Examensarbete inom pedagogiskt arbete : Spelifiering och motivation till skrivande hos spelvana elever på högstadiet.

In the survey Unga & Medier initiated by Statens medieråd 2017, 3000 teenagers were asked about their gaming habits. The survey was made in collaboration with SCB (Statistiska Centralbyrån) and it is the most extensive examination of its kind ever produced in Sweden. It showed that 50% of th...

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Main Authors: Andersson, Emelie, Grinblatt, Samuel
Format: Others
Language:Swedish
Published: Högskolan Dalarna, Pedagogiskt arbete 2019
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:du-31622
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spelling ndltd-UPSALLA1-oai-DiVA.org-du-316222020-01-20T03:38:49ZExamensarbete inom pedagogiskt arbete : Spelifiering och motivation till skrivande hos spelvana elever på högstadiet.sweAndersson, EmelieGrinblatt, SamuelHögskolan Dalarna, Pedagogiskt arbeteHögskolan Dalarna, Pedagogiskt arbete2019ProgymnasmatagamificationspelifieringfabelmotivationspelPedagogical WorkPedagogiskt arbeteIn the survey Unga &amp; Medier initiated by Statens medieråd 2017, 3000 teenagers were asked about their gaming habits. The survey was made in collaboration with SCB (Statistiska Centralbyrån) and it is the most extensive examination of its kind ever produced in Sweden. It showed that 50% of the participating boys played more than three hours per day at the age of 16. At the same time, students’ results in school are sinking in general, especially the writing ability. Skolverket (2015) deems that the combination of inner and outer motivation has the biggest effect on students’ ability to successfully solve a task. The study presents the difficulties of altering the precieved motivation of the students’ and the complexity of using self-report questionnaires as a messurement tool. The aim of this study is to investigate how D’Angelos model of progymnasmata in combination with gamification can affect students’ motivation to produce written texts. Two methods were used. First; self assessment and second; a material based on one step of the antique instrument progymnasmata, the fable, which was created and tested with two groups of students, where one of the groups had a thematic based on gamification. The results proved, although the participation was low, that the quantity of written data was improved while the motivation was unaffected. In conclusion, the study did not have an effect the way it was expected to do, although this has been taken in consideration while potraying the complexity of motivation as a concept. <p>Svenska</p>Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:du-31622application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language Swedish
format Others
sources NDLTD
topic Progymnasmata
gamification
spelifiering
fabel
motivation
spel
Pedagogical Work
Pedagogiskt arbete
spellingShingle Progymnasmata
gamification
spelifiering
fabel
motivation
spel
Pedagogical Work
Pedagogiskt arbete
Andersson, Emelie
Grinblatt, Samuel
Examensarbete inom pedagogiskt arbete : Spelifiering och motivation till skrivande hos spelvana elever på högstadiet.
description In the survey Unga &amp; Medier initiated by Statens medieråd 2017, 3000 teenagers were asked about their gaming habits. The survey was made in collaboration with SCB (Statistiska Centralbyrån) and it is the most extensive examination of its kind ever produced in Sweden. It showed that 50% of the participating boys played more than three hours per day at the age of 16. At the same time, students’ results in school are sinking in general, especially the writing ability. Skolverket (2015) deems that the combination of inner and outer motivation has the biggest effect on students’ ability to successfully solve a task. The study presents the difficulties of altering the precieved motivation of the students’ and the complexity of using self-report questionnaires as a messurement tool. The aim of this study is to investigate how D’Angelos model of progymnasmata in combination with gamification can affect students’ motivation to produce written texts. Two methods were used. First; self assessment and second; a material based on one step of the antique instrument progymnasmata, the fable, which was created and tested with two groups of students, where one of the groups had a thematic based on gamification. The results proved, although the participation was low, that the quantity of written data was improved while the motivation was unaffected. In conclusion, the study did not have an effect the way it was expected to do, although this has been taken in consideration while potraying the complexity of motivation as a concept. === <p>Svenska</p>
author Andersson, Emelie
Grinblatt, Samuel
author_facet Andersson, Emelie
Grinblatt, Samuel
author_sort Andersson, Emelie
title Examensarbete inom pedagogiskt arbete : Spelifiering och motivation till skrivande hos spelvana elever på högstadiet.
title_short Examensarbete inom pedagogiskt arbete : Spelifiering och motivation till skrivande hos spelvana elever på högstadiet.
title_full Examensarbete inom pedagogiskt arbete : Spelifiering och motivation till skrivande hos spelvana elever på högstadiet.
title_fullStr Examensarbete inom pedagogiskt arbete : Spelifiering och motivation till skrivande hos spelvana elever på högstadiet.
title_full_unstemmed Examensarbete inom pedagogiskt arbete : Spelifiering och motivation till skrivande hos spelvana elever på högstadiet.
title_sort examensarbete inom pedagogiskt arbete : spelifiering och motivation till skrivande hos spelvana elever på högstadiet.
publisher Högskolan Dalarna, Pedagogiskt arbete
publishDate 2019
url http://urn.kb.se/resolve?urn=urn:nbn:se:du-31622
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AT grinblattsamuel examensarbeteinompedagogisktarbetespelifieringochmotivationtillskrivandehosspelvanaeleverpahogstadiet
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