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1

Gori, Raffaele. "Tangram ed edutainment per l'apprendimento della geometria." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9561/.

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Partendo dalle analisi condotte sulla relazione esistente tra il divertimento ed un migliore apprendimento, e sui concetti di Edutainment e Gamification, si è realizzata una applicazione per dispositivi mobili che riproduce in formato digitale il gioco cinese del Tangram al fine di utilizzarlo come strumento di edutainment volto all'apprendimento di alcune nozioni di geometria ed all'allenamento delle abilità legate alla logica. Nello sviluppo di tale applicazione si è fatto riferimento alla metodologia di progettazione delle applicazioni ibride, in modo da semplificare la portabilità cross-platform tra i dispositivi, e si è prestata particolare attenzione alla creazione di un sistema che possa essere inserito come modulo all'interno di una applicazione multi-gioco di più ampio respiro. Per la progettazione si è fatto riferimento al paradigma ad oggetti e ad una gestione delle dinamiche di gioco event-driven.
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Іванова, Марина Сергіївна. "Edutainment як спосіб поліпшення вивчення іноземної мови." Thesis, Національний авіаційний університет, 2021. https://er.nau.edu.ua/handle/NAU/50994.

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1. Акопова Н. Как внедрить edutainment в процесс изучения языка [Електронний ресурс] / Нана Акопова – Режим доступу до ресурсу: https://www.teachaholic.pro/kakvnedrit-edutainment-izuchenie-yazyka/. 2. Акопова Н. Learning by playing: 6 игр для онлайн и оффлайн уроков без подготовки [Електронний ресурс] / Нана Акопова – Режим доступу до ресурсу: https://www.teachaholic.pro/learning-by-playing-6-igr-dlya-onlajn-i-offlajn-urokov-bezpodgotovki/.
Edutainment - неологізм, який складається з англійських слів education і entertainment - навчання і розвага одночасно. Дана концепція допомагає зробити навчання цікавим, тим самим підвищити включеність учасників в освітній процес. Соціальні мережі, Versus батли, Youtube, серіали, комп'ютерні ігри, мобільні додатки, - все це є невід'ємною частиною нашого життя, і ми навряд чи можемо уявити наше спілкування без цього.
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3

Vogelsberg, Simone. "Verkehrserziehung durch Edutainment : der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und Verkehrsverhalten /." Berlin : Logos, 2008. http://deposit.d-nb.de/cgi-bin/dokserv?id=3095531&prov=M&dok_var=1&dok_ext=htm.

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4

Hafidh, Basim. "SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment System." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23236.

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This thesis presents an exercise-based edutainment system intended for children. It is designed to enhance their cognitive development by encouraging movement in a fun way. The main idea behind the system is that children will have fun constructing a physical, tangible user interface. In addition, they will learn how to spell many words that represent objects and entities by stepping on a collection of coloured pads and receiving responses through a set of multimedia outputs related to these entities. For this purpose we have designed and implemented a tangible user interface that facilitates interaction with the system. This tangible user interface is called "SmartPads" and is composed of coloured tiles that can be physically connected to each other to form any shape. The pads are mapped onto a computer screen in real-time. A user interacts with the interface by stepping on the pads. We have incorporated two games that allow children of different ages to benefit from the system's functionalities and encourage them to interact with it. This thesis provides detailed information about the proposed system and its related components, discusses the design and development of the two games, and measures the system's performance when used by the children.
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5

Ayad, Khaled A. A. "The role of edutainment in e-learning : an empirical study." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/5180.

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Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates users’ effectiveness; efficiency and satisfaction, in order to determine the influence of edutainment, (e.g. amusing speech and facial expressions), combined with multimodal metaphors, (e.g. speech, earcon, avatar, etc.), within e-Learning environments. Besides text, speech, visual, and earcon modalities, avatars are incorporated to offer a visual and listening realm, in online learning. The methodology used for this research project comprises a literature review, as well as three experimental platforms. The initial experiment serves as a first step towards investigating the feasibility of completing all the tasks and objectives in the research project, outlined above. The remaining two experiments explore, further, the role of edutainment in enhancing e-Learning user interfaces. The overall challenge is to enhance user-interface usability; to improve the presentation of learning, in e-Learning systems; to improve user enjoyment; to enhance interactivity and learning performance; and, also, to contribute in developing guidelines for multimodal involvement, in the context of edutainment. The results of the experiments presented in this thesis show an improvement in user enjoyment, through satisfaction measurements. In the first experiment, the enjoyment level increased by 11%, in the Edutainment (E) platform, compared to the Non-edutainment (NE) interface. In the second experiment, the Game-Based Learning (GBL) interface obtained 14% greater enhancement than the Virtual Class (VC) interface and 20.85% more than the Storytelling interface; whereas, the percentage obtained by the game incorporated with avatars increased by an extra 3%, compared with the other platforms, in the third experiment. In addition, improvement in both user performance and learning retention were detected through effective and efficiency measurements. In the first experiment, there was no significant difference between mean values of time, for both conditions (E) & (NE) which were not found to be significant, when tested using T-test. In the second experiment, the time spent in condition (GBL) was higher by 7-10 seconds, than in the other conditions. In the third experiment, the mean values of the time taken by the users, in all conditions, were comparable, with an average of 22.8%. With regards to effectiveness, the findings of the first experiment showed, generally, that the mean correct answer for condition (E) was higher by 20%, than the mean for condition (NE). Users in condition (GBL) performed better than the users in the other conditions, in the second experiment. The percentage of correct answers, in the second experiment, was higher by 20% and by 34.7%, in condition (GBL), than in the (VC) and (ST), respectively. Finally, a set of empirically derived guidelines was produced for the design of usable multimodal e-Learning and edutainment interfaces.
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Peirce, L. Meghan. "Botswana's Makgabaneng: An Audience Reception Study of an Edutainment Drama." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1304698745.

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7

Vogelsberg, Simone. "Verkehrserziehung durch Edutainment der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und Verkehrsverhalten." Berlin Logos-Verl, 2007. http://d-nb.info/988446464/04.

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8

Karime, Ali. "The Magic System: An ambient edutainment system for the young children." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28937.

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This thesis presents an ambient edutainment system that targets the young children and helps them gain knowledge while having fun. The main idea of the system is that children will learn about new objects by either spelling the names of these objects or by tapping over them, and get in response a set of multimedia output related to these objects. For this purpose, we have implemented two approaches. The first approach is based on a voice recognition engine that detects children's speech, maps their unclear words to an appropriate pre-defined match, and provides the system with an accurate term in order to retrieve the appropriate media. Now the second approach is based on the concept of tangible computing. For this purpose, we designed a tangible user interface called "Magic Stick" that reads the tag identifications attached to entities and objects, and then maps them to their pre-defined terms. We incorporated three games that allow children of different ages to benefit from the system's functionalities and encourage them to interact with it.
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9

Gibbons, Laura. "Participatory Edutainment in Practice : A Case Study of Wan Smolbag, Vanuatu." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-39015.

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Entertainment-Education (EE), or ‘Edutainment’ as it has come to be known, is a prominent discipline and communicative practice, both in international and community development, and is utilised to address social issues and culturally specific norms, some of which may be taboo or harmful.  This research sets out to explore the application of edutainment, in particular Theatre for Development (TfD), through an examination of its practice in a Pacific context; namely, a case study of Wan Smolbag Theatre (WSB), a grassroots NGO based in Vanuatu. Using tangible examples of WSB’s theatre work, the interplay between listening, participation, and dialogue will be examined as they bear on WSB’s diverse operations in Vanuatu. It will also be suggested that edutainment and TfD sits at the intersection of communication, culture and development and in fact, requires all three elements in order to be realised.  Through its use of edutainment and TfD, WSB’s core strength lies in its sensitivity and responsiveness to both culture as aesthetic activity and as a way of life, enabling a dialogic, participatory approach that provides a stage for subaltern community voices to identify issues, and importantly, solutions to their own problems.  The Pacific Region poses a complex landscape for development research and the same applies in the area of communication for development and social change. Due to its vast geographical area but often small population sizes, Pacific-focused research and data can be difficult to source, both of a qualitative and quantitative nature. This study aims to address one such gap, while also attempting to situate this research in the wider historical context of edutainment.
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Mornio, Rebekka. "Barn lär med interaktiva och lekfulla metoder." Thesis, Mälardalen University, Mälardalen University, Department of Innovation, Design and Product Development, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-1593.

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Som examensarbete har jag utformat en demonstrationsversion av en multimedial barnproduktion. Min roll har både varit beställare, projektledare och kreatör. Produktionen ”Rutger och Zac spårar djur i skogen” är en variant av ”edutainment”, en form av underhållande läromedel. Syftet med projektet har varit att levandegöra djur och natur. Mottagaren lär och förstår med interaktiva och lekfulla metoder.

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11

Deleveaux, Gia. "Critical edutainment : an in-depth look at informal education at one facility." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103194.

