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Lärares digitala didaktik : En tematisk livshistorieansats om lärares didaktiska övertygelser, överväganden och val av digitala resurser / Teachers’ digital didactic : A thematic life history approach about teachers’ beliefs, considerations and choices withdigital artefacts for teachingGleisner Villasmil, Lena January 2019 (has links)
The aim of this study is to contribute with knowledge from a close teachers’ perspective on how teachers' considerations and choice of digital artefactsfor teaching are related to didactic beliefs that are shaped and changed over time in teacher's professional life. A thematic life history approach is used in combination with a socio-cultural perspective and didactic starting points. Life story interviews with six high school teachers from three Swe-dish schools constitute the empirical material that results in individual life history constructions about digitalization. The participating teachers have what is referred to as digital didactics, which focus on the teachers' competence to make didactic considerations and the choice of digital artefacts according to the needs that exist according to the target group for the teaching, subject content and surrounding envi-ronmental and time aspects. The findings of the study indicate that teachers have prominent didactic beliefs that are the hub for consideration and choice of digital resources. These can be understood as individual but also in a larger collective context. Teachers’ didactic beliefs are motivated by three dimensions, which are the teachers' subject matter, the desire to help the students and the personal satisfaction. The cognitive, historical and physical contexts are constantly changing due to the rapid development of digitalization and the didactic choices have been expanded with more opportunities but also greater chal-lenges. Didactic choices of digital artefacts can be divided into general-di-dactic choices, subject- and program-didactic choices and choices linked to didactic beliefs and experience. The contribution of this study is that teachers' digital didactics is based on teacher's didactic beliefs, which are formed in a historical, cultural and social context that influences the didactic present and the future. A school with digital artefacts is part of an ever-available global digital arena. The study contributes with a new model of an extended didactic triangle that visualizes teachers’ digital didactics where the teacher and the didactic belief are prominent.
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Sampling och FriktionKimby, Adam January 2018 (has links)
This Bachelor Thesis examines sampling as creative process in relation to friction between users and creators. The goal of this thesis is to create an understanding of the relations involved in creative processes and explore sustainable manner of working with processes. To explore creative processes, sampling is interpreted in relation to music production and the musical culture involved in shaping of worlds. Sampling is the processes of creating from what already is in a way of involving the users and creators with the past, present and future. The friction of creative processes involves an understanding of innovation and originality that questions existing principles. Sampling in relation to friction is about boundaries, how do we involve ourselves in an accountable process and what is appropriation in relation to creative engagement? / Det här kandidatarbetet undersöker sampling som en skapandeprocess i relation till användare och deltagare. Syftet med undersökningen är att skapa en förståelse för de relationerna involverade i en skapandeprocess och utforska hållbara aspekter av att arbeta med processer. För att undersöka skapandeprocesser förstås sampling i relation till musikproduktion och musikkultur som världskapande. Sampling möter skapandeprocesser med det redan befintliga genom att involvera användaren och deltagaren i dåtid, nutid och framtid. Friktionen i skapandeprocesser prövar förståelsen av innovation, originalitet och ägande. Sampling i relation till friktion handlar om gränser, hur kan vi involvera oss i ett ansvarfullt skapande och vad är appropriering i relation till skapandeprocesser?
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A Hypnotic Digital ArtefactCederlund, Micaela January 2023 (has links)
This essay investigates what may constitute a hypnotic digital artefact from a design standpoint. This essay is meant to help designers who want to create hypnotic digital artefacts in the shape of a game, or researchers who wants to further this field. With a case study analysing the game Cultist Simulator, this essay observes applications from this essay’s frameworks: NLP, Procedural Rhetorics, Flow, Trance, and Ericksonian Hypnosis. The case study serves to demonstrate how a larger scale reflection of intrinsic cross over points between hypnosis and the video game medium may take place within state-of-the-art discourse. This essay fulfils its design-aid purpose by charting factors that can be put in place to facilitate a trance and a hypnosis in a game, in a design table summarising design methods discussed. The means that may put a player’s mind in abeyance are posited here regarding how this may influence the game experience, including induction techniques, where suggestions are provided in how these might translate to a game format. Through its frameworks and case study, hypnotic content generation is put in focus, where this essay finds that games utilising metaphors and depicting inner spaces carry significance in this pursuit. It also finds that mirroring communication of the unconscious, such as adhering to rules of a dream state, and acknowledging the unconscious’ uses and capacities, has potential in this pursuit. Importantly, the essay includes a discussion on Cultist Simulator’s decadent aesthetics and its role in leading a player towards an alternate state of consciousness.
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