Essays about: "qualitative psychology"

Showing result 1 - 5 of 152 essays containing the words qualitative psychology.

  1. 1. Coexisting With the Enemy : A Qualitative Study of Women's Negative Attitudes Towards Peacebuilding

    University essay from Uppsala universitet/Institutionen för freds- och konfliktforskning

    Author : Elise Plesse; [2024]
    Keywords : Gender inequality; transitional justice; truth-telling; reconciliation; peacebuilding attitudes; trauma;

    Abstract : Gender inequality has during the past decades become an increasingly studied topic in the field of peace and conflict. However, there are still many gaps to fill. READ MORE

  2. 2. Perspectives of dropped-out children on quitting public primary schools in Kasur- Pakistan

    University essay from Göteborgs universitet/Institutionen för pedagogik och specialpedagogik

    Author : Somia Bashir; [2023-07-03]
    Keywords : dropped-out children; dropout rate; public primary schools; Kasur- Pakistan; perspectives; education;

    Abstract : Aim: This thesis is an endeavour to explore the causes behind the significant rate of students leaving their primary-level education at the Primary level. The study aims at exploring the causes of high dropout rates by recording the voices of out-of-school children and examining the help they receive from their learning institutions after leaving their studies and schools in the Kasur District in Pakistan. READ MORE

  3. 3. Emotion in adult learing

    University essay from Göteborgs universitet/Institutionen för pedagogik och specialpedagogik

    Author : Sara Shadabi; [2023-02-16]
    Keywords : adult education; migrant learners; Swedish for Immigrants SFI ; host country language learning; emotional states;

    Abstract : Aim: Of particular interest to this research are migrant students’ emotional states in the courses Swedish for foreigners (in Swedish “Svenska för invandrare” or SFI Swedish for immigrants) and their learning process, including types of emotions, reasons for the occurrence of these emotions, and the influence these emotions may have on learning. The study has an overarching research aim that incorporates identifying the main types of emotional states of SFI migrant students in Sweden, analysis of the dependency of emotional states of students on their studies, socialization, and integration. READ MORE

  4. 4. Employing Genocide : Narratives, Ethnic Identities, and Political Legitimacy in Post-Genocide Rwanda

    University essay from Uppsala universitet/Hugo Valentin-centrum

    Author : Gustaf Hallström; [2023]
    Keywords : Rwanda; Genocide; narratives; memory politics; ethnicity; identity; collective identity; power struggle; Paul Kagame; social psychology; collective memory; politics of memory; memory consumers; politicised identities; reconciliation; official narratives;

    Abstract : This thesis offers an analysis on the memory politics in post-genocide Rwanda, and examines the official narratives regarding history, ethnicity, and identity in order to analyse how political elites in Rwanda politicises collective identity and transforms the social environment of its population through establishing power struggles. By adopting of a qualitative content analysis, the thesis focuses on the speeches by the president Paul Kagame held at the start of each year’s commemorative event of the genocide, known as Kwibuka. READ MORE

  5. 5. Improving player experience using Flow in Tower Defense game Daidala : A case study on improving Flow according to Sweetser & Wyeth's GameFlow criteria

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Mario Palleschi; Isak Larsson; [2023]
    Keywords : Flow; GameFlow; Quality Assurance; Qualitative Comparative Analysis; Research through Design;

    Abstract : Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. READ MORE