Search for dissertations about: "online worlds"

Showing result 1 - 5 of 18 swedish dissertations containing the words online worlds.

  1. 1. Online teaching practices : Sociomaterial matters in higher education settings

    Author : Karin Bolldén; Madeleine Abrandt Dahlgren; Ann-Marie Laginder; Åsa Mäkitalo; Linköpings universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Practice theory; sociomaterial; ICT; distance education; e-learning; online ethnography; internet research; higher education; virtual worlds; LMS; VLE; Praktikteori; sociomaterialitet; IKT; distansutbildning; e-lärande; onlineetnografi; internetforskning; högre utbildning; virtuella världar; LMS; VLE;

    Abstract : The aim of this study was to describe and analyse online teaching practices in the Swedish higher education context. The study had an online ethnographic approach and was based on empirical data on the teaching in two university courses. READ MORE

  2. 2. Material virtualities : Approaching online textual embodiment

    Author : Jenny Sunden; Linköpings universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Embodiment; body; cyberfeminism; cyborg; subjectivity; virtuality; materiality; MUD; MOO; cybercultural studies; digital textuality; online ethnography; poststructuralist literary theory; queer theory; online interaction; Diskursanalys; språksociologi; cyberspace; queerteori; virtuell verklighet; MUD; INTERDISCIPLINARY RESEARCH AREAS; TVÄRVETENSKAPLIGA FORSKNINGSOMRÅDEN;

    Abstract : While the Internet is often presented as a disembodied medium, various forms of bodily presence are continually introduced when people meet online. This study explores notions of embodiment in a particular text-based virtual world (here called WaterMOO) by investigating how bodies- always sexually specific- are created and rendered meaningful in online textual practices. READ MORE

  3. 3. Targeting Children Online : Young internet users and producers in the commercial media environment

    Author : Carolina Martinez; Medie- och kommunikationsvetenskap; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; internetreklam; internet; reklamspel; barn; reklamproducenter; marknadsförare; mobilspel; virtuella världar; online advertising; internet; mobile games; children; advertising professionals; marketers; virtual worlds; tactics;

    Abstract : Children’s daily internet usage takes place to a large extent in a commercial environment, where advertising and the sale of virtual goods are ever-present parts of the online experience. The overall goal of this thesis is to contribute to a critical understanding of children’s commercial online environment as spaces for children’s everyday life activities and participation, and as spaces for commercial interests that seek to target children and monetize their internet usage. READ MORE

  4. 4. Figuring Worlds; Imagining Paths : A Feminist Exploration of Identities in Higher Education Biology

    Author : Katerina Pia Günter; Annica Gullberg; Ingrid Ahnesjö; Karin S. Lindelöf; Maria Berge; Uppsala universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Biology Education; Communities of Practice; Discourse Analysis; Feminist Science Studies; Figured Worlds; Gender; Higher Education; Science Education; Science Identity; Genusvetenskap; Gender Studies; Pedagogik; Education; Biologi; Biology;

    Abstract : Higher education biology is a natural science discipline that is numerically female biased on undergraduate level across most international contexts. In Sweden, Germany, and the UK, for example, more than 60% of all undergraduate students are women. READ MORE

  5. 5. Simulated "real" worlds : Actions mediated through computer game play in science education

    Author : Elisabet M. Nilsson; Malmö högskola; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; science education; computer games; game-based learning; mediated action; empirical studies; Agent O; SimCity 4; computer game play science education computer games game-based learning; Agent O; empirical studies; SimCity 4; mediated action;

    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