey that was sent out to the schools gave some inspired answers. They showed that our studnets today are aware of the different ways history can be used, as well as what the games can teach us. Finally, this survey also showed that our young students have wise thoughts about the pros and cons with computer games during class.

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