Dissertations / Theses on the topic 'Design för lärande'
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Mickelsson, Annelie. "Universell design för lärande : En aktionsstudie om lärares lärande." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-432843.
Full textThis master thesis aims to contribute with knowledge about teachers´ learning and investigate their use of linguistic tools in an action research study. In this, where UDL is presented and discussed as a possible scaffolding structure, the process in a team of teachers at a middle school is investigated. The aim of the action research study is to create knowledge about how the systematic work with UDL can contribute to the planning and forming process of teaching. In order to answer the research questions in the study, an action research study was conducted with three teachers at a middle school. The study is conducted with a qualitative method, in which field notes from the sessions in the action research study is one part followed by separate, reflective interviews with the participating teachers. The participating teachers were teaching in two classes in a grade at a middle school and have during six sessions discussed and reflected on texts and films about Universal Design for Learning (UDL). The results from this action research study showed how the use of language and communication changed during the sessions, which possibilities and obstacles could be identified in implementing UDL and how the attitude towards research based approaches could be seen. How the participants used sociocultural tools in their own learning as well as in their teaching can also be seen as a result of this study.
Strand, Sofia. "Design för lärande i grundläggande taluppfattning." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-28987.
Full textElm, Fristorp Annika. "Design för lärande - barns meningsskapande i naturvetenskap." Doctoral thesis, Stockholms universitet, Institutionen för pedagogik och didaktik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-75436.
Full textAugustsson, Oliver. "Speldesign för lärande : Speldesignens byggblock applicerade på musikundervisning." Thesis, Kungl. Musikhögskolan, Institutionen för musik, pedagogik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-3376.
Full textThe purpose of this essay is to examine how game design can be used as a resource for designing music education. The background consists of previous research of what determines the pupils study results and thereafter game design and its branches and terms. The scientific perspective used is the design theory by Selander and Kress (2017). The method used was to first present game design and its branches followed by examples of parallels between game design and school in front of four music teacher students. After the presentation a discussion was held by the participants about game design as a resource for music education. The result shows that the participants have use for game design as a resource as, at the same time, they would like to use a different language than that from game design. The participant expressed with varying enthusiasm that this way of viewing school can be beneficial for both pupils and teachers. The end of the essay presents a discussion about the implications of the result and its potential influence on school. Pros and cons about using terms from game design in practice are discussed and examples on how school could evolve to implement concepts from game design in practice.
Cederbank, Oscar, and Simon Johansson. "Matematiklärares upplevelser av Puls för lärande : En kvalitativ intervjustudie." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-23139.
Full textHögdahl, Pi. "Praktikgemenskaper - professionsutveckling för lärare : Anser lärare att de utvecklat kunskap och kompetens gällande bedömning för lärande genom TLC?" Thesis, Karlstads universitet, Institutionen för pedagogiska studier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-38935.
Full textLundgren, Emma. "Design av multimedia för allmänna kunskapsinstitutioner." Thesis, Halmstad University, Halmstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-2594.
Full textDenna uppsats behandlar hur multimedia för lärande designas och används på allmänna kunskapsinstitutioner som museum och Science Centers i Sverige. Syftet med studien var att kartlägga designers förhållningssätt till designprocessen samt till aspekter som lärande, upplevelse och multimedia när en multimedial applikation utformas. Ytterligare syften var att identifiera problem och avslutningsvis utforma och presentera riktlinjer för design av multimedia för allmänna kunskapsinstitutioner. Studien, som antog en kvalitativ ansats, initierades med inledande intervjuer med en extern designer och två utställningsdesigners. Dessa intervjuer vägledde sedan frågeställningarnas utformning till de sex huvudintervjuerna, som hade en semistrukturerad prägel. Det har framgått i studien bland annat att utställningsdesign är en komplex uppgift som sätter höga krav på designgruppen och dess kompetens, och att det från Science Centers sida krävs en högre grad av involvering från discipliner som ny teknik och multimedia men även från interaktionsdesign, IKT och pedagogik. Sammanfattningsvis visar studien att designers ofta tar problemområdet för givet och designar utifrån sina egna intressen och sällan involverar besökaren eller användaren.