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Through the lenses of critical pedagogy, cognitive psychology, marketing, curriculum development, traditional and informal education, and Black education, how one centre constructed and implemented critical edutainment is reviewed and scrutinized. The ethnographic study took place in a hyperreal (Baudrillard) setting using a bricolage of research methods: Seidman's 3-part interview protocol with workers and administrators; McMillan's focus group interview process with 9-12 year olds; participant-observation; field and reflective notes; and artefacts from external sources such as television broadcasts, newspapers, and official documents to gather and analyse data. In spite of its noble intentions, Gramsci's hegemony was witnessed and maintained through the centre's structure and organisation hence causing stress on the workers. Although the children and adults approved of the teaching and disciplinary acts, close regulation of their actions was done. Critical edutainment employs Vygotsky's zone of proximal development as it acknowledges the indigenous knowledges of adults and children and asks them to co-construct a curriculum that is cognitively, affectively, and socially relevant. It shows how curriculum construction, teamwork, accountability, and lessons learned from Black educators can be used to make a viable critical edutainment site that incites learning and fun.
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12

Robertson, Charles Kenneth. "Developing edutainment principles and practices for audio-visual representations of Biblical books." Thesis, Stellenbosch : Stellenbosch University, 2001. http://hdl.handle.net/10019.1/52185.

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Dissertation (PhD)--University of Stellenbosch, 2001.
ENGLISH ABSTRACT: The main purpose of the study is to develop a model and to establish certain principles for writing a script treatment (personal pictures) of a book of the Bible. Personal pictures can be identified as the most important component of the production (filmic creation) and marketing (promulgation) processes of a fully dramatised audio-visual representation of a biblical book. The study deals primarily with personal pictures. Changes in the communication and perception of biblical content are investigated. The study focuses mainly on the dissemination of such content through audio-visual Bible products (end products). The study contends that audio-visual Bible communications for children and adults should have an educational foundation. The other main dimension of all audio-visual Bible is the entertainment it provides to viewers (patrons). The educational and entertainment facets of end products are described here as edutainment. It is important for end products to have edutainment value as perceived by socio-economically diverse peoples, of both Christian and non-Christian (non-religious) persuasions. Aspects which can contribute to the edutainment value of fully dramatised audio-visual Bible products are expounded. An audio-visual model, which defines the basis for the filmic creation and promulgation of an end product, is explained and its elements described. The determinants of the filmic creation and promulgation processes, some of which have a greater educational impact and some which have a greater entertainment impact, are explicated. An important factor is to involve patrons in the filmic creation and promulgation processes, and to help them to feel part of these processes. Writing the personal pictures of a Bible book is investigated. A personal pictures model is put forward to explain how the personal pictures can be written. A variety of guidelines to help the writer (owner) write the personal pictures of a book are presented. These guidelines deal with aspects such as writing the narrative, selecting the context of the storytelling, gathering and using background information, using enhancement factors, and implementing requirements of the users. The personal pictures already written of two Bible books are assessed. An explanation is given of why the books of Ruth and Hebrews, one from the Old and one from the New Testament, are chosen for such assessment. These personal pictures are found to be deficient and new personal pictures are written for both books, using the model and guidelines given. An empirical survey is undertaken of the personal pictures of one of the two books assessed, namely Ruth. The analysis of the empirical research finds that the respondents are able to visualise a film of Ruth with edutainment value after reading the personal pictures. The results of the survey point to the importance of both the educational and entertainment aspects in end products. Some further valuable deductions can be made from the study: Audio-visual Bible products are beneficial to convey biblical content to patrons. A model and guidelines are presented for writing good quality personal pictures. Patrons can profitably be engaged in the filmic creation and promulgation processes of fully dramatised audio-visual Bible products. A few constraints have been encountered which have a limiting effect on the study. The study highlights a number of important areas which can be further researched.
AFRIKAANSE OPSOMMING: Die hoofdoel van die studie is om sekere riglyne neer te Ie vir die skryf van 'n draaiboeksinopsis of visuele voorstelling ("personal pictures") van 'n Bybelboek. "Personal pictures" van 'n Bybelboek is waarskynlik die belangrikste komponent van die vervaardigings- en verspreidingsprosesse van 'n volledig-gedrarnatiseerde oudio-visuele weergawe van so 'n boek. Die studie handel hoofsaaklik oor "personal pictures". Veranderinge in die kommunikasie en in die begrip van die inhoud van die Bybel word ondersoek. Die studie fokus hoofsaaklik op die uitdra van die inhoud van Bybelboeke deur middel van oudio-visuele Bybelprodukte. Die studie toon aan dat oudio-visuele Bybelkommunikasie vir kinders en volwassenes 'n opvoedkundige grondslag het of behoort te he. Die ander belangrike grondslag van 'n oudiovisuele Bybel is die vermaaklikheidsaspek. Die opvoedkundige en vermaaklikheidsfasette van oudio-visuele Bybelprodukte word hierin beskryf as opvoedkundige vermaak ("edutainment"). Dit is belangrik dat oudio-visuele Bybelprodukte "edutainment'' verskaf aan uiteenlopende sosio- . ekonomiese groepe van sowel Christel ike as nie-Christelike oortuiging. Sekere aspekte word verduidelik wat die waarde van "edutainment" in gedramatiseerde oudiovisuele Bybelprodukte kan verhoog. 'n Oudio-visuele model, wat die grondbeginsels vir die vervaardiging en verspreiding van so 'n Bybelproduk uiteensit, word verskaf en die onderskeie beginsels word gedefinieer. Die bepalende faktore in die vervaardigings- en verspreidingsprosesse, waarvan sornmige 'n groter opvoedkundige en ander 'n groter vermaaklikheidsimpak het, word uitgewys. 'n Belangrike faktor is dat verbruikers by die vervaardigings- en verspreidingsprosesse betrek word, en op 'n wyse wat hulle dee I van hierdie prosesse laat voel. Hoe om "personal pictures" van 'n Bybelboek te skryf, word ondersoek. 'n "Personal pictures"- model word aangebied, asook 'n verskeidenheid riglyne vir die skryfvan die "personal pictures" van 'n boek. Hierdie riglyne omvat aspekte soos die storielyn, die keuse van die konteks waarin die storie afspeel, die inwin en gebruik van agtergrondinligting, die gebruik van effekte wat die storie bevorder, en die toepassing van spesifieke vereistes van die vervaardigingspersoneel. Die "personal pictures" wat reeds van twee Bybelboeke bestaan, word beoordeel. 'n Verduideliking word gegee waarom Rut en Hebreers, boeke uit onderskeidelik die Ou en die Nuwe Testament, vir so 'n evaluering gekies is. Hierdie "personal pictures" word as ontoereikend bevind, en nuwe "personal pictures" word vir beide boeke geskryf deur van die genoemde model en riglyne gebruik te maak. 'n Empiriese ondersoek word gedoen om die "personal pictures" van een van die twee boeke, naamlik Rut, te evalueer. In die ontleding van die empiriese ondersoek word bevind dat respondente in staat is om 'n film van Rut met "edutainment"-waarde te visualiseer, nadat hulle die "personal pictures" gelees het. Die resultate van die ondersoek wys op die belangrikheid van die opvoedkundige sowel as die vermaaklikheidsaspekte van oudio-visuele Bybelprodukte. Die volgende verdere waardevolle afleidings word uit die studie gemaak: Die inhoud van Bybelboeke kan met vrug deur middel van oudio-visuele Bybelprodukte oorgedra word. Goeie kwaliteit "personal pictures" kan geskryf word deur gebruik te maak van die voorgestelde model en riglyne. Dit kan voordelig wees om verbruikers by die vervaardigings- en verspreidingsprosesse van gedramatiseerde oudio-visuele produkte van die Bybel te betrek. Die faktore wat 'n beperkende uitwerking op die studie gehad het, word aangetoon. Die studie lig 'n aantal belangrike areas uit vir verdere navorsing.
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Milanopulo, Erica <1995&gt. "Padova senza barriere: un itinerario turistico virtuale per conciliare edutainment e accessibilità." Master's Degree Thesis, Università Ca' Foscari Venezia, 2021. http://hdl.handle.net/10579/20497.

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Negli ultimi due decenni, la tecnologia si è consolidata come uno degli aspetti più importanti della società moderna, sviluppando i propri ambiti di applicazione in diversi settori. Da dove ci troviamo oggi risulta quasi impossibile immaginare una vita senza l'aiuto di dispositivi digitali, Internet o strumenti di calcolo. Dal business al tempo libero, fino alla comunicazione e all’informazione, lo sviluppo tecnologico si è espanso in quasi ogni aspetto della vita quotidiana, cambiando così il nostro modo di vedere e di interagire. Le tecnologie hanno, inoltre, incrementato sempre più la loro pervasività, ampliando così le possibilità di fruizione e di applicazione in svariati ambiti: da quello scientifico, a quello turistico, fino a quello culturale e artistico, raggiungendo di conseguenza tutti i luoghi della cultura, ossia tutte quelle strutture in grado di conservare, comunicare e diffondere cultura, come musei, siti archeologici, biblioteche, archivi ecc. È inoltre importante sottolineare come tale uso crescente in ambito artistico/culturale abbia permesso, tra le altre cose, di enfatizzare la convergenza tra istruzione e intrattenimento permettendo così la nascita e lo sviluppo del fenomeno dell’edutainment, ovvero di quell’insieme di videogiochi, programmi televisivi o altro materiale multimediale, destinato ad essere sia didattico che divertente. Appare infatti evidente, ad oggi, come la vocazione di “insegnare divertendo” del fenomeno dell’edutainment abbia trovato larga applicazione nel mondo del cinema e della televisione, sviluppandosi anche grazie al supporto di radio e videogiochi. L’elaborato intende conciliare il fenomeno dell’apprendimento interattivo con la questione relativa all’accessibilità turistica, ovvero quella forma di turismo che consente alle persone con limitazioni di accesso nella mobilità, nella visione, nell'udito e nelle dimensioni cognitive, di agire in modo indipendente e con equità e dignità, fornendo prodotti, servizi e ambienti universalmente progettati. A tal scopo è stato quindi realizzato un itinerario virtuale della città di Padova avvalendosi della tecnologia dei Qr codes. L’itinerario storico culturale è stato realizzato al fine di ridurre le difficoltà, per le persone con disabilità motoria, nella visita di una città, in questo caso Padova e quindi di superare i possibili limiti e le possibili barriere architettoniche e culturali, invogliandoli al contempo ad una possibile visita fisica del luogo. L'uso dei QR code è finalizzato, invece, a mostrare e a mettere in evidenza come le tecnologie permettano di imparare e scoprire con facilità e divertendosi, non solo in ambito educativo ma anche di fruizione turistica.
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Furió, Ferri David. "Desarrollo y validación de sistemas de Realidad Aumentada para edutainment y dispositivos móviles." Doctoral thesis, Universitat Politècnica de València, 2014. http://hdl.handle.net/10251/35329.

