• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 16
  • 10
  • 3
  • 1
  • 1
  • Tagged with
  • 33
  • 5
  • 5
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 3
  • 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.
21

Back to the Future: Public Space Design by Girls : A case study of #UrbanGirlsMovement in Fittja, Sweden

Wrangsten, Caroline January 2019 (has links)
Livability, sustainability, and accessibility in urban public space are growing concerns in urban research and policy agendas. The professional field, however, lacks perspectives for public space qualities. Academic research about women and girls’ involvement in the re-design of public spaces is scarce. The Swedish suburb of Fittja in Botkyrka municipality is characterized by modernism and functionalism and at the beginning of a large refurbishment process. In 2018, think tank Global Utmaning initiated #UrbanGirlsMovement Botkyrka with the purpose of improving the public spaces of Fittja together with multiple stakeholders, particularly girls and young women from Fittja. In this case study, multiple methods and concepts from feminist urban geography and public space research are applied to examine how livability is illustrated and understood by girls and in which ways these learnings can inform urban public space policies. The results highlight ways to discharge patriarchal structures in public space using a compact and multifunctional urban form, accessible to all citizens through a variety of unprogrammed activity options, vibrant hangspace and green beautification. A feminist approach to urban livability shows the importance of understanding the diversity of perspectives to livability in public space, and that these perspectives matter for how we understand planning principles.
22

História em Jogo: orientações didáticas para o uso de um game no ensino de história para o 4º ano do ensino fundamental / History in game: teaching guidelines for the use of a game in teaching history for the 4th year of elementary school

Freitas, Alexandre Augusto Castro de Souza 22 February 2018 (has links)
Submitted by ALEXANDRE AUGUSTO CASTRO DE SOUZA FREITAS (alexandreacsfreitas@gmail.com) on 2018-04-23T01:48:10Z No. of bitstreams: 1 HISTÓRIA EM JOGO - FREITAS,ALEXANDRE A.C.S..pdf: 6656082 bytes, checksum: 9d4748d1af1edea909f107bf63dc9c26 (MD5) / Approved for entry into archive by Maria Marlene Zaniboni null (zaniboni@bauru.unesp.br) on 2018-04-24T13:40:50Z (GMT) No. of bitstreams: 1 freitas_aacs_me_bauru.pdf: 6656082 bytes, checksum: 9d4748d1af1edea909f107bf63dc9c26 (MD5) / Made available in DSpace on 2018-04-24T13:40:50Z (GMT). No. of bitstreams: 1 freitas_aacs_me_bauru.pdf: 6656082 bytes, checksum: 9d4748d1af1edea909f107bf63dc9c26 (MD5) Previous issue date: 2018-02-22 / Nossa pesquisa ocorreu em meio a um cotidiano permeado pelas Tecnologias Digitais da Informação e Comunicação (TDIC), propondo-se a analisar games inicialmente não construídos com finalidades educacionais e seu uso enquanto possibilidade e estratégia pedagógica nas aulas de História de uma turma do 4º ano do ensino fundamental de uma escola da rede pública estadual na cidade de Bauru S.P. sendo vinculada ao Programa de Mestrado Profissional em Docência para a Educação Básica da Faculdade de Ciências (UNESP/Bauru). Games são utilizados pelos alunos com finalidade de entretenimento possuindo vários aspectos de conceitos e fatos históricos transcritos em suas construções e compreensão de jogo gerando base de conhecimentos prévios que estes trazem às aulas. Tomando por ODA, Objeto Digital de Aprendizagem o game Minecraft de ampla utilização dos alunos fora do ambiente produzimos estratégias facilitadoras de seu uso pedagógico. Nossa pesquisa foi qualitativa do tipo participante e nosso percurso metodológico se deu da seguinte forma :1-) Pesquisa teórica e levantamento bibliográfico 2-) Levantamento inicial de dados via questionário com alunos, professora e equipe escolar 3-) Análise do currículo e materiais didáticos oficiais e suas relações com as TDIC na prática docente 4-) Construção de aplicação de sequência didática tendo ODA principal o jogo Minecraft 5-)Análise e discussão dos resultados 6-) Disponibilização do produto final na forma sequência didática digital de apoio para a utilização desse game em sala de aula. No decorrer deste trabalho foi possível aproximar objetivos curriculares da realidade dos alunos, articulando um uso dinâmico do game enquanto ODA não construído originalmente com finalidades educativas, mas que permeia o universo do ciberespaço no qual os alunos convivem cotidianamente. / Our research was carried out in the midst of a daily life permeated by Digital Technologies of Information and Communication (TDIC), proposing to analyze games not initially built for educational purposes and its use as a possibility and pedagogical strategy in the History classes of a group of the 4th year of the elementary school of a state public school in the city of Bauru SP, being linked to the Professional Master's Program in Teaching for Basic Education of the Faculty of Sciences (UNESP / Bauru). Games are used by students for entertainment purpose possessing various aspects of historical concepts and facts transcribed in their constructions and understanding of the game generating the basis of previous knowledge that these bring to class. Taking by ODA, Digital Learning Object the game Minecraft of wide use of the students outside the environment we produced strategies facilitating its pedagogical use. Our research was qualitative of the participant type and our methodological course was as follows: 1-) Theoretical research and bibliographical survey 2-) Initial survey of data via questionnaire with students, teacher and school staff 3-) Curriculum analysis and official teaching materials and their relationship with the TDIC in teaching practice 4-) Construction of didactic sequence application having ODA main game Minecraft 5-) Analysis and discussion of the results 6-) Provision of the final product in the form digital didactic sequence of support for the use of this game in the classroom. During this work it was possible to approximate curricular objectives of the students' reality, articulating a dynamic use of the game as ODA not originally built for educational purposes, but that permeates the universe of cyberspace in which students live daily.
23

