dc.contributor.author | Jonsson Blohm, Hanna | sv |
dc.date.accessioned | 2012-11-23T15:45:56Z | |
dc.date.available | 2012-11-23T15:45:56Z | |
dc.date.issued | 2012 | sv |
dc.identifier.uri | http://hdl.handle.net/2077/31597 | |
dc.description.abstract | Sammanfattning:
Motivation is a significant requirement for willingness to engage in learning. Motivation to learn is elementary in
every classroom for pupils to be able to engage in education. This makes it crucial for teaching.
This essay aims to discuss what impact different ways of organizing education have on the requirements for
motivation to learn. Focus in the discussion is on two of the requirements for motivation such as goals and pupils
influence. The essay also aims to discuss what knowledge is seen as superior and the thought of a literary canon.
The discussion is based on three games in the subject literary history. The games were developed during a
process with an investigative approach. The process was similar to an experimental method.
The essay focuses on the overall question: what impact does different ways of organizing education have on
the requirements for motivation to learn. It also discusses the more specific question: what impact do the three
games have on the requirements for motivation to learn.
The discussion shows that no teaching aid is complete and perfect enough to replace everything else. The
three different games can help to improve motivation by setting up a temporary goal during a lecture. Teachers
must bear in mind that not all pupils are driven by the same goals. It is therefore very important that the pupils
have the opportunity to have influence over their studies. The three games can show different sides of literary
history and be the start of a discussion about which literature that is important to learn. The games work best if
they are used together and it is very important that a teacher is present at all times, to be able to discuss the
games with the pupils. | sv |
dc.language.iso | sv | sv |
dc.title | Spel för motivation: Spel som exempel på interaktiva läromedel och deras påverkan på förutsättningar för motivation. | sv |
dc.setspec.uppsok | SocialBehaviourLaw | sv |
dc.type.uppsok | M2 | sv |
dc.contributor.department | Göteborgs Universitet/Institutionen för sociologi och arbetsvetenskap | sv |
dc.type.degree | Student essay | sv |