Tatidou, Elpida, and Julia Petersson. "Lekande allvar : En designstudie ämnat för barns ekonomiska lärande." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54355.
Full textThis work is about gaining insight for what kinds of design elements children search in a mobile application, aimed for learning economics and help them plan their budget. This study would result with a design concept based on children’s own needed and wished elements for an economic learning mobile application. The reason to start a project like this is because Swedish banks have noticed that children today have it difficult to understand money’s worth and plan their budget. While the card-transactions have been reduced on the market have also the use of pocket money been minimized, even though it have been proved to be a good way to teach children money’s worth. Thus, there is not a natural way of today’s kids to deal with their budget and learn money’s worth. The study’s purpose was to visualize these transactions by promoting children’s weekly and monthly allowance and their financial lessons in a design work. This made the question: “What design elements prioritize children in an economic learning mobile application”, which was supposed to be answered by a school class with children at age eleven to twelve. The projects purpose was to have a high user involvement for gaining deeper insight for children’s needs and also let them be apart of the design work to achieve a result they would like. Theory like gamification was used and a couple normative theories based their theory to promote a certain behavior of the users, which in this study have been choosed to call them all for theories of social design. There were three primary methods for data collection methods with a class from fifth-grade, were the children was divided in three groups to complete each method. The methods were aimed to either induce data for the children’s economic and social statement and also let them generate their own design concept for weekly and monthly allowance. Tromp and Heckerts theoretical model was used to analyze the data, were their model was costume to match this specific study. The model is a six fold process: from defining a social phenomenon, find issues with the area, then use strategies to counteract the problems and with developing design proposals. The studies theories was integrated in this model so that it would be possible to make use of the strategies during the analyses. The conclusion was that children want to learning with games, to personalize the content, to recognize their school identity in the service, to illustrate the information with different charts and that they have a big fascination with high-tech gadgets, that also give them social status. The children showed that they want to be responsible for their own actions and budget, but they want also to be reward when they do something good. The reward should then be money or candy and they wanted to have amusing experience during education. Therefore this project was result in a prototype for
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Kvarnström, Charlotte. "Lärande genom interaktiva praktiker i en virtuell verklighet : Livet som en virtuell karaktär - lärande och meningsskapande." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7418.
Full textKjellqvist, Gabriella. "Handbok för kreativitet : En undersökning om kreativitet i relation till visuellt material och hur den blir gynnsam för lärande." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6932.
Full textSparf, Maria. "Grundskoleelevers design i lärande : En studie om lärprocesser i programmering." Licentiate thesis, Linköpings universitet, Pedagogik och didaktik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-173590.
Full textStudiens övergripande syfte är att fördjupa kunskapen om hur elever designar sitt lärande i programmering. Det är främst elevernas lärandeprocess, hur de tar sig an problem inom programmering och hur de blir, är och förblir engagerade i uppgifterna, som är av intresse. Programmering kan förstås på många olika sätt, kodning, en digital kompetens, kreativitet eller sätt att lösa problem. Digitaliseringen i samhället har även aktualiserat behovet av att lära sig programmering redan från tidig ålder i grundskolan. I denna studie ses programmering som en del av den digitala kompetens alla elever ska ha möjlighet att utveckla och som finns med som en röd tråd genom hela grundskolan. Studien genomfördes under programmeringslektioner på tre science centers i Sverige. Science center har lång erfarenhet av att undervisa i programmering för barn och unga. Detta nyttjades vid tidpunkten för studien av skolor som på