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La Realidad Aumentada (RA) es una tecnología con gran auge en los últimos años y, en especial, en dispositivos móviles. Es en dichos dispositivos móviles en los que el hardware y software disponibles presentan mayores diferencias respecto a sus predecesores. Diferencias que hacen que actualmente se puedan ejecutar correctamente aplicaciones de RA en tales dispositivos. La RA consiste en fusionar imagen real con objetos virtuales. M-learning es una metodología de enseñanza que hace uso de dispositivos móviles. La enseñanza a través de m-learning presenta ciertas ventajas respecto a la enseñanza tradicional, como, por ejemplo, la capacidad de seguir aprendiendo fuera de los entornos educativos. Por otra parte, edutainment se refiere al contenido que se crea para educar y divertir al mismo tiempo. El objetivo principal de esta tesis es el desarrollo y validación de juegos educativos para niños en dispositivos móviles. Los juegos desarrollados combinan m-learning, edutainment y RA. Los juegos incluyen minijuegos con RA y sin RA. Para la interacción utilizan manipulación física (tangible), pantalla táctil o teclado, y acelerómetro. En los estudios realizados, los juegos se comparan con juego/enseñanza tradicional y otros dispositivos (Tablet PC) con el fin de observar la eficacia que tienen con respecto al conocimiento adquirido, la diversión, la facilidad de uso, y su influencia en los niños. Como dispositivos móviles se han utilizado el Nokia N95 8Gb y el iPhone 3GS. Estos teléfonos poseen las características mínimas necesarias para desarrollar juegos de RA (cámara, aceleración gráfica, etc.). Además, el iPhone presenta capacidades táctiles y acelerómetro, que permiten una interacción más completa y variada. Se han desarrollado tres juegos educativos para niños con edades comprendidas entre 8 y 13 años. El juego ARGreenet, desarrollado para el teléfono Nokia N95 8Gb, trata de concienciar a los niños acerca del problema del cambio climático y de cómo pueden reducir su impacto ambiental mediante el reciclaje. Para el iPhone, se han desarrollado dos juegos. El primero de ellos, es un juego de multiculturalidad donde los niños conocen alimentos, monumentos y animales típicos de los continentes más pobres del mundo. El segundo juego desarrollado para el iPhone trata sobre el ciclo del agua. Se han llevado a cabo un total de seis estudios para determinar la eficacia de los juegos con respecto al aprendizaje, facilidad de uso, diversión, satisfacción, e influencia, en general, que tienen en los niños. En el primer estudio, se comparó la versión de RA (ARGreenet) con una versión sin RA (BasicGreenet). En el segundo estudio se comparó la versión individual de ARGreenet con una versión colaborativa del mismo juego (TeamARGreenet). En el tercer estudio se compararon tres versiones de ARGreenet: una individual, una colaborativa y una competitiva. Los resultados de estos tres estudios indican que ARGreenet influye en los niños de forma similar a la versión sin RA y que no hay diferencias estadísticas significativas entre las distintas versiones de ARGreenet. A pesar de este hecho, los niños prefirieron ARGreenet sobre BasicGreenet, y la versión competitiva sobre la individual y la colaborativa. En el cuarto estudio se comparó el juego de multiculturalidad desarrollado para el iPhone con juegos tradicionales. Los resultados mostraron que los niños adquirieron conocimientos similares tanto con el juego desarrollado como con el tradicional. Además, una gran mayoría de niños indicó que prefería el juego del iPhone a los juegos tradicionales y que les gustaría volver a jugar de nuevo. Los niños obtuvieron resultados similares independientemente de que utilizaran el juego autónomo (iPhone) o el juego guiado (juegos tradicionales). En el quinto estudio se comparó el juego del ciclo del agua con dos dispositivos móviles diferentes: un iPhone y un Tablet PC. De los resultados se puede observar que las diferentes características de los dispositivos (tamaño de la pantalla y peso) no influyeron en los niños con respecto al conocimiento adquirido. En el sexto estudio se comparó el juego del ciclo del agua con una lección de clase tradicional. De los resultados se puede observar que el juego del ciclo del agua demostró ser igual de eficaz que la lección de clase con respecto al conocimiento adquirido. Pero, además, el juego del iPhone consiguió motivar más a los niños. De los estudios realizados se han extraído las siguientes conclusiones generales: ¿ Los dispositivos móviles poseen características adecuadas (cámara, pantalla táctil, acelerómetro, GPS) para ayudar en el proceso de aprendizaje. ¿ La inclusión de RA en el juego permite a los niños explorar lo que se está aprendiendo desde diferentes perspectivas, de forma fácil e intuitiva. ¿ A la mayoría de los niños les gustaría utilizar RA en clase como herramienta de aprendizaje. ¿ Los juegos educativos en dispositivos móviles son efectivos a la hora de transmitir conocimiento. ¿ El tipo de juego desarrollado facilita versatilidad en el proceso de aprendizaje, ya que con un dispositivo móvil se puede aprender en cualquier lugar, sin que se precise supervisión. Por lo tanto, podrían utilizarse como complemento a las clases tradicionales. ¿ El uso de dispositivos móviles con diferentes características físicas (tamaño de la pantalla y peso) no influye significativamente en el aprendizaje adquirido. Pero, son aspectos a considerar en función de la edad.
Furió Ferri, D. (2014). Desarrollo y validación de sistemas de Realidad Aumentada para edutainment y dispositivos móviles [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/35329
TESIS
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Malik, Aisha. "Feminist Edutainment and the Pakistan Televisual Commons: A multi-site Ethnography of Urdu Serial Drama." Thesis, The University of Sydney, 2021. https://hdl.handle.net/2123/24751.

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The Urdu serial drama, a television form indigenous to Pakistan, was first created in the 1960s in the context of state-controlled broadcast television but has proven enduringly popular with audiences at home and abroad. In this multi-sited ethnography, I consider the role of transnational institutions, such as foreign aid agencies, who provide funding to developing countries with the intention of creating content in the context of a deregulated television industry. Central to my research is the voice of the creative workers, such as writers and producers, who navigate complex structures to ensure that the content is relevant to local conditions. Lastly, with participant observation conducted in three households across a sustained period of time, the audience reception study explores how drama serials enthral, educate and ultimately bind Pakistani women by creating a space where they can engage issues of gender violence in ways that speak to their own experience but also have implications beyond it. By exploring these aspects of content creation and reception, I showcase the role of women in creating a cultural public sphere, a televisual commons or zannana, where issues of importance to their lives can be discussed and debated. I also demonstrate how, through the power of social media, such discussions are no longer relegated to the domestic sphere but spill out into a technologically expanded public sphere.
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Day, Rachel. "BBC Media Action Radio for Development: Exploring maternal health programs with a gender and development lens in Ethiopia." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22688.

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This paper uses case study analysis to examine one edutainment radio project in particular produced by BBC Media Action in Ethiopia. This edutainment project, funded by the UK Department for International Development, was created to improve maternal and neonatal health, and takes an interesting approach regarding gender differences. The content of the data is qualitative in nature. The research design uses a mixed-methods approach and consists of interviews with program hosts and station/program managers; a review of existing research reports and communications produced by BBC Media Action; and a review of relevant grey literature.Using a gender and development approach to frame my research allowed me to examine how gender issues are addressed and affected in the programmes aimed at improving maternal health. What is unique about these programmes in comparison to other edutainment programmes aimed at improving maternal and neonatal health in rural areas of Africa is that although the primary target audience is women of child-bearing age, the programmes are also designed to target their husbands.I argue that the radio programs, Biiftuu Jireenyaa and Jember, seem to focus on changing men’s behaviour while protecting existing power dynamics, instead of challenging them. BBC Media Action’s project claims to have been successful in affecting a degree of change in terms of health practices aimed to improve maternal and neonatal in rural Ethiopia. The project, however, does not seem to have impacted the power differences between men and women. Instead, they seem to have used the existing power differences to assist their health aims.
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Veltman, Alfred, and Jenny Wennersten. ""I´m not ready for this, jag får inte ens in en tampong liksom" : En kritisk diskursanalys av hur fyra svenska Youtube-vloggar konstruerar sex." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, HLK, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35061.

