Search for dissertations about: "digital technologies"

Showing result 1 - 5 of 466 swedish dissertations containing the words digital technologies.

  1. 1. Digital technologies as support for learning about the marine environment: Steps toward ocean literacy : Digital technologies and ocean literacy

    Author : Geraldine Fauville; Göteborgs universitet; Göteborgs universitet; Gothenburg University; []
    Keywords : digital technologies; social media; ocean literacy; communication; science education; environmental education; sociocultural theory;

    Abstract : Over the last century the ocean has been negatively impacted by human activities. In order to continue benefitting from marine services and goods, and the qualities afforded to human life through the ocean, citizens need to be informed about their relationship to the ocean and their own impact on it, that is they need to be ocean literate. READ MORE

  2. 2. Use of Digital Technologies in Education : The Complexity of Teachers' Everyday Practice

    Author : Sadaf Salavati; Anita Mirijamdotter; Christina Mörtberg; Jeremy Rose; Linnéuniversitetet; []
    Keywords : NATURAL SCIENCES; NATURVETENSKAP; Cognitive Mapping; compulsory school education; digital technologies; focused ethnography; teachers; Soft Systems Methodology; Systems Thinking; Informatik; Information Systems;

    Abstract : In this dissertation the complex, dynamic, contextual and multi-dimensional practice of teachers’ use of digital technologies in their everyday work has been illustrated and presented. The research draws upon the experience of teachers and school leaders from two compulsory schools as well as representatives from the municipal Department of Education and IT-unit within a municipality in the south of Sweden. READ MORE

  3. 3. Unpacking Digital Game-Based Learning : The complexities of developing and using educational games

    Author : Björn Berg Marklund; Per Backlund; Henrik Engström; Anna-Sofia Alklind Taylor; Kristine Jørgensen; Högskolan i Skövde; []
    Keywords : ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Educational games; Digital Game-Based Learning; case study; games in education; Humaniora-samhällsvetenskap; Humanities and Social sciences; Technology; Teknik; Interaction Lab ILAB ; Interaction Lab ILAB ;

    Abstract : Digital game-based learning has traditionally been examined from an ‘artefact-centric’ perspective that focuses on understanding how game design and principles of learning are, or can be, intertwined. These types of examinations have resulted in many descriptions of games’ educational potential, which has subsequently led to many types of arguments for why games should be used more extensively in formal education. READ MORE

  4. 4. Design for Participation and Inclusion will Follow : Disabled People and the Digital Society

    Author : Stefan Johansson; Jan Gulliksen; Per-Olof Hedvall; Bodil Jönsson; Katarina Lindblad-Gidlund; KTH; []
    Keywords : ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Design; Accessibility; Universal Design; Participation; Disability Digital Divide; Inclusion; Human-computer Interaction; Människa-datorinteraktion;

    Abstract : Digitalization is rapidly taking over all aspects of society, but still there are parts of the population who have to struggle for access to, and to be able to use, the digital resources. Design processes and outcomes in the form of artefacts, that takes accessibility into account, is key to participation. READ MORE

  5. 5. Sacred Games - Becoming Gods : Priming digital game ethics

    Author : Anders Falk; Lena Trojer; Jenny Brusk; Blekinge Tekniska Högskola; []
    Keywords : ENGINEERING AND TECHNOLOGY; TEKNIK OCH TEKNOLOGIER; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; Digitisation; digital games; media-technologies; medium; game ethics  Rite of passage; Agential cut; difference; rhizome; feminist technoscience; technoscience;

    Abstract : The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. READ MORE