det sättet kunde erbjuda eleverna att prova på programmering redan innan det blev en del av den obligatoriska undervisningen. Lektionerna var anpassade för nybörjare i programmering och genomfördes som en del av skoldagen för elever i årskurs 1-8. Det teoretiska ramverket har utgångspunkt i designorienterad teori, med fokus på hur iscensättning och design för lärande, som omfattar både möjligheter och dilemman för lärande. Ramverket ger en grund för hur elevers lärprocess och engagemang för att lära sig programmering kan analyseras. Resultaten redovisas i form av två artiklar som tillsammans ge en bild av design för och i lärande under programmeringslektioner. Den första artikeln bidrar med kunskap om fem olika tillvägagångssätt (i artikel 1 på engelska, approach) som elever använde för att lösa uppgifter med hjälp av programmering. De kvalitativt olika sätt som eleverna använde under de observerade lektionerna var matematiskt, fel- och försök igen, steg-för-steg, rutin samt estetiskt. Var och ett av dessa tillvägagångssätt gav eleverna möjlighet att använda och träna olika förmågor som är viktiga för att kunna programmera. Förmågorna jämförs, men likställs inte med datalogiskt tänkande (CT) vilket kan anses vara knutet till kompetenser som är viktiga för att aktivt kunna delta i ett digitalt samhälle. Den andra artikelns kunskapsbidrag är att förstå hur beteendemässigt, emotionellt och kognitivt engagemang kan identifieras när elever programmerar. Att förstå hur de olika typerna av engagemang är viktiga var och en för sig, samtidigt som de är sammanflätade och påverkar varandra, är angelägen kunskap. Resultaten visar hur olika typer av engagemang blir synliga under programmeringslektioner. Vidare diskuteras hur elevernas identifierade engagemang kan relateras till hur deras lärprocess designas. I den sammanlagda studien visar resultaten från de båda artiklarna på hur elever blev designers för och i sitt lärande i programmering. Eleverna designade sitt lärande genom hela lärprocessen med hänseende till iscensättningen, vilka tillvägagångssätt de använde och hur de hade möjlighet att vara engagerade på olika sätt.
Johansson, Sofia, and Marie Emander. "Inomhusmiljön för de yngsta barnen på förskolan : - En studie kring miljöns betydelse för barns lärande." Thesis, Högskolan Kristianstad, Sektionen för lärande och miljö, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-16803.
Full textThuresson, Daniel, and Niclas Sörman. "IKT som verktyg för främjandet av literacy i förskolan : Förskolepedagogers design för lärande och barns användning av IKT och deras skapande av literacy." Thesis, Stockholms universitet, Barn- och ungdomsvetenskapliga institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-127475.
Full textSkoglund, Viktoria. "IKT på fritidshemmet : En kvalitativ studie om pedagogers uppfattningar och erfarenheter om IKT på fritidshemmet." Thesis, Södertörns högskola, Lärarutbildningen, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-24137.
Full textMasreliez, Marie-Louise. "Digital Humaniora Pedagogik : Digitalisering av text och konsekvenser för lärande." Thesis, Stockholms universitet, Institutionen för pedagogik och didaktik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-91987.
Full textNew digital open universitites with free access to knowledge change the conditions of how learning occurs. This is a study into the new conditions of learning through the digital humanities. A designtheoretical multimodal perspective as well as hermeneutic thoery have been deployed to problematize the digital humanities. The study has been performed with the open method of literature analyses and the anthology Digital Humanities Pedagogy: Principles, Practices, Politics has been the object of study. The study questions the digital humanities from knowledge creating activities within learning and, at the same time, how learning may benefit from interacting with the digital. The study concludes what the effects of the digital humanities may be on theories of learning, on the student and on the institutions
Åhlén, Astrid. "Designa programmering för tjejer - en undersökning om att designa material om programmering för tjejer." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21616.
Full textEk, Benjamin. "Pinnen, bollen & tonhöjden : Tecken på lärande och resurser i musikteori med rytmik som metod." Thesis, Kungl. Musikhögskolan, Institutionen för musik, pedagogik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-3184.
Full textGranlund, Veronica. "Digital kamratrespons i svenska som andraspråk : Design för ökat kollaborativt lärande inom mångkulturell vuxenutbildning." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22191.
