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Dagis++: En brygga mellan konkret och abstrakt matematik genom spel
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2016 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [sv]

Under observationer av den nuvarande läro-spelsmarknaden upplevde vi att den nuvarande speldesignen som nyttjas inte använder spelmediets potential. Detta gjorde att vi började fundera hur spelmediet kan användas bättre för lärande? Vi fann i David A. Kolbs tankar om upplevelsebaserat lärande att det kan kopplas till speldesign och förståelsen av spel. Frågeställningingen “Vad kan vi skapa för spel med hjälp av spel centrerad design och upplevelsebaserat lärande för att skapa en övergång från konkret matematik till abstrakt matematik för barn i förskolan?” växte fram och för att testa våra tankar skapades prototypen Sushi Panic. Genom tester med förskolebarn och förskolepedagoger testade vi olika varianter och hypoteser. Resultatet var positivt men stora skillnader i hur mycket olika barn förstår förändrade synen på prototypen. Kopplingen mellan upplevelsebaserat lärande och speldesign är något som bör utvecklas vidare då det finns mycket som de kan hämta från varandra.

Abstract [en]

During observatons of the current educational-games market we felt that the current use of game design did not utilize the full potential that games have for education. That made us wonder how can the media of games be used better for education? David A. Kolb’s thoughts about Experiential learning can be connected to game design and the understanding of games. The question “What game can we create with the help of game centred design and experiential learning to create a transition from physical mathematics to abstract mathematics for children in preschool?” came forth and to test our thoughts the prototype Sushi Panic was created. Through tests with preschoolers and educators we tried varying versions and hypothesises. The results were positive but large differences in the understanding between individual children changed our view of the prototype. The connection between experiential learning and video games is something that should continue to be developed since there still is a lot the fields can learn from each other.

Place, publisher, year, edition, pages
2016. , p. 31
Keywords [en]
Teaching, Game design, Preschool, Educational games, Mathematics
Keywords [sv]
Lärande, Speldesign, Förskolan, Lärospel, Matematik
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:bth-12715OAI: oai:DiVA.org:bth-12715DiVA, id: diva2:942584
Subject / course
ME1562 Bachelor's Thesis in Media Technology
Educational program
MEGDS Digital Games
Supervisors
Examiners
Available from: 2016-06-27 Created: 2016-06-25 Last updated: 2018-01-10Bibliographically approved

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BTH2016Elofsson(907 kB)271 downloads
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Type fulltextMimetype application/pdf

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