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Med det socialkonstruktionistiska antagandet att verkligheten skapas genom språkanvändning, undersökte denna studie hur sex konstrueras diskursivt i vloggar på Youtube. Materialet som analyserades var fyra stycken vloggar av Youtube-profilerna Therese Lindgren, Tova Helgesson, Lakidoris och Aina & Thobias. Syftet var att blottlägga underliggande sexuella normer och hierarkier för att skapa en klarare bild av diskursen kring sex i vloggar. För att uppnå detta syfte applicerades den kritiskt granskande metoden multimodal diskursanalys med tillhörande analysbegrepp (MCDA) i kombination med Rubins (2006) modeller över sexuella normer och hierarkier på materialet. Studiens teoretiska ramverk utgjordes även av begreppen Infotainment och Edutainment som definierar medieinnehåll som befinner sig i gränslandet mellan information, utbildning och underhållning.     Analysen resulterade i tre teman som tillsammans bildade den övergripande diskursen. Det första temat var att vlogg-profilerna intog rollen som sexualupplysare. Med en ofta humoristisk ansats innehöll språket uppmaningar som bland annat handlade om sexuell integritet. Främst låg fokus på positiva aspekter av sex, snarare än negativa. Det andra temat var att vlogg-profilerna konstruerade bilden av sex utifrån ett subjektivt perspektiv där egna åsikter presenterades som objektiva sanningar. Det tredje temat var att det i vloggarnas till synes normbrytande diskurs förekom dolda sexuella normer och hierarkier. Det kan anses problematiskt att vloggarna utbildar och informerar sin publik när de har en humoristisk ansats, samtidigt som de utgår från ett subjektivt perspektiv och reproducerar sexuella normer och hierarkier. Detta eftersom den unga publiken, som ofta saknar egna sexuella referensramar, kan påverkas av de konstruktioner som de exponeras för. Vidare diskuteras fördelar och nackdelar med den undersökta sexdiskursen, vem som bär ansvar för den konstruktion av sex som unga människor exponeras för och hur normer utvecklas i takt med samhällsförändringar.
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Bengtsson, Eric, and Philip Heimer. "Lek- och lärspel - en studie av hur IT kan stödja integration av lek och lärande." Thesis, Halmstad University, Halmstad University, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-1652.

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Syftet med denna uppsats var att undersöka hur lek och lärande kan integreras i ett lek- och

lärspel för att skapa motiverande och engagerande övningar. I studien användes konkreta

övningsexempel från ett modernt lek- och lärspel som presenterades och undersöktes med

hjälp av elever i årskurs fem. Det som specifikt analyserades i övningarna var hur eleverna

lyckades interagera med systemet och hur inslag av motiverande faktorer för lek kan skapa en

underhållande användarupplevelse, samt om de lyckades lära sig något av den

ämnesrelaterade kunskapen. Krav på teknikvana, ämnesrelaterad kunskapsnivå samt en

förståelse och lärande av den specifika uppgiften var det som satte gränser för hur väl de

lyckades engagera och lära sig något i övningarna. Med hjälp av observation samt intervjuer

identifierade vi ett underlag som kan vara utvecklare, lärare, föräldrar och användare till hjälp

för att reflektera över design och användande av lek- och lärspel.

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Fowler, Sarah Marie. "Enlightening lightning! Producing and directing a multimedia planetarium show." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1569.

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Starting with a group of lightning researchers, planetarium staff, and visualization specialists, an academically diverse group was formed through a grant from the National Science Foundation to develop a planetarium show on lightning. The show target audience is middle school aged children. The goal of the show is to teach lightning safety and lightning facts in an immersive environment. Through the use of video, an animated character, and a meteorologist, the curriculum is presented to the audience. I fulfilled the roles of producer and director through all aspects of production. My role also included maintaining group organization and communication throughout show production. This paper discusses my experiences in producing Enlightening Lightning! by starting with outlining the curriculum and finishing with putting it all together at the planetarium. The goal of this paper is to discuss the techniques and organizational methods used to manage a diverse group and produce a multimedia show.
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De, La Lama Luis. "Creating a Mythopoeic Graphic Novel To Expand Self-Understanding." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5622.

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This is a study about how I produced a graphic novel to introduce a model of the self that is informed by complexity theory to an audience of comic book and graphic novel enthusiasts. Because this model of the self has the potential to preserve, extend, and/or reinforce character strengths that are operationalized as virtuous behavior, and that also function as inner resources in times of adversity, my study explores storytelling by sequential art as a communication method that some counselors and educators might use to counsel and educate large segments of popular culture. Also, more generally, I explore the possibility that productions combining entertainment and preventive information might have commercial value on their own and also improve wellbeing and increase embodied social capital without the need of traditional institutional funding. Under the theoretical frameworks of Complexity Theory and Poetic Logic, I combined Active Imagination, Narrative, Writing, Poetic, and Arts-based methods of inquiry, to research the literary and artistic forms by which I could create a compelling mythopoeic story to indirectly educate about the potential of the self. The results of this investigation show that the production of an instrument aiming at these goals can be completed, however, future studies are needed to assess the effectiveness of this production as a prevention tool and as a commercially viable product in the entertainment marketplace. While the results of this investigation are not generalizable, they may inspire other counselors and educators to communicate with larger audiences their expert knowledge of human nature as a form of preventive public counseling.
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Casadio, Daniele. "App Ibrida per l’apprendimento della matematica attraverso esercizi di logica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10532/.

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Nell’ambito di questo lavoro di tesi è stata progettata e realizzata un'applicazione di edutainment, pensata per essere fruita attraverso dispositivi mobili, da parte di studenti delle scuole medie, con l’obiettivo di esercitare e migliorare le capacità logiche e di problem solving. La tesi descrive il contesto educativo e scolastico in relazione alla presenza delle tecnologie dell'informazione e della comunicazione, ed infine mostra come una componente di intrattenimento possa essere utile nei processi di apprendimento. Lo sviluppo dell’applicazione è basato sulla progettazione di applicazioni ibride, usando come framework di sviluppo Apache Cordova, quindi attraverso tecnologie web-based, con un’architettura client-server, in cui la parte client gestisce l’interfaccia grafica e le interazioni logiche mentre la parte server viene sfruttata esclusivamente come contenitore di informazioni.
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Lundberg, Per. "Pedagogiska spel - Helig graal eller ohelig allians." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31900.

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Med ny teknik förväntas skolan utvecklas för rusta eleverna för den verklighet de möter. Den här uppsatsen avser undersöka vad lärare har för inställning till användandet av pedagogiska datorspel. Det empiriska materialet består av intervjudata med fem lärare i gymnasieskolan. Utifrån en genomgång av tidigare forskning kring vanliga spel och pedagogiska spel har dessa intervjuer analyserats. Även om det finns en positiv inställning till att använda nya metoder i sin undervisning påpekas problem med spelens kvalitet. För att kännas relevanta måste de kunna konkurrera med kommersiella spel.
Facing new reality students are expected to deal with new technology. This thesis aim to describe and analyze attitudes regarding the use of edutainment games in Swedish schools. The empiric material consists of interviews with five secondary school teachers. These results are analyzed by previous research in the field. Even if the teachers report positive attitudes towards new technology they also highlight problems regarding the quality of the games. The edutainment games have to be able to compete with commercial games to feel relevant.
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Larsson, Paul, and Jakob Wijk. "Hållbarhetslära genom ett inkluderande medium : Ett interaktivt sätt att lära sig om cirkulär ekonomi." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20084.

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Detta kandidatarbete lyfter fram virtual reality som ett medium med potential för både lärande och underhållande syften. Begrepp som serious games, gamification, och edutainment undersöks för att ta reda på vad som gör vissa spel lärorika, vad som motiverar användaren till att vilja fortsätta spela ett spel, samt hur dessa egenskaper kan kombineras. För att utforska dessa områden har en gestaltning designats i form av en interaktiv miljö som kan upplevas med hjälp av ett VR-headset såsom Oculus Quest (2019) eller Oculus Rift (2014). I denna miljö får spelaren en unik möjlighet att lära sig om cirkulär ekonomi på ett inlevelserikt och interaktivt sätt. Förhoppningen är även att spelaren kan använda sig av denna nyvunna kunskap i verkligheten för att bidra till det framtida välmåendet av vår planet.
This bachelor thesis aims to highlight virtual reality as a medium with potential within both educating and entertaining purposes. Exploration of concepts such as serious games, gamification, and edutainment is conducted to discover what makes certain games educational, what motivates the user to keep playing a game, as well as how these characteristics could be combined. To explore these areas, an interactive environment in virtual reality is designed, and meant to be used with VR-headsets such as Oculus Quest (2016) or Oculus Rift (2014). This environment allows the player to learn about circular economy in an immersive and interactive way. The hope is that the player can use this knowledge in real-life to contribute to the future wellbeing of the planet.
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Severi, Eugenio. "Webapp per l'apprendimento della matematica attraverso cruciverba numerico." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9539/.

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Nell'ambito di questa tesi è stato sviluppato un gioco per l'apprendimento della matematica rivolto ai ragazzi delle scuole medie. In particolare, è stato realizzato un cruciverba numerico sotto forma di WebApp, ovvero utilizzando tecnologie web.
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Tassinari, Francesca. "WebApp per l'apprendimento della matematica attraverso esercizi di statistica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10448/.

