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Överföring av kunskap: från spel till verklighet
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
Abstract [sv]

Denna undersökning behandlar spel i kontext till lärande och matematik. Genom att gestalta ett spel undersökte vi, författare hur olika designval kunde påverka lärande. Målet var att spelare skulle lära sig genom situationsbaserat lärande och där genom få möjlighet att överföra sin kunskap till sitt vardagsliv. Undersökningen hade sin utgångspunkt i ANT (actor-network theory) som användes som metodologi för att analysera och reflektera över de val som gjordes. MDA (Mechanics Dynamics Aesthetics) användes som ett ramverk för att utveckla själva gestaltningen. Gestaltningen som skapades blev ett tvåpersonspussel och plattforms spel. Där spelarna fick interagera med spelmiljön och objekten i den för att lösa matematiska problem. Genom undersökningen kom vi fram till att inlevelse och flow kan bidra till situationsbaserat lärande och öka engagemang hos elever. Vi fann även att lärospel kan presentera abstrakta problem så som matematiska uppgifter i konkreta representationer, vilket kunde åstadkommas genom att tillåta interaktion med miljö och objekt. Slutligen fann vi att låta spelare spela tillsammans med varandra kan vara gynnsamt för spelares motivation och lärande.

Abstract [en]

This study examined digital games in context to learning and mathematics. By creating a game we, the authors researched different design choices could effect learning. The goal was that players could learn through situated based learning and b e able to transfer their knowledge into their everyday life. The study had used ANT(actor-network theory) as methodology. Through it choices were analyzed. MDA(mechanics dynamics aesthetics) was used as a framework to develop the game itself. In the end the game became a two player, puzzle platform game. Within which players got to interact with the game environment and objects in it to solve mathematical problems. Through this study we found immersion and flow to be beneficial for a situated based learning game. We also found that games can translate abstract problems such as mathematical tasks into more concrete representations. This can be done by letting players sole the tasks through interaction with the digital environment and the objects within it. Lastly we saw that there can be positive effects of students playing multiplayer when it comes to motivation and learning.

Place, publisher, year, edition, pages
2015. , 41 p.
Keyword [sv]
Transfer of Learning, Överförande av lärande, MDA, ANT, Speldesign, Pedagogik, Datorspel
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:bth-1068OAI: oai:DiVA.org:bth-1068DiVA: diva2:827411
Subject / course
ME1562 Bachelor's Thesis in Media Technology
Educational program
MEGDS Digital Games
Supervisors
Examiners
Available from: 2015-06-29 Created: 2015-06-26 Last updated: 2015-06-29Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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Output format
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