Masteruppsatser (IPKL): Recent submissions
Now showing items 21-40 of 64
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ONBOARDING XMOOC PROJECT TEAMS
(2020-11-17)Purpose: The goal was to design and test a best-practice Onboarding approach, informed by literature and an instructor survey, to address challenges in executing MOOC projects, and to improve the Onboarding experience ... -
INFORMATION EXCHANGE IN COMMUNITY QUESTION AND ANSWER SITES
(2020-11-17)Purpose: The purpose of this study is firstly to explore how the users of Stack Overflow, an online community-based Question and Answer platform, inquire for information through the formulation of a question, according ... -
Exchanging cultural heritage knowledge, communicating cultures and participating in community through a virtual community of practice
(2020-11-17)Purpose: The reason behind this study comes from the numerous difficulties and challenges that have affected promoting the cultural integration of Syrian immigrant craftsmen and decreased their opportunities for practicing ... -
Samtal för formativ bedömning i förskollärarprogrammet
(2020-04-09)Syftet med föreliggande studie är att undersöka hur förskollärarstudenters lärande stöttas under formativa bedömningssamtal, med ett sociokulturellt perspektiv som utgångspunkt. Mitt intresse för formativ bedömning och ... -
MOVING BETWEEN LEVELS OF ENGAGEMENT WITH INTERACTIVE DIGITAL EXHIBITS
(2020-03-24)Purpose: The overall purpose of the study is to explore how engagement with digital interactive exhibits can be evaluated in a museum rather than in a science centre setting and scrutinize factors that encourage or hinder ... -
TEACHERS’ AND STUDENTS’ PERCEIVED POSSIBILITIES AND CHALLENGES AS STRUCTURING RESOURCES IN THE DIGITAL CLASSROOM
(2020-03-24)Purpose: The overall purpose of this study is to explore possibilities and challenges in the digital classroom of a secondary school. More specifically the focus is on teachers’ and students’ perceived possibilities and ... -
MAKING USE OF CHILDREN’S DIGITAL MEDIA CONSUMPTION
(2020-03-24)Purpose: The general purpose of this study is to examine how parents can be supported in making use of their child’s digital media consumption for second language learning. In particular, a set of requirements are developed ... -
USAGE OF KNOWLEDGE SHARING COMMUNITIES FOR LEARNING
(2020-03-23)Purpose: The purpose of the study is to investigate the usage of the Stack Overflow as an informal learning method for expertise development. Theory: Socially Situated Learning and Communities of Practice by Jane Lave ... -
“Kan du bara vända sida?” Förskollärares intentioner och barns deltagande i boksamtal i förskolan Jonas Eliason
(2019-10-01)Boksamtal innebär diskussioner kring en läst bok. Boksamtalet och läsning har i forskning bevisats nyttiga för barns språkliga utveckling. De har också fått förnyad aktualitet i den uppdaterade läroplanen. Trots det finns ... -
WHAT MAKES A GAME 'EDUCATIONAL'? An interview study about teachers’ perceptions of educational games and game based learning
(2018-10-26)The discourse of educational games and game based learning is comprised of a diverse cluster of arguments, expressed by commercial actors, researchers and educators. This thesis has explored how teachers relate to the ... -
INTERACTIVE AND MULTIMEDIA-BASED DIGITAL TEXTBOOKS FOR FLIPPED LEARNING Practices and Challenges of Science Teachers in International Baccalaureate Diploma Programs
(2018-10-26)The aim of this study was to explore the practices and challenges of teachers using interactive and multimedia-based Digital Textbooks (DT) in International Baccalaureate Science Diploma Programs (IBDP) and investigate ... -
USING EDUCATIONAL GAMES TO TEACH PERSONAL ACCOUNTABILITY IN A CORPORATE CONTEXT
(2018-10-26)The purpose of this project is to design and evaluate two educational games on personal accountability - one digital and one non-digital. The games are to be used as part of a personal accountability training in an ... -
FACEBOOK GROUPS FOR DISSEMINATION OF EU-FUNDED PROJECTS An exploratory study of knowledge sharing in communities of interest in social media
(2018-10-26)This master thesis aims to explore dissemination and knowledge sharing on Facebook groups in EU-funded projects, in particular the Lifelong Programme and Erasmus+. Dissemination is seen by the funding European Commission ... -
MOOC ADVANCEMENT:FROM DESKTOP TO MOBILE PHONE An Examination of Mobile Learning Practices in Mobile Massive Open Online Course (MOOC)
(2018-10-26)The overarching goal of the study is to examine mobile learning practices in Massive Open Online Course (MOOC) setting. Furthermore, the goal is guiding the objectives of the study as to examine whether MOOC format enables ... -
Teachers’ Views on the Use of Digital Tools to Foster Students’ Curiosity in STEM Subjects
(2018-10-26)The aim of this study is to investigate teachers’ views on the use of digital tools to foster students’ curiosity in STEM subjects. -
AUGMENTED REALITY MAINTENANCE AND REPAIR FOR Possibilities for Training and Service
(2018-10-26)The purpose of this thesis is to first explore the current training and service setting of maintenance and repair technicians at a medtech company, and secondly to discuss the opportunities and challenges of using augmented ... -
E-voting: Is it a Solution for Central Africa? A case of the Cameroon Electoral Process
(2018-10-26)Empirical evidence suggests that election malpractices are a common feature in most third world electoral systems. As a result, many of these nations are adopting e-voting to conduct free, fair and transparent elections ... -
ON THE COMPARABILITY OF PAPER-BASED AND COMPUTER-BASED ENGLISH READING COMPREHENSION TESTS A Study of High-Stakes English Reading Assessment
(2018-10-26)The Swedish National Test will be digitalised by 2022 according to the government bill “Prop.2017/18:14. This study addressed the transition of high-stakes English reading comprehension tests from paper-based to computer-based ... -
INTERACTIVE AND MULTIMEDIA-BASED DIGITAL TEXTBOOKS FOR FLIPPED LEARNING
(2018-09-27)Purpose: The aim of this study was to explore the practices and challenges of teachers using interactive and multimedia-based Digital Textbooks (DT) in International Baccalaureate Science Diploma Programs (IBDP) and ... -
USING EDUCATIONAL GAMES TO TEACH PERSONAL ACCOUNTABILITY IN A CORPORATE CONTEXT
(2018-09-27)Purpose: The purpose of this project is to design and evaluate two educational games on personal accountability - one digital and one non-digital. The games are to be used as part of a personal accountability training in ...