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L’obiettivo di questa tesi è lo studio e la realizzazione di un gioco sotto forma di WebApp, fruibile da device mobili. Il gioco è stato pensato per proporre esercizi di statistica ad un target di utenti specifico, che è quello degli studenti delle scuole medie, così da supportarli nell’approccio e nell’esercizio di questo tipo di argomento. Questo gioco sarà integrato all'interno di un serious games più articolato e completo che possa contenere diverse tipologie di giochi matematici. In particolare, è stata realizzata una WebApp funzionante sia come software singolo, sia come tipologia di gioco integrabile all’interno di una macro-applicazione.
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Rossetti, Arianna. "Matematica e musica, aspetti didattici e divulgativi." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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"La musica è il piacere che la mente umana prova quando conta senza essere conscia di contare" - Gottfried Wilhelm von Leibniz. Lo stretto legame tra matematica e musica, scoperto dai Pitagorici e ben sintetizzato da Leibniz, può essere sfruttato didatticamente in vari modi. La componente affascinante ed emozionale della musica si presta ad attività di "edutainment" e ad interventi motivazionali rivolti a ragazzi sempre più annoiati. Il rapporto tra queste due discipline può servire anche a fornire occasioni per parlare di matematica in modo non convenzionale. Il naturale sviluppo di questa tematica è inoltre quello divulgativo. In questa tesi si affronta in modo dettagliato la teoria che concerne il rapporto tra musica e matematica nel capitolo 2. Il capitolo 3 è dedicato alla descrizione di un esperimento didattico-divulgativo che ho ideato e messo in pratica. Esso è consistito nel pensare e riadattare l' argomento in modo da essere proposto a tre diversi livelli: scuola media, liceo ed evento di divulgazione matematica per un pubblico di insegnanti. Nello specifico per i ragazzi delle scuole medie è stato creato e messo in pratica un Progetto Didattico interdisciplinare, presso il liceo scientifico è stata realizzata una lezione frontale interattiva mentre all' evento di divulgazione rivolto agli insegnanti è stata montata e realizzata una conferenza-spettacolo. Per esperimenti dimostrativi sono stati utilizzati in tutti e tre i casi diversi materiali costruiti a mano da me per l' occasione, oltre che software per registrazioni audio, filmati e slides. I ragazzi e i docenti sono stato coinvolti e hanno effettuato in prima persona degli esperimenti. Sono intervenuti anche musicisti ed io stessa ho sfruttato il mio essere cantante per dimostrazioni varie.
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Danielsson, Öberg Karin. "Att främja medverkan : Utmaningar och möjligheter för barns och ungdomars delaktighet vid design av digitala edutainmentproduktioner." Doctoral thesis, Umeå universitet, Institutionen för informatik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35603.

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Denna avhandling inom interaktionsdesign handlar om användarmedverkan vid design av digitala edutainmentspel. Arbetet omfattar en aktionsorienterad forskningsansats där barns och ungdomars medverkan har främjats i tre tillämpade designprojekt. Genom observationer och intervjuer har utmaningar och strategier för användarmedverkan dokumenterats. Därtill även de bidrag som barnens och ungdomarnas medverkan innebar för design av edutainmentspel. Avhandlingen visar på två tydliga resultat. För det första, genom de utmaningar för användarmedverkan som designprocessen innebar och hanterandet av dessa utmaningar, så påvisas hur motiv till användarmedverkan kan förändras hos designteamet. Denna förändring är en pågående process som sker före, under och efter ett designprojekt. Motiv till användarmedverkan förändras med stöd av en förmedlare. En förmedlare bibringar synpunkter och designförslag mellan användare och designers. Förmedlaren anpassar även användarmedverkan till det sammanhang inom vilket designprojektet genomförs. Genom att delge designteamet dokument om och resultat av användarsessioner, så omvandlas förmedlarens kunskap om och erfarenhet av användarmedverkan till designteamets egen. Kunskap och erfarenhet vilka därefter förändrar motiv till design av fördel för användarmedverkan. För det andra så dokumenteras i avhandlingen betydelsen av att barn och ungdomar medverkar vid design av edutainmentspel. Dessa spel har under en längre tid utmanats av att finna balans mellan lärande och underhållning. Genom sin erfarenhet av målgruppens förväntningar på tekniken, samt av att bidra inom områden för design så som; koncept och innehåll, interaktionslösningar, samt utseende och känsla, så medförde barnens och ungdomarnas medverkan ett stöd för designteamet i att finna balans mellan lärande och underhållning. I resultaten framkommer att barnen och ungdomarna deltog i projekten i egenskap av informanter. Eftersom de inte hade ansvar för den utvecklade produktionen betraktades de inte heller som medlemmar i designteamet. Med sina resultat medverkar avhandlingen i diskursen om hur traditionella designperspektiv kan tillämpas vid design av digitala edutainmentproduktioner.
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Gentilini, Cristina. "Sviluppo di una webapp per gli esercizi e giochi a supporto dell'apprendimento della matematica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13031/.

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Nell'ambito di questa tesi è stato sviluppato un gioco per l'apprendimento della matematica rivolto ai ragazzi delle scuole medie. In particolare, è stato realizzato un quadrato magico sotto forma di WebApp. Il prototipo realizzato si colloca in un progetto più ampio, che prevede la realizzazione di un percorso con vari livelli e difficoltà di giochi matematici.
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Alam, Kazi Masudul. "Towards Diverse Media Augmented E-Book Reader Platform." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/22884.

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In order to leverage the use of various modalities such as audio-visual-touch in instilling learning behaviour, we present an intuitive approach of annotation based hapto-audio-visual interaction with the traditional digital learning materials such as eBooks. By integrating the traditional home entertainment system and respective media in the user's reading experience combined with haptic interfaces, we examine whether such augmentation of modalities influence the user's reading experience in terms of attention, entertainment and retention. The proposed Haptic E-Book (HE-Book) system leverages the haptic jacket, haptic arm band as well as haptic sofa interfaces to receive haptic emotive signals wirelessly in the form of patterned vibrations of the actuators and expresses the learning material by incorporating audio-video based augmentation in order to pave ways for intimate reading experience in the popular eBook platform. We have designed and developed desktop, mobile/tablet based HE-Book system as well as a semi-automated annotation authoring tool. Our system also supports multimedia based diverse quiz augmentations, which can help in learning tracking. We have conducted quantitative and qualitative tests using the developed prototype systems. We have adopted the indirect objective based performance analysis methodology, which is commonly used for multimedia based learning investigation. The user study shows that, there is a positive tendency of accepting multimodal interactions including haptics with traditional eBook reading experience. Though our limited number of laboratory tests reveal, that haptics can be an influencing media in eBook reading experience, but it requires large scale real life tests to provide a concluding remarks.
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Naeslund, Lars. "Bibeläventyret i praktiken : Ett religionspedagogiskt koncept för grundskolan." Thesis, Teologiska högskolan Stockholm, Avdelningen för teologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ths:diva-163.

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Under 2017/18 genomfördes Bibeläventyret med cirka trettio tusen mellanstadieelever i Sverige, av licensierade instruktörer, under nio timmar, med elevernas klasslärare som observatörer. Bibeläventyrets pedagogik och material drivs av Svenska Bibelsällskapet, där Svenska kyrkan och frikyrkorna är huvudmän. Konceptet bygger på sinnlig gestaltning, elevmedverkan samt kronologisk framställning av teman och berättelser från såväl Gamla Testamentet (årskurs 4) som Nya Testamentet (årskurs 5).Uppsatsens empiri är begränsad till en skola, observationer av tre dubbellektioner kring Gamla Testamentet samt fem elevuppgifter där samtal i smågrupper har dokumenterats som skriftliga reflektioner. Framställningen inramas av svensk läroplanshistoria, läroplansteoretisk forskning, lärandeteorier av Jerome Bruner och David Ausubel samt vissa epistemologiska och teologiska reflektioner.Observationerna har fungerat tillfredsställande men fortsättningsvis rekommenderas en viss uppstramning. Elevernas skriftliga reflektioner har ofta varit kortfattade men substantiella och tämligen varierade till innehållet. Komplettering med bandade fokusgrupper kan i framtiden prövas som komplement. Digitala enkäter till instruktörer respektive lärare konkretiseras för framtida bruk. Fortsatta studier bör nämligen vara mer omfattande, systematiska och varierade med avseende på sammansättningen av skolmiljöer.Redan denna blygsamma studie stöder dock idén att lustfyllt lärande och kulturhistoriskt meningsfull bildning kring en biblisk kanon går att förena.
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Haugaard, Anne. "Medeltid i samtid : Salvestaden en rekonstruktion i mellanlandet." Thesis, Linköping University, Department of Thematic Studies, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2481.

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The Middle Ages in contemporary time – Salve City; a reconstruction in the Between Land is an essay dealing with the reconstruction of medieval Kalmar. The Salve City is a melting pot of such diverse fields as archaeology, pedagogies, reconstruction, historical tourism, regional development policy et cetera. Together, these parts form a space for research and mediation, business and pleasure, a place where commercialism and historical tourism can function alongside with history enthusiasts and entrepreneurs. Both pros and cons of the use of a reconstructed part of medieval Kalmar are debated.


Medeltid i samtid – Salvestaden en rekonstruktion i mellanlandet, är en uppsats om återskapandet av det medeltida Kalmar. Salvestaden är en smältdegel av vitt skilda områden så som arkeologi, pedagogik, rekonstruktion, historieturism, regional utvecklingspolitik med mera. Alla dessa delar bildar tillsammans en plats för forskning och förmedling, nytta och nöje, en plats där kommersialism och historieturism samsas med eldsjälar och entreprenörer. Nyttan med en återuppbyggd del av det medeltida Kalmar är omdiskuterad på både gott och ont.