Full textThe Corona pandemic has affected education in many ways, and those studying Swedish as a second language are no exception. Interaction, communication, and collaborative learning are all important factors of successful second language acquisition, all of which have been reduced because of forced remote learning. One method for collaborative learning that can be enhanced using digital tools is peer response. This study has examined how the adult students at a folk high school have been affected by the forced remote learning, focusing on their studies in Swedish as a second language at high-school level. The study also investigates whether a digital peer-response system could benefit the collaborative learning process for the involved students. The study involved students and teachers at Mångkulturella Folkhögskolan in Gothenburg, Sweden, who were asked to participate through an online survey and individual interviews. The empirical result shows a vast diversity among the participants, a somewhat decreased motivation to study due to forced remote learning, and a positive attitude towards peer response as a possibility to learn from each other. Together with previous research in the fields of language acquisition, computer assisted language learning and computer supported collaborative learning, several guidelines have been developed for the development of a digital peer review system that are considered to be favourable for the studied context. These guidelines have been illustrated in a design concept that shows a suggestion as to what the digital peer response system could look like.
Nolåkers, Frida. "Multimodal design för lärande i utställningsmiljö : En studie om sinnen som modaliteter och dess kommunikation i ett historiskt rum." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-44635.
Full textThe Gustav Vasa Association plans to build an exhibition to promote cultural life and increase learning about Gustav Vasa's leadership in the 16th century. The ambition is that through the exhibition will act as an extended arm for the schools in Strängnäs municipality in the form of study visits. In the exhibition, the association wants to inform about Gustav Vasa's coronation as king on June 6, 1523 in an interesting and informative way, in order to reach a younger target group in the form of primary school pupils. Through a collaboration with the association, this degree project has examined how the senses as modalities can be applied in an exhibition environment for learning purposes. In the report, Selander's theories on multimodal learning together with McKenna-cress & Kaminens and Velvet's guidelines on exhibition environments have been applied. Together with an ethnographic survey in the form of an observation, the theories have laid the foundation for the design proposal that has been established. The proposal describes how the appointment of Gustav Vasa as king can be communicated in an exhibition environment, in order to contribute to learning with the help of the senses as modalities.
Lövf, Nilsson Maria. "Utveckling av kreativt lekmaterial för barn : Design av produkt som kan verka både lärande och underhållande." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-61009.
Full textBernevik, Tina, and Larisa Sagdati. "Den tredje pedagogen : En studie om den inre lärmiljön i en förskola inspirerad av Reggio Emilias pedagogiska filosofi." Thesis, Högskolan Kristianstad, Sektionen för lärande och miljö, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-16738.
Full textÄlvenstrand, Daniel, and Joakim Horna. "Lärande inom vården – Ett digitalt frö : En pilotstudie i att designa ett nätbaserat lärverktyg för att effektivisera introduktionsutbildningen för sjuksköterskor inom hematologi." Thesis, KTH, Skolan för teknikvetenskaplig kommunikation och lärande (ECE), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-171070.
Full textToday, the introductory training for the nurses of the clinic for hematology at the Karolinska University hospital is insufficient which could jeopardize the patient safety. The clinic is hoping, by using an interactive net based learning tool, to be able to streamline the nurses’ internal education, make their learning material more easily learnt and motivate them to continue learning. This thesis examined whether the clinic’s desired results could be achieved. This was examined by creating and evaluate a prototype of a learning tool. By combining theories and research about net based education, user centered design, interaction design and learning perspectives a prototype was developed for net based learning. In order to identify the nurses’ needs and situation, a pre-study was conducted in the form of surveys and interviews with the clinic’s personnel followed by an interview study with responsible staff at the clinic and the hospital. A prototype was developed and its usability was evaluated together with the nurses. The tool was also evaluated by its ability to streamline the learning of the educational material regarding Cytostatic which was given by the county council; this by designing and testing of a course. The results of the thesis identifies the factors which contributes to making a net based learning tool usable for the clinics staff. These factors, together with identifying the factors that affect their learning process, contributes to streamline the nurses’ introductory training. In conclusion, a learning tool which has been developed with affected personnel through a combination of design and learning perspectives can be made usable and education in order to ensure the nurses’ competence and contribute to an increased patient safety.
