Search for dissertations about: "Design games"
Showing result 1 - 5 of 97 swedish dissertations containing the words Design games.
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1. Participatory inquiry : Collaborative Design
Abstract : This dissertation focuses on design sessions in which users and stakeholders participate. It demonstrates how material from field studies can be used in exploratory design sessions. The emphasis is on the staging and realization of experiments with ‘possible futures’. READ MORE
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2. Designing for Peer Learning : Mathematics, Games and Peer Groups in Leisure-time Centers
Abstract : Constrained by national tests and the mathematics curriculum, teachers have problems finding time for exploratory and hands-on mathematical activities, especially so in classes with a reduced pace of progression, for example because of a large proportion of second-language learners. Could the leisure-time center, where time is not earmarked, provide such opportunities? The conclusion of this thesis is that this can be done, on the condition that designed activities build on the central premise of the leisure-time center: children have the right to choose which activities to engage with. READ MORE
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3. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity
Abstract : This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. READ MORE
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4. Simulated "real" worlds : Actions mediated through computer game play in science education
Abstract : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. READ MORE
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5. Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns
Abstract : The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. READ MORE