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Wolf, Joshua. "It takes more than sun, sea and sand : the case of tourism in the Tampa Bay region, circa 1970-2000." [Tampa, Fla] : University of South Florida, 2007. http://purl.fcla.edu/usf/dc/et/SFE0001884.

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Sackelius, Mirelle. "Datorn och internet som förändringsredskap : En studie om teknikens förmåga att bidra till förändrat arbetssätt i en förskolas verksamhet." Thesis, Högskolan i Borås, Institutionen för Pedagogik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16317.

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BakgrundVarför datorn och internet som informations- och kommunikationsteknologi ska finnas redan i förskolan är något som besvaras genom en översikt av vetenskapliga rapporter och aktuell litteratur i ämnet. Flera av de styrande krafterna som påverkar förskolans verksamhet beskrivs och även förekommande attityder till teknikimplementeringen som nu börjat ske. Perspektiv på lärande, värderad kunskap i samhället och på motivation till lärande tas upp och diskuteras i relation till teknikanvändning.SyfteAtt undersöka datoranvändning i en förskola som har pektavla, pekplatta och stationär dator i verksamheten.- Hur ser användandet ut i olika aktiviteter?- Vilka pedagogiska fördelar bidrar teknikanvändningen med i verksamheten?- Vilka faktorer påverkar användandet?MetodUndersökningen har en hermeneutisk utgångspunkt och tog inspiration från den etnografiska forskningsansatsen då dess huvudsyfte var att identifiera de faktorer som möjliggör eller begränsar människors handlande inom den kultur som undersöks. De redskapen för inhämtning av underlag till studien var fältforskning i form av observationer och informella intervjuer och fältsamtal.ResultatFältforskningen resulterade i en mängd exempel på hur förskolan använde tekniken till att både ersätta redan existerande aktiviteter, men även hur den bidragit till att utveckla och förändra aktiviteter och arbetssätt. Det framkom att det är många olika faktorer som påverkar användandet och vidare även ett flertal exempel på pedagogiska fördelar som tekniken bidrog med i verksamheten.
Program: Lärarutbildningen
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Aprile, Anna Chiara. "Sviluppo di un serious mobile game per bambini in età scolare e pre-scolare." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10425/.

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Lo scopo di questa tesi è realizzare un serious game fruibile attraverso dispositivi mobili, con l’obiettivo di veicolare i concetti relativi alla raccolta differenziata ai bambini, in età scolare e pre-scolare. La modalità di gioco implementata prevede una partecipazione in coppia. I due giocatori, posti uno di fronte all'altro, devono guidare a turno MecWillly, un robot umanoide che si muove all'interno di una griglia solo in determinate direzioni, al bidone giusto, a seconda del rifiuto che viene loro mostrato. Un'altra finalità del gioco, quindi, è quella di imparare a collaborare per raggiungere un obiettivo comune, ma anche di capire come cambia la rappresentazione degli oggetti nello spazio, a seconda del punto di vista di un giocatore rispetto all'altro.
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Corradin, Matteo. "MecWilly 3D: supporto all’orientamento topografico nei bambini in età scolare attraverso un serious game per la raccolta differenziata." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13246/.

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I robot e gli applicativi per smartphone e tablet assumono un ruolo sempre più attivo a supporto dello sviluppo e potenziamento delle abilità nei bambini. A partire dagli ultimi anni della scuola dell'infanzia (4-5 anni) una delle abilità più importanti che affrontano i bambini è l'orientamento topografico, con particolare riferimento alla relatività delle posizioni (destra e sinistra) degli oggetti rispetto ad un determinato punto. L'utilizzo delle ICT e della robotica, associate al conflitto socio-cognitivo offrono molteplici soluzioni per supportare al meglio l'acquisizione e il potenziamento di tali abilità di orientamento spaziale a partire già dai 5 anni. In questo contesto entra in gioco MecWilly, il quale funge da mezzo scatenante di questo processo. MecWilly è un robot umanoide alto 1 metro e 20 cm, realizzato con materiali economici e di recupero, grazie alla collaborazione con il Dipartimento di Psicologia dell'Università di Bologna e il Comune di Rimini. Il robot MecWilly viene utilizzato per studiare il conflitto socio-cognitivo nei bambini in età pre-scolare e scolare. L'obiettivo di questa tesi è realizzare una applicazione 3D che ha la finalità di sviluppare e migliorare le abilità nell'orientamento topografico (mappe) e nell'orientamento spaziale (contesto) dei bambini della scuola primaria. L’applicazione 3D, che riproduce fedelmente l’esperimento originale, offre la possibilità di poter mettere a confronto l’efficacia dell’applicazione utilizzata su tablet con quella in ambiente reale, in quanto il bambino è posizionato frontalmente rispetto al robot e, dunque, ha lo stesso punto di vista creato nella situazione reale. Il progetto è la realizzazione di un videogioco 3D che simuli il funzionamento e le dinamiche dell'esperimento con il robot reale.
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Rodrigues, Fabio Luiz Doreto. "Avaliação qualitativa da engenharia de sistemas imersivos para edutenimento." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-03052018-102736/.

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A utilização e o desenvolvimento de sistemas imersivos para edutenimento são documentados em trabalhos acadêmicos, com resultados bastante satisfatórios em diversas áreas do conhecimento. No entanto, métodos de engenharia de sistemas voltados para sistemas imersivos de edutenimento, não foram encontrados na pesquisa realizada. A avaliação e compreensão da engenharia de sistemas para edutenimento podem auxiliar no processo de transferência deste conhecimento acadêmico para a sociedade. Este trabalho apresenta a obtenção de uma teoria fundamentada por meio de uma avaliação qualitativa do projeto de dois sistemas imersivos de edutenimento desenvolvidos a partir de uma parceria entre um centro tecnológico da universidade e um museu de ciências. Esta avaliação consistiu na obtenção de dados para elaboração de uma teoria fundamentada que sumarize os principais aspectos as serem considerados na engenharia de sistemas imersivos para edutenimento partindo dos casos estudados. Foram utilizados métodos de pesquisa qualitativa para levantamento e análise dos dados do desenvolvimento dos dois sistemas, como entrevistas em profundidade e análise da documentação de projeto. A partir da codificação dos dados, a teoria fundamentada foi elaborada e validada. A teoria resultante aponta que a compreensão, a satisfação e sinergia entre as diversas equipes de disciplinas e instituições distintas são fatores que impactaram nos projetos dos sistemas imersivos para edutenimento avaliados.
The use and development of immersive systems for edutainment are well documented in academic works, with very satisfactory results in several areas of knowledge. However, systems engineering methods for immersive edutainment systems were not found in this research. The evaluation and understanding of systems\' engineering for immersive edutainment can aid in transferring academic knowledge to society. This work presents the achievement of ground theory based on qualitative evaluation of the design of two immersive edutainment systems developed from by partnership between a technological university center and a science museum. This evaluation consisted in obtaining data to elaborate a theory based on summarizing main aspects to be considered in engineering immersive edutainment systems based on studied cases. Qualitative research methods were used to collect and analyze development data from both systems, using in-depth interviews and projects\' documentation. From data coding, the grounded theory was elaborated and validated. The resulting theory points out that understanding, satisfaction and synergy between different teams of distinct disciplines and institutions are factors that have influenced both immersive edutainment systems projects.
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Björkman, Daniel. "Datorprogram i skolmiljö : en utvald grundskola som fallstudie." Thesis, Södertörn University College, School of Communication, Technology and Design, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-297.

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In this thesis I'm trying to investigate how good educational computer programs work in elementary school. I delimited the study to contain one elementary school in the stages of 6 to 9. The method I used was qualitative and the approach was inductive. I interviewed four teachers and five pupils as the way to collect data for the study. The theories I used were parts from different books with authors, which have done similar studies and researches. I also used the elementary school course documentations as theories.

From this study I can tell that the selected school's programs are best suited for background information. The programs are not as good for deeper knowledge. The motivation gets better among pupils when using the programs. The programs for mathematic follow their course documentation better than the programs for the social-oriented subjects do. The interviewed teachers and pupils want more programs, and the ability to use the programs fully (which aren?t possibly today due to some circumstances). This study may be continued in the future to include other schools in Sweden.

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Kyhlberg, Calle. "Chokladtäckt broccoli och jakten på en utsökt morot : Reflexiv rapport om att utforma ett lärande datorspel om riskhantering för körskolor." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-99.

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Uppsatsen är en reflektiv rapport om ett verk som behandlats inom ramen för examensarbete i medier vid Högskolan i Skövde. Verket består av ett designdokument för ett bilspel om riskhantering för körskolor. Innehållet i denna rapport behandlar från ett reflexivt perspektiv arbetet med att utforma ett lärande bilspel (serious game) för körskolor med fokus på riskhantering. Rapporten beskriver inledningsvis rapporten, verkets och spelets syfte och mål, samt fokus och problemställning. Därefter redogörs arbetsprocessen som tillämpats i skapandet av verket och sedan en reflekterande analys kring hur spelets designriktlinjer översatts till- och påverkat spelinnehåll. Sedan görs en analys och reflektion kring de största utmaningarna i utformningen av verket. Slutsatsen som presenteras i denna rapport vittnar om att de största problemen var frågor som att designa innehåll som var roligt och lärande, balansering av spel och lärandemoment, implementation av alkoholmoment, moralisering samt att utforma spel utifrån olika krav och ramar. De flesta av problemen har gått att hitta lösningar på om än svårt, samtidigt som vissa problem anses svåra att lösa då den avsedda produkten som verket beskriver inte existerar.