Fjellman, Dovsten Daniel. "Teckningsmanér : En kvalitativ undersökning av olika sätt att teckna på, med ett perspektiv på lärande." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6947.
Full textBjörnsson, Therese. "Design som i en liten ask : en undersökning om att skapa för att lära." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3265.
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Halonen, Maria. "Design för lärande och multimodala texter i svenskämnet : En produktorienterad studie av två läromedel i svenska." Thesis, Högskolan i Gävle, Avdelningen för humaniora, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-18844.
Full textNilsson, Sandra. "Mobilitet och informationslogistiska tekniker : För behovsanpassad informationsförsörjning och mobilt lärande i marina miljöer." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-26683.
Full textJansson, Hampus. "Intra-aktion som ett koncept för utvecklingen utav 2d spelmekaniker med ett lärande syfte." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14610.
Full textThis bachelor thesis takes the concept of intra-action and applies it as game mechanics for the mobile platform. It takes the approach of how to think about intra-action and the development of mobile game mechanic. It goes into the approach of how to think about intra-action and brings up existing theories about game mechanics. In first-hand the work goes into the mobile platform but it could be used for other platforms. The thesis begins by explaining what interaction is and then goes into how it differs from Karen Barads concepts of intra-action. Then it takes up existing theories on the development of the game mechanic and then combining this into practice, trying to create game-mechanics to the mobile platform with an intra-active approach. Intra-action fits well as a way of thinking about learning, so in practice the work will go into how you may create game mechanics with a learning purpose. All testing is done in the game engine GameMaker (Yoyo Games, 2017) and tested for Android phones. In the methods section the examples will be created for Android in GameMaker.
Otterdahl, Sara, and Josefin Westling. "Instruktioner som hjälper : En studie om förutsättningar för lärande och anpassningar i praktiska ämnen på ett naturbruksprogram för att bemöta funktionsvariationer, med utgångspunkt i Galperins teori om stegvist lärande." Thesis, Stockholms universitet, Specialpedagogiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-145392.
Full textGranström, Klara, and Sara Lindström. "Förskolans fysiska inomhusmiljö – en miljö för barns utveckling och lärande : En intervjustudie med åtta verksamma förskollärare." Thesis, Högskolan i Gävle, Avdelningen för kultur-, religions- och utbildningsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13227.
Full textThe purpose of this study is to investigate preschool teachers' perceptions of how the physical indoor environment should be designed to stimulate children's development and learning. The theoretical basis derived from the socio-cultural perspective, where the human being is seen as inseparable from the culture and the social context he or she lives in. The environment, from this perspective, is given one of great importance, since man's mutual interactions with the surrounding and the environment, affects the opportunities for development and learning. To investigate preschool teachers' perceptions, qualitative interviews have been done. The results revealed that preschool teachers believe that the physical indoor environment, to stimulate children's development and learning, should be designed so that it is discovering, challenging and stimulating. Furthermore appeared “accessibility”, which seems to be affected by a number of factors, as an important aspect that preschool teachers take into account according the design the physical indoor environment. It also emerged that the team, building, finance, time and routines, can provide both opportunities and constraints in the design of the physical indoor environment in preschool. A complex dilemma has appeared: The preschool teachers expressed that they strive to build the physical environment upon the children's interests and needs, when the result of this study at the same time a strong anchor to the curriculum in the design of the environment.
Nilsson, Rikard, and Kevin Kinnunen. "Null Reference Exception : Serious Games som lärverktyg för spelprogrammering." Thesis, Blekinge Tekniska Högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21986.
