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Datorspel = Lärande? : En kvalitativ studie angående gymnasieelevers attityder gällande datorspel som läromedel / Computer games = Learning?Sabelström, Ellen January 2013 (has links)
The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool. Using the indie game Minecraft, the online game World of Warcraft and the simulation game Euro Truck as examples, I have asked high school students what skills they believe can be obtained by using computer games as a learning tool. Focusing on factual abstract learning, social learning and practical application of learning. The result shows that high school students believe that some learning can be achieved by most computer games, but the knowledge obtained is not necessarily the skills that can be applied in reality. The results also show that high school students lack practical application of learning, and they think that computer games are a great tool to visualize factually abstract knowledge. When it comes to social learning they believe that it gives the opposite effect and make players asocial.
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Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library InstructionRobertson, Michael James 08 1900 (has links)
Digital games and simulations are receiving considerable notice within the Library and Information Science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development. Furthermore, this knowledge will assist decision making processes for individuals debating the current or potential role of digital gaming at their institutions. In this mixed methods study, over 300 undergraduates were surveyed about their technology preferences, including digital gaming, for delivery of two forms of academic library instruction. The two forms of library instruction were (a) providing users with spatial information on physical library layout, and (b) educating users on information literacy topics and skills. Observational data was collected during the survey sessions, occurring at face-to-face library instruction sessions. Self-selected survey participants were also interviewed to further probe their survey responses. Rogers' Diffusion of Innovations was the theoretical foundation to this research. The primary innovation of study was the digital game delivery method. Detailed analysis of the survey-based data set included three nonparametric scaling methods: 1) rank-sum scaling; 2) circular triad analysis; and 3) multidimensional preference mapping. Content analysis of the observations and semi-structured interviews also occurred. Major outcomes were 1) the digital game delivery method achieved mediocre preference across both questions; 2) the audiovisual delivery method received the highest overall preference ranking; and 3) overall preference for the audio-only delivery method was remarkably low. The most important theme across the observational data was the participants' waning attention during the face-to-face library instruction sessions. The most important outcome from the semi-structured interviews was interviewees' stated appreciation for useful technologies. Over 95% of participants were so-called digital natives, that is, born post-1980. Rogers' assertion that age plays a minor role in predicting technology adoption appears warranted, since the more innovative digital game delivery method achieved mediocre overall preference.
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Využívání počítačových simulací ve výuce medicíny / Use of computer simulations in medical educationHübnerová, Iveta January 2014 (has links)
The diploma thesis deals with the method of using computer simulations in education, with a focus on medicine. It also presents possible usage of computer simulations in other fields. The thesis presents possible usage of computer simulation to support the education, analyses of effective approaches and possible barriers that may arise during the implementation. Practical research is based on qualitative analysis of current situation of using simulations at medical faculties in the Czech republic. Powered by TCPDF (www.tcpdf.org)
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Drama as an instructional tool to develop cultural competency among learners in multicultural secondary schools in South AfricaMoore, Glynnis Leigh 03 1900 (has links)
Educational Studies / D. Ed. (Comparative Education)
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Drama as an instructional tool to develop cultural competency among learners in multicultural secondary schools in South AfricaMoore, Glynnis Leigh 03 1900 (has links)
Educational Studies / D. Ed. (Comparative Education)
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