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Sandberg, Hanna. "Roligt eller lärorikt? : En studie om barns attityder till spel i skola och hemmiljö." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15046.

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This report investigates digital games with focus on differences and similarities between children’s point of view when it comes to games focusing on learning compared to those focusing on entertainment. The approached group was children, 7 years old. The study contains investigations and analysis of how these children used games in both school and home environment. The most used theory “8 theories of fun” by Marc LeBlanc (2004) raises the most important parts making a game fun. The method used was group interviews in a primary school. 12 children were interviewed to observe their attitudes to games. Our findings indicate that these children don´t reflect much upon why they play a certain game, mostly important is that playing is considered fun. Furthermore, another important observation was that these children in general perceived learning games as less fun. We found more differences than similarities in the childrens opinions regarding edutainment games compared to entertaining games.
Denna C-uppsats behandlar digitala spel och undersöker skillnader och likheter angående barns åsikter om inlärningsspel och underhållningsspel. Målgrupp för studien var barn i sju års ålder och vi har undersökt deras användning av spel både i hem- och skolmiljö. Den teori som kanske varit viktigast i uppsatsen, 8 theories of fun, är författad av Marc LeBlanc m.fl (2004) och tar upp vilka delar som samspelar för att göra ett spel roligt. Vår metod bestod av att utföra gruppintervjuer då vi intervjuade tolv barn inom målgruppen för att se vilka attityder som gått att uppvisa. De resultat vi fått av studien är bland annat att de barn vi undersökt inte reflekterar speciellt mycket över vad de spelar för spel. Samt att den kanske viktigaste delen i ett spel är att det upplevs som roligt. Studien uppvisade fler olikheter än likheter i jämförelsen mellan underhållningsspel och inlärningsspel. Respondenternas generella åsikt var att underhållningsspel upplevs roligare är inlärningsspel.
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Shi, Xueying. "The Audience Engagement for the TV Show of the Palace Museum : Case Study for the Social Media, Weibo account of the TV Show, There is Something New in the Palace Museum." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-421480.

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This study aims to analyze the audience engagement in a Chinese social media, Weibo, of the Palace Museum TV show “There is Something New in the Palace Museum”. It is new for a Chinese museum to cooperate with traditional media and digital media at the same time to generate more interest, particularly of younger generations. Weibo content is mainly about the TV show and the Palace Museum. While focusing on different types of content that create more interactions, quantitative and qualitative methods of data and content analysis of Weibo posts and in-depth interviews are used to find out the answers to the research questions. The theories of participatory culture by Jenkins and the book about edutainment “Entertainment-education and social change: History, research, and practice” are considered in this study. Based on the theory, the research demonstrates the celebrity-related content is the one that generates the most engagement with fans and followers, followed by direct interaction-trigger content and the Palace museum promotional content. Each type of posts has pros and cons; for example, the celebrity effect can produce the role model effect on the followers and generate more engagement within the fan community, but also create meaningless content. As for the direct trigger content, it can attract many zombie accounts to participate in expecting a positive result. To sum up, Weibo still connects the Palace Museum and the young generation and helps to attract more visitors in the future. These findings offer new insights for the cultural institution to make their work affect the younger generation in the digital media era.
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Rossi, Sofia. "Gamification e Applicazioni Ibride: sviluppo di una caccia al tesoro e analisi dei feedback." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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L'elaborato tratta lo sviluppo progettuale di una caccia al tesoro, realizzata mediante tecnologie che permettessero di perseguire lo scopo principale che essa si pone. Questo si individua nella volontà di integrare due aspetti molto importanti provenienti da mondi di conoscenza talvolta opposti: il divertimento, appartenente all'ambito dei giochi in generale, e l'apprendimento, realizzato in questo progetto mediante l'impiego di elementi di gamification ed edutainment. Numerosi studi, dai quali è stato fatto riferimento per la concretizzazione dell'aspetto teorico celato dietro il gioco, affermano infatti che la realizzazione di un scavenger hunt game, rappresenta la scelta migliore quando si intende promuovere un'attività che per sua natura è di tipo culturale in maniera del tutto originale, ovvero attraverso l'intrattenimento ed il divertimento. A livello tecnologico si è fatto quindi riferimento a ciò che maggiormente potesse realizzare gli obiettivi sopra citati: le applicazioni ibride. Le tecnologie web sono state quindi il pilastro fondamentale a sostegno dell'architettura realizzata. In particolare, il framework Ionic ha permesso di perseguire il "write once, run everywhere", ottenendo come risultato un'applicazione mobile caratterizzata da una UX, User Experience, semplice ma nel contempo accattivante.
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Rahman, Abu Saleh Md Ma. "Towards Internet of Things Interaction Framework Using Geometric Annotated Multimedia Objects." Thesis, Université d'Ottawa / University of Ottawa, 2017. http://hdl.handle.net/10393/36021.

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The prevalent visions of ambient intelligence leverage natural interactions between users and available services in a smart space. In recent years, we have seen a huge interest from industry and academia in using handheld devices to interact with things, places and people in the real world. To facilitate such interactions, things are usually annotated with RFID tags or visual markers. These tags or markers are read by a handheld device equipped with an integrated RFID reader or a camera, in order to fetch related information and initiate further actions. Interacting with the Internet of Things (IoT) in a real environment has become increasingly desirable and feasible. This thesis contributes to the domain of physical interactions with IoT; however, we use a spatial-geometric approach instead of RFID or marker based solutions. Using this approach, for example, a user can point his/her handheld device to an annotated thing, from a distance, for the purpose of interaction. The pointing direction and location is determined based on the fusion of the mobile position and of the accelerometer data of the handheld device. To annotate things, their geometric coordinates are specified and related information or services are associated to them. In this thesis, we present a comprehensive and extensible framework to integrate various physical interactions with IoT into multimedia applications. The framework supports the implementations of pointMe, touchMe, and context-aware based interactions with geometrically annotated IoT. We define specific methods and practices that can be incorporated in order to build the interactions. We realize smart home, atlas learning, presentation interaction, smart haptic interaction, and learning based video interaction game prototypes in order to perform experiments and demonstrate the applicability and potential of the proposed geometric based annotation approach. In the analysis of the interaction techniques of the prototypes, we present the advantages and disadvantages of the geometric based annotation of IoT as seen by potential users, in comparison to RFID tags or visual markers based approaches.
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Bolander, Eva. "Risk och bejakande : Sexualitet och genus i sexualupplysning och sexualundervisning i TV." Doctoral thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-17208.

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Denna studie undersöker hur sexualupplysning och sexualundervisning i TV producerar, reproducerar och utmanar föreställningar om sexualitet och genus. Det empiriska materialet består av tre programserier från Utbildningsradion samt två säsonger av Fråga Olle i Kanal 5. Programmen producerades och sändes mellan 1998 och 2004. De teoretiska utgångspunkterna utgörs av genus- och queerteori, där genus och sexualitet betraktas som producerade genom diskurs. Analysen visar hur programmen använder sig av två olika men sammanlänkade perspektiv. Det första är ett bejakande perspektiv där sexualitet presenteras på ett positivt sätt. Det andra är ett riskperspektiv, där faror och negativa aspekter av sexualiteten framhålls. Analysen visar vidare hur programmen bidrar till en rangordning av olika sexuella identiteter och praktiker, där somliga framstår som vanliga, naturliga och önskvärda, samtidigt som andra görs till annorlunda, onaturliga eller äckliga. Heterosexualitet och det heterosexuella vaginala samlaget innehar en normerande position genom att de är ständiga föremål för diskussion, men utan att namnges. Istället är det annorlunda eller oönskade sexuella identiteter och praktiker som benämns explicit, t. ex. problematiseras penetrerande analsex. Till skillnad från heterosexualitet namnges homosexualitet och görs till föremål för specifika program och programpunkter.
This dissertation examines the ways in which Swedish formal and informal sex education materials produce, reproduce and challenge notions of sexuality and gender. The main empirical material consists of four different series of television programmes about sexuality and relationships produced and aired between 1998 and 2004. The programmes make use of an “edutainment” approach, trying to both educate and entertain. The theoretical approach is derived from gender and queer theory by which gender and sexuality is regarded as construed through discourse. Another theoretical outline is that sexuality is subjected to stratification, in which sexual identities and practises are placed in a hierarchical order, placing some as normal and others as deviant. The analysis discloses that the programmes make use of two different but intertwined perspectives. The first is an affirmative discourse in which sex is construed as a positive phenomenon. The second is sex as a risk, emphasising what can be perceived as the destructive aspects of sexuality. The programmes takes heterosexuality for granted and therefore reinforces a heteronormative order. In contrast to heterosexuality, homosexuality is named and made into a topic for specific programmes and program items. The normative sexual practise is the heterosexual vaginal intercourse, a practise which is frequently discussed but hardly ever mentioned by name. Rather, it is unwanted or questioned sexual practises that are mentioned explicitly, among others penetrative anal sex.
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Ingeson, Elin. "En sandödla på dejt : En diskursanalytisk undersökning av hur berättelser om djur är präglade av mänskliga föreställningar om genus och sexualitet." Thesis, Södertörns högskola, Institutionen för kultur och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45230.