Full textIn this article, we will go through how to approach creating a game that has the aim ofteaching game programming. The idea is to investigate how the teaching of gameprogramming could be changed and made more accessible by using so-called Serious Gamesas study material. The way we have chosen to go about this research is to create our ownSerious Game where the player can change parts of the game's code to solve puzzles andproceed in the game. We have had a dialogue together with the programming teacher MartinSvensson at Norrevångskolan during the project to ensure that the game stays pedagogical. Atthe same time, we have used "pillars'' and MDA to ensure that the project stays within theframe of what can be called good design. We have also had a number of gametests andqualitative interviews to examine how many players with different backgrounds andexperiences learned from the game. The results of the interviews were positive. Everyone wetested the game on not only thought it was a fun game but also thought that the game wouldfit in as a learning tool for young adults who want to learn code. All the interviewees alsoexpressed that if they were to start learning code themselves, they would like to use aninteractive media like this. What we hope other media technicians can take away from this research is to show how a serious game created to teach game programming, could work andbe used. We also hope that future media technicians can avoid the mistakes we encountered inour research and development of our Serious game. Course material as it looks today isusually only books, more research in other media as learning tools could develop moreengaging and fun learning. Nowadays, there are not many games as a course material incollege or high school. A different way of thinking about serious games and its use couldchange the view of games as a learning tool.
Hennig, Lisa, and Johanna Johansson. "”Barnen kan oftast minst lika mycket som vi” : En studie om digitala verktyg i förskolans undervisning." Thesis, Linnéuniversitetet, Institutionen för didaktik och lärares praktik (DLP), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-102966.
Full textCalmerbäck, Sandra, and Anna-Maria Sandberg. "Att se möjligheter där andra ser hinder : uppfattningar om inkludering och tillgänglig undervisning." Thesis, Högskolan Kristianstad, Sektionen för lärande och miljö, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-16957.
Full textBengtsson, Henrik. "”Hur 17 ska jag öva?” : En studie om olika tillvägagångssätt för övning för slagverkare." Thesis, Karlstads universitet, Institutionen för konstnärliga studier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-37021.
Full textThe aim of this study is to explore how some selected approaches of learning, mediated by leading percussionist and percussion teachers, is used by and works for one students rehearsal of a musical work. These three approaches were used when practicing the Concerto for Marimba and Strings of Emanuel Sejourné. Audio recordings and log book was the basis for the analysis of what worked well for me in my own practice and how I experienced the different methods during exercise. The result shows that above all enjoyment factor is a contributor to a successful practicing. Other important factors reported are the importance of knowledge and the music before you start to practice and the importance of preventively practicing as a real concert. At the end, the results of the study is discussed in relation to the presented literature and previous research in the subject.
Åkerfeldt, Anna. "Didaktisk design med digitala resurser : En studie av kunskapsrepresentationer i en digitaliserad skola." Doctoral thesis, Stockholms universitet, Institutionen för pedagogik och didaktik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-106851.
Full textAt the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 1: Accepted. Paper 4: Manuscript.
Karlsson, Marine. ""...det gäller att kunna knepen" datorstöd för kunskapsutbyte och lärande inom ett tekniskt arbetslag." Thesis, Blekinge Tekniska Högskola, Institutionen för arbetsvetenskap och medieteknik, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4837.
Full textEngblom, Kajsa, and Dunya Kermanj. "Digital design för naturvetenskapligt lärande i årskurs 6 och 7 : konceptualisering av digitalt material för att öka elevers förståelse och motivation i fysikämnet." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-21191.
Full textAndersson, Jessica. "Miljörummet där barnen får ta plats : En studie om hur ett multimodalt miljörum kan skapa en lekfull, lärande och inkluderande användar- och rumsupplevelse för barn." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-55019.
Full textThis is a thesis specializing in Spatial design in the field of Information Design. The purpose of the study is to examine how a multimodal and visual design of today's rooms for recycling can affect children's spatial experiences and lead to a higher degree of accessibility and inclusive for children and other users of the room. The study includes a methodological work through literary studies on spatial elements, cognition and perception, the learning spaces based on children's learning, multimodality, spatial experiences, and environmental psychology. As well as a place analysis, a survey, a qualitative interview with experts, a participatory workshop with the study's target group. This to gain an in-depth understanding of the problems surrounding the room, the user, and the context in which they operate to answer the study's question at issue. Based on collected theories and empirical data, a exemplifying design proposal was designed, in which the environmental space of an apartment building in Eskilstuna was redesigned. The design proposal relates to the children's perspective and conditions, with the goal of creating an inclusive, learning and living place – where the children are included early and become part of the environmental work for a better future.
