Essays about: "Digital Gaming"
Showing result 21 - 25 of 85 essays containing the words Digital Gaming.
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21. How Can English Teaching Benefit from Students’ Extramural English in Secondary School 7-9?
University essay from Malmö universitet/Institutionen för kultur, språk och medier (KSM)Abstract : Abstract This empirical study investigates how students in secondary school 7-9 learn the English language outside of school, in an informal setting, and how they can benefit from it in a formal setting in school. The usage of digital technology is more common nowadays amongst youngsters than it used to be before. READ MORE
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22. The Impact of Digital Games on English Vocabulary Learning in Middle School in Sweden (ages 9-12)
University essay from Malmö universitet/Institutionen för kultur, språk och medier (KSM)Abstract : In recent years, the age of additional language learning has been lowered in school education. What separates current students from the previous generation, however, is the fact that they use modern technology, such as digital games, and this can be used as a teaching strategy. READ MORE
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23. The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities
University essay from Högskolan Kristianstad/Fakulteten för ekonomiAbstract : The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. READ MORE
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24. The consequences of digital extramural activities for the formal classroom
University essay from Malmö universitet/Institutionen för kultur, språk och medier (KSM)Abstract : The purpose of this independent project is to give teachers of young ESL-students a collected knowledge of what kind of digital extramural activities the students often do on their spare time and what consequences this have for the formal primary classroom and students’ vocabulary skills. The studies used are found on EBSCO’s ERIC and SwePub, peer reviewed, published between 2010 and 2020, and all available in full text through Malmö university. READ MORE
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25. Streaming for Sustenance : A Study of Streamers in Sweden and The Digital Platform Labor Order
University essay from Stockholms universitet/Socialantropologiska institutionenAbstract : This thesis studies online video game live streamers. The study aims to explore the interrelationship of play and labor within streaming. Through this exploration, the study also enquires about the emerging platform economy. READ MORE