Dissertations / Theses on the topic 'Free to Play'
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Lindskoug, Atle, and Anastasia Niemi. "Free from what? Limitations on Free Play." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29232.
Full textTähtö, E. (Elias). "Free-to-Play -liiketoimintamalli." Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201612103248.
Full textKarlsson, Jonathan, and Kristoffer Engman. "Free to Play eller Free to Pay : En utforskande studie om hur Free to Play påverkarspelupplevelse." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-120385.
Full textRiekki, J. (Johannes). "Free-to-play games:what are gamers paying for?" Bachelor's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201602271254.
Full textSkobeltcyn, Aleksandr, and XIN SHEN. "How to increase revenue in Free-to-Play mobile games." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240676.
Full textOLIVEIRA, Ruy Guilherme Silva Gomes de. "Aplicação de Meta-modelos à Monetização de Jogos Free-to-Play." Universidade Federal do Maranhão, 2017. http://tedebc.ufma.br:8080/jspui/handle/tede/1325.
Full textMade available in DSpace on 2017-04-27T14:21:14Z (GMT). No. of bitstreams: 1 Ruy Guilherme.pdf: 4333694 bytes, checksum: dc411f45b9fe05154bdee07704d50d65 (MD5) Previous issue date: 2017-01-23
The recent emergence of Free-to-Play games, also known as Freemium games, has considerably changed the way games are made. The definition of monetization strategies is now part of the process of making games. Choosing which strategy to adopt among the various ones and understanding how they work could be an arduous task. When analysing the market, to realize that popular games use similar strategies is not difficult, which demonstrates that the reuse of strategies is common among developers. Although there are catalogs of popular monetization strategies used by Free-to-Play games in the literature, little attention has been given to formalize the description of those strategies, leaving openings for misunderstandings and making the reuse harder. For that reason, a meta-model of Free-to-Play games monetization that allows the representation of Free-toPlay games monetization strategies based on a set of popular strategies is proposed. That meta-model, called Meta-F2P, was elaborated from the investigation of the most rentable Free-to-Play games for mobile devices. Besides that, case studies were used to validate and refine the accuracy, expressiveness and extensibility of that meta-model. Based on the results obtained, the applicability of the meta-model in the process of making games and the advantages and disadvantages of the use of case studies in the concept of meta-models are analyzed.
A recente ascensão dos jogos Free-to-Play, também conhecidos como Freemium, provocou mudanças consideráveis na forma como os jogos são produzidos. A elaboração de estratégias de monetização passou a fazer parte do processo de desenvolvimento. Escolher qual estratégias adotar dentre as diversas existentes e entender o seu funcionamento pode tornar esta uma tarefa árdua. Ao se analisar o mercado não é difícil perceber que os jogos mais rentáveis abordam estratégias de monetização similares, demonstrando que reuso de estratégias é uma abordagem adotada por diversos desenvolvedores. Embora existam na literatura catálogos de estratégias de monetização populares em jogos Free-to-Play, pouca atenção tem sido dada no intuito de formalizar a descrição das estratégias, dando margem para interpretações errôneas e dificultando o reuso. Assim propõe-se um meta-modelo que permite representar as estratégias de monetização de jogos Free-to-Play a partir de um conjunto de estratégias populares. O meta-modelo denominado Meta-F2P foi elaborado a partir da análise de jogos Free-to-Play para dispositivos móveis mais rentáveis. Além disso, utilizou-se estudos de caso para a validação e o refinamento da exatidão, expressividade e extensibilidade do meta-modelo. A partir dos resultados obtidos analisa-se a aplicabilidade do meta-modelo no processo de design de jogos e as vantagens e desvantagens da aplicação de estudos de caso na elaboração de meta-modelos.
Kinnear, Tyler 1985. "Alan Hovhaness and the Creation of the 'Modern Free Noh Play'." Thesis, University of Oregon, 2009. http://hdl.handle.net/1794/10308.
Full textAmerican composer Alan Hovhaness (1911-2000) published twelve operatic works during his career. Eight of these staged productions were written between the years 1959 and 1969. During these ten years Hovhaness immersed himself in the music and theatre of Japan. The composer traveled to Japan twice, once in 1960 and again in 1962, where he frequently attended Noh plays. As composer-in-residence at the University of Hawaii in 1961, Hovhaness took private lessons on and composed freely for the instruments of Gagaku, the ancient court music of Japan. My study investigates the degree to which Hovhaness was exposed to Gagaku and Noh, and what elements of these Japanese alts the composer manifests in his staged works between 1959 and 1969. I compare Hovhaness' treatment of Japanese elements to that ofother twentieth-century Western composers interested in East Asian music. Through this study we gain greater knowledge of Hovhaness' operatic style.