Kling, Sackerud Lili-Ann. "Elevers möjligheter att ta ansvar för sitt lärande i matematik : En skolstudie i postmodern tid." Doctoral thesis, Umeå universitet, Matematik, teknik och naturvetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-26608.
Full textEngström, Hugo. "Trilateration för nybörjare : En studie om text och bild i samverkan för att förklara komplexa tekniker för konsumenter." Thesis, Mälardalens högskola, Innovation och produktrealisering, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-55023.
Full textBlomstrand, Caroline, and Eva Lekebjer. ""Att begripa genom att gripa"- förverkligandet av Ett förståelsefördjupande dokument om lärmiljöer i förskolan. Att designa en sandmiljö inomhus som skapar möjligheter för utforskande lärande." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-252437.
Full textBergqvist, Carin, and Maria Månsson. "Virtuell simulerad undervisning om språkutredning i speciallärarutbildningen : om lärande, etik och bedömningspraktik." Thesis, Högskolan Kristianstad, Fakulteten för lärarutbildning, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-20031.
Full textThe aim of the present study is to examine the possibility to use virtually simulated (virtual reality, VR) teaching in the education of special needs teachers with specialization in language, writing and reading development as a complement and as an alternative to authentical tests with pupils, to illustrate learning, ethical aspects and the form of assessment in a VR-based environment. The background of the study derives from the students’ need to practice their ability to make language, writing and reading assessments throughout the education to become special needs teachers. A problem that might arise is when the students’ need for practice affects pupils’ integrity or other ethical implications. The study was based on qualitative methods. The students took part of a VR-simulated dynamic assessment, during which the learning situation was observed. All students who participated were then included in focus groups and interviewed about VR-simulation, assessment practice and ethics. An analysis of the result was done from a situated, sociocultural perspective on learning based on four dimensions: meaning, practice, community and identity (Wenger, 1998). The analysis of the learning situation was also inspired by Wenger’s (1998) theory of designing for learning.The results of the study identify that the greatest importance of VR-simulation for the education of special needs teachers lies in the possibility for the students to mutually see and discuss the same dynamic assessment in VR. The VR-simulation becomes a reified memory and a visualization tool where the shared experience promotes negotiation of meaning and reification around assessment practice. We also see in the result that VR-technology can be a barrier for some students, but that simple adjustments should increase the possibility to participate without being adversely affected by the technology. The availability of a dynamic assessment and the students' reflections about different assessment practices meet the requirements of the system of qualifications “examensordningen” (SFS 2017:1111) to be able to critically review and choose different methods for assessing language, writing and reading development. Ethical dilemmas in assessment of pupils for educational purposes also motivate VR simulation in special education. The results show that VR simulation can be a complement to language, writing and reading assessments. The present study is limited to a specific situation and can not be considered generalizable but can contribute to discussions about assessment practices and ethical implications through the use of VR when educating special needs teachers. We also provide suggestions for future research areas for VR-simulation in higher education.
Jonsson, Malin. ""De här samtalen har gjort skillnad" : En studie om det sokratiska samtalets möjligheter för värdegrundsarbetet i skolan." Thesis, Luleå tekniska universitet, Institutionen för hälsa, lärande och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85209.
Full textJessica, Heijkenskjöld, and hellal lana. "Att designa förskolans miljö för lärande och samspel : En kvalitativ studie om förskollärarnas syn på miljön inom förskoleverksamheter." Thesis, Södertörns högskola, Lärarutbildningen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32948.
Full textLindgren, Oskar. "En studie i arbetssätt för distansstudier på högskola och universitet." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-8740.
