Letteratura scientifica selezionata sul tema "Design för lärande"
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Articoli di riviste sul tema "Design för lärande"
Hauge, Trond Eiliv. "Design för undervisning och lärande – ett didaktiskt verktyg". Venue 5, n. 2 (16 settembre 2016): 1–5. http://dx.doi.org/10.3384/venue.2001-788x.16510.
Testo completoSelander, Staffan. "Didaktiken som en ny, utbildningsvetenskaplig skärningspunkt". Pedagogisk forskning i Sverige 23, n. 5 (21 settembre 2018): 158–67. http://dx.doi.org/10.15626/pfs23.5.09.
Testo completoTjernberg, Catharina, Karin Forsling e Carin Roos. "Design för multimodal och kreativ skrivundervisning i tidiga skolår – Lärare reflekterar i fokusgruppsamtal". Nordic Journal of Literacy Research 6, n. 1 (2020): 217. http://dx.doi.org/10.23865/njlr.v6.2044.
Testo completoPorko-Hudd, Mia. "Förord". Techne serien - Forskning i slöjdpedagogik och slöjdvetenskap 21, n. 3 (22 giugno 2021): i—ii. http://dx.doi.org/10.7577/technea.4488.
Testo completoLöfstedt, Arne. "Det första nationella provet i samhällskunskap - en studie i bedömarsamstämmighet". Acta Didactica Norge 12, n. 4 (12 dicembre 2018): 13. http://dx.doi.org/10.5617/adno.6283.
Testo completoBodén, Ulrika, Linnéa Stenliden e Jörgen Nissen. "Lärare och forskare utvecklar digital didaktisk design". Venue 8, n. 2 (19 ottobre 2018). http://dx.doi.org/10.3384/venue.2001-788x.1877.
Testo completoTesi sul tema "Design för lärande"
Mickelsson, Annelie. "Universell design för lärande : En aktionsstudie om lärares lärande". Thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-432843.
Testo completoThis master thesis aims to contribute with knowledge about teachers´ learning and investigate their use of linguistic tools in an action research study. In this, where UDL is presented and discussed as a possible scaffolding structure, the process in a team of teachers at a middle school is investigated. The aim of the action research study is to create knowledge about how the systematic work with UDL can contribute to the planning and forming process of teaching. In order to answer the research questions in the study, an action research study was conducted with three teachers at a middle school. The study is conducted with a qualitative method, in which field notes from the sessions in the action research study is one part followed by separate, reflective interviews with the participating teachers. The participating teachers were teaching in two classes in a grade at a middle school and have during six sessions discussed and reflected on texts and films about Universal Design for Learning (UDL). The results from this action research study showed how the use of language and communication changed during the sessions, which possibilities and obstacles could be identified in implementing UDL and how the attitude towards research based approaches could be seen. How the participants used sociocultural tools in their own learning as well as in their teaching can also be seen as a result of this study.
Strand, Sofia. "Design för lärande i grundläggande taluppfattning". Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-28987.
Testo completoElm, Fristorp Annika. "Design för lärande - barns meningsskapande i naturvetenskap". Doctoral thesis, Stockholms universitet, Institutionen för pedagogik och didaktik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-75436.
Testo completoAugustsson, Oliver. "Speldesign för lärande : Speldesignens byggblock applicerade på musikundervisning". Thesis, Kungl. Musikhögskolan, Institutionen för musik, pedagogik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-3376.
Testo completoThe purpose of this essay is to examine how game design can be used as a resource for designing music education. The background consists of previous research of what determines the pupils study results and thereafter game design and its branches and terms. The scientific perspective used is the design theory by Selander and Kress (2017). The method used was to first present game design and its branches followed by examples of parallels between game design and school in front of four music teacher students. After the presentation a discussion was held by the participants about game design as a resource for music education. The result shows that the participants have use for game design as a resource as, at the same time, they would like to use a different language than that from game design. The participant expressed with varying enthusiasm that this way of viewing school can be beneficial for both pupils and teachers. The end of the essay presents a discussion about the implications of the result and its potential influence on school. Pros and cons about using terms from game design in practice are discussed and examples on how school could evolve to implement concepts from game design in practice.
Cederbank, Oscar, e Simon Johansson. "Matematiklärares upplevelser av Puls för lärande : En kvalitativ intervjustudie". Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-23139.