Settlement Generation in Minecraft

Fridh, Marcus, Sy, Fredrik January 2020 (has links)
This paper explores graph grammar and constructive solutions for settlement generation in Minecraft. It uses graph grammar to flatten parts of the surface in order to increase the space for the buildings. Buildings are then generated with a constructive solution that follows a step-by-step model where different parts of the building are created in a certain order. Different parts include the shape of the foundation itself, the walls, the roof and the furniture. The algorithm picks which blocks to use on different parts of the house through an object called district palette. The buildings are divided up into areas called districts, where all the houses within the district follow a similar aesthetic style. The goal is to compare our solution with existing solutions from the Generative Design in Minecraft (GDMC) competition to see how it holds up against the other submissions. To evaluate, a user study was performed where each jury has to score four criteria: adaptivity, functionality, evocative narrative, and aesthetics. The results show that the solution had a strong aesthetics but fell behind in adaptivity, functionality, and evocative narrative. Most of it was due to not being able to generate different structures, and not cleaning up the trees around the buildings and the roads.
24

Emergent Learning : Peer collaboration and learning in user driven environments

Berg Marklund, Björn January 2011 (has links)
The purpose of this project is to examine how collaboration in groups of children change from a face-to-face emergent environment to a computer mediated emergent environment. To examine this, a methodology was devised in order to track individual group members‟ contributions to exercises performed by the group. Groups of five children built structures out of LEGOs and in the game Minecraft, and through the devised tracking method, data from the different exercises were juxtaposed with each other and compared in order to determine how the collaborative patterns within the groups varied depending on what exercise they were partaking in. The results of this research is that the computer based emergent system was experienced as more engaging and immersive, and that it fostered continuous discovery and problem solving throughout the game session, which wasn‟t the case in the LEGO exercise.
25

S(t)imulerat lärande – En svensk pilotstudie om Minecraft som ett kompletterande läromedel i SO-undervisning

Ridell, Kim January 2013 (has links)
I denna studie undersöker jag simuleringen Minecraft som möjligt kompletterande läromedel i SO-undervisningen i årskurserna 1-3. Jag undersöker hur man kan använda Minecraft, om det förekommer någon genusskillnad hos elever gällande motivationen att använda Minecraft som läromedel och hur frukt- och gångbar simuleringen är gällande simuleringens tillgänglighet, mekanik och innehåll. Undersökningen står på fyra ben; 1) Eget användande av Minecraft, 2) En enkätundersökning till yrkesverksamma pedagoger i gällande årskurser, 3) intervjuer av elever i gällande årskurser samt 4) en omfattande litteraturstudie baserad på teorier om spelbaserat lärande, tidigare fallstudier om dator- och tv-spel i undervisningen samt en analys utifrån den nu rådande läroplanen inom SO-ämnena i årskurserna 1-3. Vid slutet av denna studie fastslår jag att det, utifrån min forskning, inte förekommer någon märkbar motivationsskillnad mellan flickor och pojkar att använda Minecraft i skolan och att själva användandet av simuleringen bör vara som komplement till övrig undervisning med den narration som Minecraft saknar. Användandet av Minecraft bör konkret användas med tydliga mål och delmål för eleverna. Slutligen är den mest didaktiskt utformade versionen av Minecraft inte den som någon pedagog önskar använda i skolan.
26

Den Trojanska Hästen

Otterheim, Lena Royalz January 2020 (has links)
Jag väver mycket. Jag började se på väven som en symbol för minnen och jag vävde in hudens arv genom generationer. När jag ser på väv ser jag hud och när jag ser på hud ser jag väv.  Med hjälp av 3D-pusselteknik bygger jag idén om människans relation till naturen. Material: Kolmårdsmarmor, textil, pigmenterat gips och metall. Och en läppglansig yta.     Gestaltande form: En häst på minecraftkuber. Höjd 3m, Diameter 1m.
27

Foreign Language Learner Task-based Interaction in the Virtual World Minecraft / 仮想世界「Minecraft」における外国語学習者のタスクに基づく言語指導