Full textDen här rapporten undersöker distansutbildningar vid Högskolan i Kalmar, på Institutionen för kommunikation och design (IKD). Dels tas det upp hur IKD jobbar med distansstudier idag men även hur distansutbildning fungerar och hur man kan förbättra denna. Anledningen är att distansutbildningar idag är ett utvecklingsområde där det ständigt händer nya saker. Distansutbildning är kanske på väg att revolutionera sättet på vilket vi idag bedriver utbildning, både i grundskolan och upp till högskola/universitet.
Uppdraget kommer från lärarna på IKD som känner att de vill förbättra sin situation. Undersökningen genomfördes med hjälp av etnografiska studier där undervisning observerades och lärare intervjuades. De etnografiska studierna jämfördes sedan med tidigare forskning inom ämnet. Därefter gjordes en marknadsundersökning för att se vilka program som fyller dagens behov. I slutändan resulterade projektet i ett antal program som hjälper lärarna i sitt arbete med distansstudier. Förutom de program som används idag föreslås även Adobe Acrobat Connect pro. Det är ett program som har köpts in av SUNET för att fungera som e-learning programvara för svenska högskolor och universitet. Dessutom bör Smartboarden som idag är installerad i flera salar användas i större utsträckning än idag. För synkron kommunikation används idag framförallt Skype mellan lärare och studenter. En ökad användning av Skype och/eller MSN skulle öka kommunikationen och samhörigheten mellan lärarna och studenterna ytterligare.
Ödman, Sofia. "Jag lär mig mer när jag får skådespela och se bilder och inte bara läsa : En undersökning av design för och i lärande i läromedlet Bibeläventyret utifrån ett multimodalt perspektiv." Thesis, Stockholms universitet, Institutionen för pedagogik och didaktik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-139742.
Full textThis study analyses, from a multimodal, design theoretical perspective, the design for learning in the educational material Bibeläventyret Gamla testamentet (The Bible Adventure – The Old Testament). The aim is to display the modes that are used in the design for learning in Bibeläventyret Gamla testamentet and the meaning that is offered in learning by semiotic resources of these modes. The study also presents the involvement that the students show, as a sign of transformation. Transformation refers to how the students start to process offered meaning and form it into knowledge. The study was conducted in 4th grade classes in a Swedish compulsory school and is based on video observations of two hours of teaching, field notes and the analysis of the teaching material. The study shows that teaching Bibeläventyret Gamla testamentet is multimodally conducted with many different modes and artefacts, where some bear more meaning and others are more supportive. The spatial opportunities of the classroom, the oral narrative of the instructor, including prosody in talk, body movements, gesture and gaze, as well as the students’ involvement in meaning making are used variously. The study shows that the multimodal design offers a significant meaning for learning and the involvement of the students shows how they make an initial transformation and formation of new knowledge. Previous research points to major signs of learning in multimodal environments, where digital media is often included. This study contributes to previous research in showing that many more modes can be used and combined multimodally at the same time compared to what is usually done and so extend the learning possibility particularly in teaching Bibeläventyret Gamla testamentet.
Cazzanelli, Sara. "Formativ återkoppling i klarinettundervisning på gymnasiet : En kvalitativ undersökning med fallstudier i Sverige och Italien." Thesis, Kungl. Musikhögskolan, Institutionen för musik, pedagogik och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-3891.
Full textLindström, Margareta. "Lyhörd undervisning i förskolan : att balansera barns intresse och läroplanens mål." Thesis, Linköpings universitet, Avdelningen för lärande, estetik och naturvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177601.
Full textSvensson, Perie. "Musik i fritidshem." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31584.
Full textÖsterberg, Bodil, and Gillberg Jenny Storm. "Eleverna och den geologiska tiden : Museipedagogers arbete ur ett designteoretiskt perspektiv." Thesis, Södertörns högskola, Lärarutbildningen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30234.
Full textMasus, Anna. "”Jag vet de är gamla, de fungerar långsamt men det är bättre än ingenting” : Fenomenografisk studie om digital teknik i svenska för invandrare nivå D." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-398232.
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