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In this thesis I aim to examine the ways in which cultural beliefs and norms about gender and sexuality are shaped by discourses on animals and nature. I have done a participatory observation on two different guided tours of animals and analyze some information about the animals at a Swedish zoo. With a discourse analytical approach, I analyzed transcribed material from the guided tours of animals and information about animals from a gender and queer theoretical perspective, based on Judith Butler's understanding of the heterosexual matrix and her performativity theory. In my analysis, based on my chosen theoretical framework and with support of previous research, I have seen that the way people talk about animals is characterized by human notions of gender and sexuality. In addition to human notions of gender and sexuality, I have seen human notions of ethnocentrism and the division of labor between male and female. Furthermore, I have seen that some of these texts about animals challenge ideas about the division of labor in the home between male and female.
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Brown-Turner, Jasmine. "A Phenomenological Examination of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design Tactic." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/3519.

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Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members experience and perceive their collaborative work while designing a virtual game using such tactics. This phenomenological study examined the experiences of agile software team members using Jacob's Ladder pre-production design as an interdisciplinary collaboration tool while designing a virtual learning game. Seven design team members (3 educators and 4 engineers) participated in semi-structured interviews and transcripts were analyzed via an inductive coding process that led to the development of key themes. Findings indicated that using Jacob's Ladder design tactic influenced the experience of the team by keeping the team focused on common goals and learner needs, organizing the team work, supporting interdisciplinary collaboration, and promoting shared understandings of the software platform limitations. Individuals played various roles, appreciated diverse views, recognized prior experience and idea sharing, and felt the design tactic supported flexibility for interdisciplinary collaboration. By linking integration strategies to interdisciplinary collaboration, findings from this study may be used by organizational leaders to consider best practices in team building for virtual learning game design, which will further support the development of effective games and growth of the edutainment industry.
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CIOTOLI, LUCA. "“Sail with Columbus”: un progetto di tangible narrative applicato al patrimonio nautico ligure." Doctoral thesis, Università degli studi di Genova, 2022. http://hdl.handle.net/11567/1083503.

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The thesis presents the creation process and the evaluation outcomes of “Sail with Columbus”, an interactive and tangible storytelling project. The project goal is to show to small groups, especially families, that visit the Nautical Heritage Museum in Genoa, how people sailed in the Medieval age. Acconding to the Tangible Narrative approach, “Sail with Columbus” aims to reach this goal through the interaction between participants and several ancient navigation tools, equipped with sensors and communication capabilities. The technological infrastructure combined with Tangible Narratives approach is used to create a storytelling project, which allows to investigate further theoretical issues of Tangible User Interfaces (TUIs). The main research question addressed is the combination of different kinds of TUIs to create an engaging interactive story for the users. The findings from the thesis suggest that the alternation between diegetic and non-diegetic TUIs during the storyline works well to create an engaging interactive story characterized by a good pace.
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Jahn, Verena. "Lernen mit Multimedia: Die Spezifizierung des Modalitätsprinzips unter Berücksichtigung individueller und gestaltungsdidaktischer Faktoren." Doctoral thesis, Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-71034.

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Die vorliegende Arbeit befasst sich mit der Gestaltung von multimedialen Lernumgebungen und fokussiert die Fragestellung, unter welchen Bedingungen eine audiovisuelle Aufbereitung von Lernmaterialien lernförderlicher ist als eine rein visuelle. In der Multimedia-Forschung wird die Überlegenheit multimodaler Lernapplikationen in zahlreichen Studien belegt (Clark & Mayer, 2008). Die dabei gewonnenen Erkenntnisse werden unter dem so genannten Modalitätsprinzip zusammengefasst (Mayer, 2001). Es besagt, dass zur Erläuterung einer Abbildung der Text besser gesprochen anstatt geschrieben dargeboten werden sollte, da dies zu einer adäquateren Nutzung der begrenzten modalitätsspezifischen Kapazitäten führt und dadurch die kognitive Belastung reduziert wird. Dies stellt einen wesentlichen Einflussfaktor für den Lernprozess dar und wird in der Theorie der kognitiven Belastung (Sweller & Chandler, 1994) näher betrachtet. Allerdings gibt es auch abweichende Befunde, die gegen eine generelle Lernförderlichkeit audiovisueller Lernumgebungen sprechen (Stiller, 2007; Tabbers, 2002). Deswegen war es das Ziel der vorliegenden Forschungsarbeit, das Modalitätsprinzip weiter zu spezifizieren und u.a. den Einfluss individueller Faktoren zu untersuchen. Dazu wurden die aufgestellten Hypothesen in zwei Studien empirisch überprüft. In beiden Untersuchungen wurde die Art der Informationspräsentation manipuliert und vermutet, dass Lernende bei einer audiovisuellen Präsentation einen größeren Wissenszuwachs und eine geringere kognitive Belastung aufweisen als bei einer rein visuellen. Die kognitive Belastung wurde dabei unter Zuhilfenahme des Dual-Task Paradigmas erfasst, bei dem Lernende neben der primären Lernaufgabe parallel eine sekundäre Reaktionsaufgabe erfüllen mussten. In Studie 1 konnte der Modalitätseffekt nicht nachgewiesen werden. Es zeigten sich jedoch signifikante Unterschiede zwischen den zuerst präsentierten Überblicksseiten und den darauffolgenden Lernseiten mit Detailinformationen. Das wurde mit der Konstruktion eines neuen mentalen Modells erklärt. Deshalb wurde in Studie 2 die Sequenzierung des Lernmaterials manipuliert. Hier zeigte sich der Modalitätseffekt in den Reaktionszeiten, nicht aber im Wissenszuwachs. Dies wird zusammen mit den nicht eindeutigen Ergebnissen der individuellen Faktoren Modalitätspräferenz und räumliches Vorstellungsvermögen zum Abschluss der Arbeit kritisch diskutiert und Perspektiven für zukünftige Forschung aufgezeigt.
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48

Lila, Halima. "Perceptions of risk for hiv amongst south african university students: the impact of the mtv film “shuga”." Thesis, University of the Western Cape, 2012. http://hdl.handle.net/11394/3676.

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The main purpose of this study was to assess UWC students’ knowledge about HIV and their attitudes towards it, while investigating the impact of the MTV-produced Shuga film on the students’ self-perception of risk and their attitudes toward HIV.
Magister Artium - MA
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49

Portalés, Ricart Cristina. "Entornos multimedia de realidad aumentada en el campo del arte." Doctoral thesis, Universitat Politècnica de València, 2008. http://hdl.handle.net/10251/3402.

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La relación ente Ciencia y Arte ha mantenido a lo largo de la historia momentos de proximidad o distanciamiento, llegando a entenderse como dos culturas diferentes, pero también se han producido situaciones interdisciplinares de colaboración e intercambio que en nuestros días mantienen como nexo común la cultura digital y el uso del ordenador. Según Berenguer (2002) desde la aparición del ordenador, científicos y artistas están encontrando un espacio común de trabajo y entendimiento. Mediante el empleo de las nuevas tecnologías, la distancia que separa ambas disciplinas es cada vez más corta. En esta tesis, cuyo título es "Entornos Multimedia de Realidad Aumentada en el Campo del Arte", se presenta una investigación teórico-práctica de la tecnología de realidad aumentada aplicada al arte y campos afines, como el edutainment (educación + entretenimiento). La investigación se ha realizado en dos bloques: en el primer bloque se trata la tecnología desde distintos factores que se han considerado relevantes para su entendimiento y funcionamiento; en el segundo se presentan un total de seis ensayos que constituyen la parte práctica de esta tesis.
Portalés Ricart, C. (2008). Entornos multimedia de realidad aumentada en el campo del arte [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/3402
Palancia
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50

Schmoll, Laurence. "Concevoir un scénario de jeu vidéo sérieux pour l'enseignement-apprentissage des langues ou comment dominer un oxymore." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAC014.

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Cette recherche étudie l‘utilisation du jeu vidéo pour l’apprentissage des langues étrangères en classe. L’étude porte sur l’intégration de ce support issu de pratiques informelles au contexte formel de la classe de langue. A la fois ludique et à visée d’apprentissage, le ‘jeu vidéo d’apprentissage’ incarne un oxymore, point de tension entre deux pôles, celui du scolaire et celui du jeu. Ce travail se concentre plus spécifiquement sur la notion de ludique. Comment, par le jeu vidéo d’apprentissage, activer une attitude ludique hypothétiquement porteuse d’une implication accrue de l’apprenant, celle-ci menant possiblement à une augmentation et une complexification des productions / interactions en langue étrangère ? Cette recherche s’inscrit dans le cadre du projet Eveil-3D et elle analyse l’accueil fait par un échantillon d’apprenants à deux jeux vidéo d’apprentissage partageant le même scénario mais conçus selon deux modèles différents. Elle a pour objectif d’aboutir tant à un modèle de conception qu’à un modèle de scénario, pensés spécifiquement pour l’apprentissage des langues médiatisées par le jeu vidéo
This research examines the use of video games in foreign language classrooms. It investigates the integration of this digital medium, originating as an informal leisure activity, in a formal language learning classroom setting. The ‘learning video game’, which refers to both the act of learning and the act of play, can be seen as an oxymoron encompassing seriousness as well as fun. This work focuses on the fun aspect. This work is motivated by the following research question: how can the use of a learning video game foster a playful attitude, hypothetically conducive to a greater involvement of the learner, while also potentially leading to increaseand complexification in student foreign language production and interaction? As a part of the Eveil 3D-project, this study analyses reception from a sample of learners to two learning games which have the same scenario but were completed according to two different game design models. The findings provide both a game design model and a scenario template in order to support foreign language learning through the use of the video game
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