Search for dissertations about: "learning media"
Showing result 1 - 5 of 246 swedish dissertations containing the words learning media.
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1. Digital Distance Education – A Longitudinal Exploration of Video Technology
Abstract : The context of this thesis is digital distance education. Distance education has developed from correspondence courses, based on letters sent by mail between student and teacher, to digital distance education with interactive video classes from anywhere, as long as a computer/tablet/smartphone and an Internet connection are available. READ MORE
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2. Co-constructing Expertise : Competence Development through Work-Integrated e-Learning in joint Industry-University Collaboration
Abstract : This thesis is inter-disciplinary and proceed from the ongoing challenges of the increased digitalization, automation and robotization that impact the manufacturing industry's emergent need of high-qualified practitioners. Digitalization also challenges universities to open up to external collaboration and to design blended e-learning targeting industry knowledge needs. READ MORE
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3. Play, Culture and Learning : Studies of Second-Language and Conceptual Development in Swedish Preschools
Abstract : This dissertation studies how second-language and conceptual development emerge through interactions in Swedish preschool environments. It studies how types of interaction, such as play, can scaffold children toward such developments. READ MORE
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4. Knowledge at play. Studies of games as members’ matters : Kunskap genom spelande. Studier av digitala spel och spelande som kunskapsdomän
Abstract : On a general level, this thesis seeks some answers to the broad question of what one can learn from digital games. With an analytical approach informed by ethnomethodology, the main thrust of the work is an exploration of members’ matters in the area of games and gaming. READ MORE
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5. Plug & Play? Stakeholders’ co-meaningmaking of gamification implementations in workplace learning environments
Abstract : This dissertation discusses the implementation process of gamification in organisations’ workplace learning environments, focusing on four stakeholder groups: Administrators, Leaders, Providers and Users. These stakeholder groups are represented across the dissertation’s five articles, which present the results of my investigation of the groups’ meaning attributions to the gamification implementations in their organisations’ learning environments. READ MORE