Committee in Charge: Dr. Marian Smith, Chair; Dr. Anne Dhu McLucas; Dr. Jack Boss
Hiatt, Kirk Henry. "Landscapes of Play: Supporting Child Development." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338250973.
Full textSpeller, Thomas Hughes III. "The business and dynamics of free-to-play social-casual game apps." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/70824.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 95-100).
The rapid growth of social media platforms, specifically Facebook, has caused startup firms to develop new business models based on social technologies. By leveraging the Facebook platform, new entertainment companies making free-to-play social-casual games have created a multi-billion dollar market for virtual goods, a revenue model in which the core product is given away for free and ancillary goods are sold on top of it. Zynga, the most successful firm in this space, held the largest initial public offering for an Internet-based company since Google in 2004. However, concerns about Zynga's longevity (as well as the longevity of other social-oriented firms, including Groupon) persist for a variety of reasons, including the novelty of its business model, the dependence on hit products with short lifecycles, and the stress placed on internal development teams. This thesis analyzes some of the key problems faced by Zynga and its competitors, including how to monetize free products, how to maintain a user base over time (using platform strategy concepts), and how to develop short and long-term product management and new product development policies (using System Dynamics). An additional chapter develops principles for launching social platforms and products by comparing and contrasting key factors that influenced the growth of five major social media websites. The principles are then discussed as they pertain to Zynga and social-casual gaming, in which case there are notable applications and key exceptions based on Zynga's circumstances. The thesis concludes by discussing several future areas of research that pertain to the socialization of products and technology.
by Thomas Hughes Speller, III.
S.M.in Engineering and Management
Winhagen, Christopher, and Mattias Boräng. "Children's Free Play: An Observation of Boundaries and Rules Within the Act." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30775.
Full textHendershot, Shawnee M. "Young Children‘s Mathematics References During Free Play in Family Child Care Settings." DigitalCommons@USU, 2012. https://digitalcommons.usu.edu/etd/1113.
Full textZlatkos, Isabella. "Barnet, pedagogen och den fria leken. : En intervjustudie om pedagogers syn på den fria leken i förskoleverksamheten och dess betydelse för barnet." Thesis, Södertörns högskola, Lärarutbildningen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32289.
Full textNilsson, Aldred Carolin. "A Study about What Conditions are made for Childrens Free Play in Preschool." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-29686.
Full textJonsson, Jerry, and Lina Tonegran. "Designing Cards as a Polymorphic Resource for Online Free to Play Trading Card Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1914.
Full textJerry Jonsson går speldesign och programmering och Lina Tonegran går speldesign och grafik.
Xia, Lu. "FATHERS' LANGUAGE INFLUENCE ON THEIR SIX-MONTH-OLD INFANTS' VOCALIZATION DURING FREE-PLAY." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2142.
Full textM.A.
Department of Child, Family and Community Sciences
Education
Early Childhood Development and Education MS
Lindstedt, Marcus. "Best Practice Free-to-Play: Game Mechanics Impact on Gamification of Higher Education." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20240.
Full textWilliamson, Megan L. "The difference in physical activity levels and attention in preschool children before and after free play recess and structured play recess." Thesis, Kent State University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3618843.
Full textChildhood obesity rates have increased three-fold since 1980 and up to 80% of obese children become obese adults. Since young children are forming habits that they will carry with them into adulthood, preschool represents an ideal setting to instill proper physical activity habits. Therefore, the purpose of this investigation was to assess the amount of physical activity in preschool children during three different recess conditions on separate days: free play, structured play and a control (non-active) condition.
Physical activity levels were measured in preschool children (N = 22) during three, 30-minute recess conditions; control, structured play recess, and free play recess. Children wore accelerometers for the duration the school day (165 minutes) for three days. Accelerometer counts during the recess sessions and for the entire school day were recorded. Each recess condition was completed on a separate day, but all during the same week. After all three recess conditions had been completed; the child was asked which recess period they preferred.