Swier, Robert Stanley 23 March 2023 (has links)
京都大学 / 新制・課程博士 / 博士(人間・環境学) / 甲第24686号 / 人博第1059号 / 新制||人||248(附属図書館) / 2022||人博||1059(吉田南総合図書館) / 京都大学大学院人間・環境学研究科共生人間学専攻 / (主査)准教授 PETERSON Mark, 准教授 中森 誉之, 教授 勝又 直也, 教授 Hawkinson Eric Charles / 学位規則第4条第1項該当 / Doctor of Human and Environmental Studies / Kyoto University / DFAM
28

Motivation to Mine: An Analysis of the Motivation for Extended Video Game Play among Preadolescents in a Physical Learning Environment

Cipollone, Maria January 2015 (has links)
The relationship between video games and learning is a topic of interest for academic fields. But how can a voluntary activity, like playing video games, motivate students to be academically productive? This dissertation used the popular video game, Minecraft, to measure the intrinsic motivation of 7th and 8th grade students in mathematics class, using a Self-Determination Theory (SDT) framework. The results demonstrated that intrinsic motivation remained at high levels, as long as students are competent in game controls and were relatively free to do what they wanted within the general guidelines in the video game environment. Second, the role of social presence contributed to immersion in the video game environment and played a role in the continued motivation to play. Third, although there was no impact on rote measures of learning, such as memorizing vocabulary definitions, the Minecraft video game environment affected students’ ability to problem solve, as was evidenced by pre- and post-tests of rote and conceptual learning. / Media & Communication
29

TV- och datorspel i engelskundervisningen : En studie om användning av Minecraft som stimuleringsverktyg för nyanlända elever / TV- and computer game in English education : A study on using Minecraft as a stimulation tool for newly arrived students

Nsumbu, Gilliam, Klaesson, Tony January 2019 (has links)
Vårt arbete handlar om hur mellanstadielärare kan använda TV- och datorspel i engelskundervisning för att öka elevernas intresse. När en del nyanlända elever kommer till Sverige måste de lära sig svenska och engelska samtidigt, vilket kan kännas som en stor belastning för dem. Här emellertid är barn mycket intresserade av digitala verktyg, som är en möjlighet för dem att lära sig nya saker på ett tilltalande sätt. I denna studie har vi intervjuat två engelsklärare och fyra elever samt genomfört en enkätundersökning med 18 nyanlända elever som deltagare. Resultaten i vår uppsats visar att elever lärde sig nya ord från spelet. Detta gäller både flickor och pojkar. En slutsats vi kan dra är att lärarna bör blanda sina undervisningsformer till nyanlända elever, genom att ha teoretiska lektioner och använda sig av lärorika TV- och datorspel som Minecraft för att kunna motivera nyanlända elever.
30

Lava, Lego, Lasersvärd : En fallstudie om barns samarbete i digitala spel på förskolan / Lava, Lego, Lasersword : A case study of children's cooperative gaming at preschool.

Ek, Malin January 2017 (has links)
Tillämpningen av information- och kommunikationsteknik i förskoleverksamheten är idag vanligt förekommande, inte minst genom datoranvändning. En del av just datoranvändning på förskolan är barnens bruk av olika slag digitala spel. Av intresse för detta utformades denna kvalitativa fallstudie med avsikt att undersöka vad som framträder i barnens samspel vid den gemensamma förskoledatorn samt vilken betydelse detta kan ha för den pedagogiska verksamheten. Studien genomfördes genom deltagande observationer och interaktionsanalyser av videoinspelningar. Resultatet av denna fallstudie visade att, genom en medvetet konstruerad interaktiv datormiljö för flera användare, underlättas ett socialt samspel mellan barnen när de använder datorn. En aktivt deltagande pedagog med kunskap och kompetens kring IKT kan tillföra nya sätt att arbeta med datorn och digitala spel genom att stötta och uppmuntra barnen till att samarbeta för att lösa problem eller lära varandra spelens funktioner.  Det finns således goda möjligheter att tillföra mening i spelande och datoranvändning på förskolan. Genom att arbeta med datorprogrammen utifrån kamratskapande aktiviteter såsom samarbete, problemlösning, låta barnen lära varandra och knyta digitala spelen till temainriktat arbetssätt utanför datorn kan digitala spel och IKT vävas in i läroplanens mål för verksamheten. Genomförandet av denna fallstudie har gett mig insikt de utmaningar som arbete med IKT i förskolan kan innebära. Det krävs att som pedagog se möjligheter för otaliga hinder som kan dyka upp, inte minst när tekniken strular just innan planerade aktiviteter. Utöver alla dessa nya erfarenheter så har det varit otroligt intressant, givande och framförallt roligt att jobba med barngruppen i denna fallstudie, från början till slut. Jag hoppas att barnen lärde sig lika mycket som jag gjorde under dessa veckor som gav mig många nya insikter för min blivande yrkesroll som förskollärare.

Page generated in 0.035 seconds