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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.
31

Minecraft i klassrummet : En studie av Minecraft som undervisningsverktyg / Minecraft in the classroom : A study of Minecraft as a teaching tool

Tornberg, Simon January 2021 (has links)
Syftet med denna studie är att utveckla kunskap om hur lärare kan använda Minecraft i sin undervisning av teknikämnet för elever i årskurs fyra till sex. Utifrån detta syfte formulerades två forskningsfrågor, vilka är: vad inom Minecraft bidrar till elevernas förståelse för tekniska lösningar och vad ser lärare för möjligheter för elevernas lärande genom att jobba med Minecraft. Studien utgick ifrån ett elev-och lärarperspektiv. I studien har åtta elever från år fem deltagit samt tre lärare. En lektionsserie på tre lektioner genomfördes med eleverna där fokus var på att skapa tekniska lösningar inom Minecraft. Studien är av kvalitativ karaktär och intervjuer har använts som primär datainsamlingsmetod och loggbok som sekundär datainsamlingsmetod. Elevintervjuerna bestod av en blandning mellan semistrukturerade intervjuer och metoden stimulated recall. Intervjuerna med lärarna var enbart semistrukturerade intervjuer. Resultatet av studiens forskningsfrågor presenteras i olika teman som framtagits med hjälp av en tematisk analys. Resultatet visar på att Minecraft har en förmåga att visa helheten av tekniska lösningar, där det osynliga blir synligt. Vidare visade resultat på att Minecraft erbjuder möjligheter till att skapa tekniska lösningar från grunden. Utifrån lärarnas as perspektiv framkommer det att Minecraft skapar motivation hos eleverna, främjar de entreprenöriella förmågorna och tränar det sociala samspelet. Resultatet visade att Minecraft kan användas som ett komplement och uttrycksform, där den virtuella miljön framstår som en styrka.
32

Návrh mobilní aplikace pro správu serveru / Mobile application for remote server management

Kolář, Jakub January 2015 (has links)
Thesis deals with remote servers specifically those for the Minecraft. These servers are divided into groups. The work examines the possibility of remote access to these servers on network protocols level, which are described briefly, and also at the level of the game itself. Describes the game options that can be influenced via remote management. Then analyzes the applications that are intended for this remote access, and identifies problems associated with them. Based on the issues that implied from this analysis, application that solves these problems is designed. The first chapter contains a brief description of the network protocols that can be used to remotely manage servers for the Minecraft and identifies the most appropriate protocol. The next chapter describes the Minecraft, and specifically those of its regions which can be influenced via remote management. The next chapter analyzes the applications that can be used to remotely manage Minecraft servers and based on the problems that this analysis identifies, an application that solves these problems is designed. The designed application is then implemented. The last part contains user documentation of created application.
33

A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games

Hansson, Mikael, Karlsson, Stefan January 2016 (has links)
In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within the virtual game environment. This study specifically investigates this process in games played through a first person perspective with the intention of minimising the amount of visual information provided the participants. For this purpose we created two scenarios within a videogame environment specifically design for the study. A total of thirteen participants took part in the study, and after each season a semi structured interview was performed. In a qualitative content analysis we identified patterns and commonalities ascertaining to our line of questioning, and conclude that while the player-presence relationship would appear to be largely dependent on the individual’s type of play, the varying focus on either narratology or ludology in our two scenarios did indeed influence the participants to approach this relationship similarly within the separate groups. Finally we defined four types of player-presence relationship, and how they can be said to relate to the varying ludonarrative dynamics within the two specified genres, as well as the varying types of play observed amongst the participants in our study.

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