Children accumulated significantly (p = 0.001) more accelerometer counts during recess and for the entire school day in the free play (570 ± 460 counts.min-1 at recess; 632 ± 232 counts.min-1 during school day) and structured (1,416 ± 448 counts.min-1 at recess; 629 ± 200 counts.min-1 during school day) recess conditions versus the control condition (570 ± 460 counts.min -1 at recess; 462 ± 200 counts.min-1 during school day). Accelerometer counts during recess and for the entire school day were not different (p = 0.9) between the free play and structured recess conditions. All children indicated that they preferred either the structured play (55%) or free play (45%) recess conditions over the control recess condition.
Presently both a structured play and free play recess condition were equally successful in increasing physical activity behavior and were preferred versus a non-active recess condition. Providing pre-school children with the opportunity to be physically active during recess successfully increases physical activity during the school day and is preferable to a sedentary recess.
Williamson, Megan L. "THE DIFFERENCE IN PHYSICAL ACTIVITY LEVELS AND ATTENTION IN PRESCHOOL CHILDREN BEFORE AND AFTER FREE PLAY RECESS AND STRUCTURED PLAY RECESS." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1365712511.
Full textBristow, Robert Evan. "THERE IS MORE TO LIFE THAN EXPECTED VALUES: RESULTS OF FREE DISTRIBUTIONS OF MULTIPLE-PLAY GAMBLES." Miami University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=miami1304352729.
Full textRapinoja, Larisa. "Interaktion mellan de yngsta förskolebarnen : Fri lek på förskolan." Thesis, Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-36962.
Full textTonhauser, Stankoska Karolina, and Ildiko Olah. "”Vår uppgift är att vägleda barnen” - En kvalitativ studie om barn som har svårt att delta i den fria leken." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31238.
Full textSmith, Derek Wesley. "108 Kōans." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1161.
Full textPuolakanaho, K. (Kai). "Monetization in free-to-play business model from a game designers point of view." Bachelor's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201811082998.
Full textReagon, Kara Anne. "Using Script-Fading Procedures to Teach Children with Autism to Initiate During Free Play." DigitalCommons@USU, 2012. https://digitalcommons.usu.edu/etd/1495.
Full textMackley, Honor. "Outdoor loose part materials mediating collaboration in primary play spaces." Master's thesis, Australian Catholic University, 2019. https://acuresearchbank.acu.edu.au/download/07270b0f59fcf72a105a90629ab3a4f95552b8fa6c924ae5092e50706be73ac6/3961057/Mackley_2019_Outdoor_Materials_Mediating_Collaboration_Play_Spaces.pdf.
Full textÖksuz, Zöhre. "Lekens funktion för språkinlärning hos flerspråkiga barn." Thesis, Södertörns högskola, Lärarutbildningen, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22227.
Full textBurger, Tammie L. "The Effects of Free Play As an Instructional Tool on the Quality of Improvisation of First, Second, and Third Grade Children." Thesis, University of North Texas, 2000. https://digital.library.unt.edu/ark:/67531/metadc2730/.
Full textFristedt, Ted, and Nicholas Lo. "In-game transactions in Free-to-play games : Player motivation to purchase in-game content." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-387646.
Full textCasén, Sara. "Att effektivt marknadsföra Junebuds spel MilMo med sociala medier : Marknadsföring av ett gratis socialt massivt multiplayer online spel för barn och ungdomar." Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4132.
Full textDet här examensarbetet utfördes från februari till mitten av april, våren 2010 på företaget Junebud. Jag arbetade efter hypotesen att en stark närvaro på sociala medier har en positiv effekt på aktiviteten på spelets hemsida samt för att få nya spelare att hitta till spelet. Spelet som marknadsfördes heter MilMo och är ett socialt massivt multiplayer spel för barn och ungdomar, som är gratis att spela. Om spelaren vill få tillgång till extra material kan han/hon betala en mindre summa pengar men något köptvång föreligger ej för att endast spela. För att genomföra marknadsföringen på de sociala medierna valdes fyra stycken nätverk på Internet ut; Facebook, Deviantart, MySpace och Youtube. Det som skapades var en fangrupp, en sida för konst, en profilsida och en kort film som visar spelet. Till detta kom även tre stycken nyhetsbrev, att strukturera upp och underhålla ett forum för spelare samt att emaila traditionella medier som nyhetssidor om spel och se vilken effekt det fick. Resultatet visar att många företag idag har en profil på sociala medier, men att de ofta bäst utgör ett komplement till produktens egen hemsida. Det som drev upp spelaraktiviteten mest var omnämnande på externa sidor om spel, samt det första nyhetsbrevet ut till spelarna
Wolfram, Jakub, and Rebecka Näsberg. "In what ways do game design students perceive microtransactions in free-to-play online PC games?" Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395292.