Testo completoHögdahl, Pi. "Praktikgemenskaper - professionsutveckling för lärare : Anser lärare att de utvecklat kunskap och kompetens gällande bedömning för lärande genom TLC?" Thesis, Karlstads universitet, Institutionen för pedagogiska studier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-38935.
Testo completoLundgren, Emma. "Design av multimedia för allmänna kunskapsinstitutioner". Thesis, Halmstad University, Halmstad University, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-2594.
Testo completoDenna uppsats behandlar hur multimedia för lärande designas och används på allmänna kunskapsinstitutioner som museum och Science Centers i Sverige. Syftet med studien var att kartlägga designers förhållningssätt till designprocessen samt till aspekter som lärande, upplevelse och multimedia när en multimedial applikation utformas. Ytterligare syften var att identifiera problem och avslutningsvis utforma och presentera riktlinjer för design av multimedia för allmänna kunskapsinstitutioner. Studien, som antog en kvalitativ ansats, initierades med inledande intervjuer med en extern designer och två utställningsdesigners. Dessa intervjuer vägledde sedan frågeställningarnas utformning till de sex huvudintervjuerna, som hade en semistrukturerad prägel. Det har framgått i studien bland annat att utställningsdesign är en komplex uppgift som sätter höga krav på designgruppen och dess kompetens, och att det från Science Centers sida krävs en högre grad av involvering från discipliner som ny teknik och multimedia men även från interaktionsdesign, IKT och pedagogik. Sammanfattningsvis visar studien att designers ofta tar problemområdet för givet och designar utifrån sina egna intressen och sällan involverar besökaren eller användaren.
Tatidou, Elpida, e Julia Petersson. "Lekande allvar : En designstudie ämnat för barns ekonomiska lärande". Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54355.
Testo completoThis work is about gaining insight for what kinds of design elements children search in a mobile application, aimed for learning economics and help them plan their budget. This study would result with a design concept based on children’s own needed and wished elements for an economic learning mobile application. The reason to start a project like this is because Swedish banks have noticed that children today have it difficult to understand money’s worth and plan their budget. While the card-transactions have been reduced on the market have also the use of pocket money been minimized, even though it have been proved to be a good way to teach children money’s worth. Thus, there is not a natural way of today’s kids to deal with their budget and learn money’s worth. The study’s purpose was to visualize these transactions by promoting children’s weekly and monthly allowance and their financial lessons in a design work. This made the question: “What design elements prioritize children in an economic learning mobile application”, which was supposed to be answered by a school class with children at age eleven to twelve. The projects purpose was to have a high user involvement for gaining deeper insight for children’s needs and also let them be apart of the design work to achieve a result they would like. Theory like gamification was used and a couple normative theories based their theory to promote a certain behavior of the users, which in this study have been choosed to call them all for theories of social design. There were three primary methods for data collection methods with a class from fifth-grade, were the children was divided in three groups to complete each method. The methods were aimed to either induce data for the children’s economic and social statement and also let them generate their own design concept for weekly and monthly allowance. Tromp and Heckerts theoretical model was used to analyze the data, were their model was costume to match this specific study. The model is a six fold process: from defining a social phenomenon, find issues with the area, then use strategies to counteract the problems and with developing design proposals. The studies theories was integrated in this model so that it would be possible to make use of the strategies during the analyses. The conclusion was that children want to learning with games, to personalize the content, to recognize their school identity in the service, to illustrate the information with different charts and that they have a big fascination with high-tech gadgets, that also give them social status. The children showed that they want to be responsible for their own actions and budget, but they want also to be reward when they do something good. The reward should then be money or candy and they wanted to have amusing experience during education. Therefore this project was result in a prototype for
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Kvarnström, Charlotte. "Lärande genom interaktiva praktiker i en virtuell verklighet : Livet som en virtuell karaktär - lärande och meningsskapande". Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7418.
Testo completoKjellqvist, Gabriella. "Handbok för kreativitet : En undersökning om kreativitet i relation till visuellt material och hur den blir gynnsam för lärande". Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6932.
Testo completoLibri sul tema "Design för lärande"
Selander, Staffan. Design för lärande: Ett multimodalt perspektiv. Stockholm: Norstedts, 2010.
Cerca il testo completoAtti di convegni sul tema "Design för lärande"
Häggblom, Pia. "Universiell design för lärande - konceptet för ett paradigmskifte där vi anpassar lärosäten och inte studenter". In Lärarlärdom: Conference on higher education. Linnaeus University, 2016. http://dx.doi.org/10.15626/lld.201503.
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