Full textWhitworth, Bernadette Ann. "Exploring Age Cohort Differences in Childhood Nature Experiences and Adult Feelings of Connection to Nature." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1367359205.
Full textStrand, Johanna, and Linnéa Wahlström. "It didn´t turn out the way it was supposed to : Possibilities for children´s agency in a teacher organized environment." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30742.
Full textSchmidt, Vita. "Genusskapande under fri lek i grundskolan." Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-363116.
Full textMullee, Sean. "The Effects of Hype on the Free-to-Play Pricing Strategy in the Online Video Game Industry." Miami University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=miami1588196222423073.
Full textZevallos, vargas Rosa. "Lek i förskolan : En studie av fri och styrd lek." Thesis, Södertörns högskola, Lärarutbildningen, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-23575.
Full textHarty, Richard J. "The effect of teacher behaviour, and teacher sex, on children's sex-role-stereotyped free play activity choices." Thesis, Queensland University of Technology, 1995. https://eprints.qut.edu.au/36492/1/T%28ED%29142_Digitised%20Thesis.pdf.
Full textEklund, Löfgren Ida. "Pedagogers reflektioner om den fria leken i förskolans verksamhet : En kvalitativ intervjustudie baserad på fyra pedagogers reflektioner." Thesis, Karlstads universitet, Institutionen för pedagogiska studier, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-66276.
Full textEdmark, Elina, and Anna Maria Lund. "Nu är det fri lek! : Men hur fri är egentligen den fria leken?" Thesis, Mittuniversitetet, Institutionen för utbildningsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-37353.
Full textGodkännande datum: 2019-06-07
Rosales, Andrea. "Designing wearable and playful accessories to encourage free-play amongst school aged children : conception, participatory design and evaluation." Doctoral thesis, Universitat Pompeu Fabra, 2014. http://hdl.handle.net/10803/283134.
Full textAccording to social studies, everyday life has reduced children’s opportunities for free-play, which, in the long term, can compromise their social and physical development. Previous HCI studies have been addressing the question of how to apply sensing and reactive technologies to encourage free-play by, for example, augmenting playgrounds and shared objects with these technologies. This dissertation explores the design process and evaluation of wearable digital accessories to encourage and facilitate free-play amongst school-aged children in alternative free-play settings. This is done in order to take advantage of free-play opportunities that arise on the move and to encourage body challenges and social experiences through individual exploration. In this context, the thesis discusses (a) three design cases of playful accessories, (b) a quantitative and qualitative evaluation to assess the ability of the accessories to encourage free-play, (c) the design process of playful experiences with the participation of children and older people (60+). This thesis also provides a set of design opportunities that can be taken into account in the research of future digitally-augmented objects to encourage free-play.
Svensson, Åsa. ""[T]he Free Play of Fantasy" The Interrelations between Ethnicity and Sexuality in Shyam Selvadurai´s Funny Boy." Thesis, Växjö University, School of Humanities, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2178.
Full textThe goal of this essay is to pursue a reading of ethnicity and sexuality in Shyam Selvadurai’s novel Funny Boy to show the importance of the interrelations between the two and how equally crucial both of these are in order to understand the protagonist Arjie’s journey and search for identity. To investigate the interrelation between ethnicity and sexuality, the analysis makes use of a method of simultaneous consideration that is similar to Mae Gwendolyn Henderson’s focus on “simultaneity of discourse” used by black women writers.
The turning points in the protagonist’s life and search for an identity are crucial and influenced by issues of separation, and the theme of exile is prominent in the novel. Selvadurai uses the theme in several aspects on a number of levels, concerning both ethnicity and sexuality. However, the narrative also allows the protagonist to find an alternative route in exploring his identity as a “funny one”.
These turning points are illustrated by a moving beyond the traditional gender roles and the idea of masculinity in areas of gendered and racialised spaces. Selvadurai shows a people that are ethnically and/or sexually divided while at the same time being linked through words and languages that can give and/or take away possibilities.
Hence, a second aim of this essay is to show that the protagonist overcomes the limitations that society has set by choosing the path that is right for him, a path that allows him to be “funny”.
Johansson, Yvonne, and Eva Åberg. "Den fria leken - en studie av styrning och gränser. The free play - a study of governance and boundaries." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30710.
Full textParish, Loraine Elizabeth Rudisill Mary E. "Preschoolers' heart rate and physical activity response to three different motivational climates Mastery, performance, and unplanned free play /." Auburn, Ala, 2008. http://hdl.handle.net/10415/1115.
Full textHolmer, Sofia, and Malin Benbasat. "Störa eller stötta? : En kvalitativ studie kring förskolebarns syn på pedagogers delaktighet i fri lek." Thesis, Södertörns högskola, Lärarutbildningen, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41595.
Full textPrytz, Jessica, and Marica Wahl. "Vuxnas delaktighet i barns fria lek i förskola och förskoleklass : Vad det innebär och hur det kommer till uttryck." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5418.
Full textThe purpose of this study was that through interviews and observations to examine pedagogues participation in the free play in preschool and preschool classes. The issues which formed the basis was, What does adult involvement in children's free play mean? How will the adult's participation be reflected in the free game? This is because we wanted to know about the adults involved and how they participate in children's play. Our study is qualitative and the method we are inspired by is phenomenography and socio-cultural perspective. The study is based on seven interviews with teachers in preschool and preschool classes and observations, one in preschool and one in the preschool class. In the result, we concluded that the adult expression of participation has proved in several different ways. The most common expressions are play tutor and spokesman for reality, however, we found that participation playmate was not so often, even if respondents say that they want to.
Salas, Gil Andrés Wenceslao. "Factores económicos que se relacionan al posicionamiento de los videojuegos free to play competitivos en hombres en Lima Metropolitana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652110.
Full textAt present, the videogames industry has shown great growth compared to other industries, which has generated a greater number of competitors in the sector. Likewise, videogame purchase models have varied over time, making free to play the most attractive modality among videogames. For this reason, competitive free to play video games have chosen to invest in different fields, in order to improve their positioning and attract new users. However, with respect to investments, three factors have been determined that relate to positioning, advertising investment, investment in the competitive scene and investment in influencers. Reason why, each of them is developed, through its approach to videogame marketing. The methodology includes a quantitative and qualitative analysis, through a cross-analysis of the variables, in-depth interviews and focus groups. In this way, the collected is discussed, finding findings of vital importance that validate the hypotheses presented. What places the investment in the competitive scene, as the most important investment for the positioning of esports free to play.
Trabajo de investigación
Minchev, Evgeni, and Torben Schmitt. "Purchasing digital items in free to play games : Investigating personality theory through an explorative study of League of Legends." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-31580.
Full textNordengren, Jonas. "Fri lek är viktigt! : barns perspektiv på fri lek på fritidshemmet." Thesis, Södertörns högskola, Lärarutbildningen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29988.
Full textRasmus, Enhörning, and Herman Andreas. "Freemium-design för GoSupernova-mobilspel." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120600.
Full textEmilia, Kahlbom, and Lindau Sarah. "Får vi vuxna vara med? : -En studie om förskollärares förhållningssätt till den fria leken." Thesis, Södertörns högskola, Lärarutbildningen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45772.
Full textLindström, Anton. "Förskolan Klippan." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223226.
Full textJag startade projektet genom att göra en workshop med en klasskamrat med hjälp av ett derivat från tyska arkitekturkontoret Baupilotens metoder. Målet med workshoppen var att extrahera deras faktiska behov och önskemål. Traditionellt när man frågar en klient "Vad vill du ha?", kommer de att vara begränsade av sin egen verklighet och kontext. Ta ett barn som exempel. De skulle be om mer rutschkanor eller en studsmatta. Genom att använda en till synes icke-kopplad och abstrakt uppgift barnen kan uttrycka deras faktiska behov och önskemål för deras omgivningar. Vi hade en grupp av åtta stycken, fem år gamla barn som vi visade nio bilder av naturfenomen samtidigt som vi berättade om bilderna för att tända barnens fantasi. Efteråt bad vi varje barn att välja bilderna som de tyckte mest om. Vi instruerade dem sedan till "Konstruera världar" i A4-lådor. Under hela processen talade vi med barnen för att extrahera deras tankeprocess så noggrant som möjligt. Utöver detta var konceptet baserat på den pågående debatten om bristen på utomhusområden för barn i Stockholm samt pedagogiken i Reggio Emilia och Montessori. Från detta härledde jag fyra huvudpunkter. Utforskning och självständighet, redovisande arkitektur, fri lek utomhus och barns inneboende kreativitet.