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dc.contributor.advisorHaines, Colin
dc.contributor.authorBouyambib, Farah
dc.date.accessioned2017-05-02T08:41:09Z
dc.date.available2017-05-02T08:41:09Z
dc.date.issued2016
dc.identifier.urihttps://hdl.handle.net/10642/4838
dc.descriptionMaster i skolerettet utdanningsvitenskaplanguage
dc.description.abstractThroughout the last couple of years, the gap between pupils’ everyday lives and their education has become increasingly widened. This study attempts to investigate contemporary pupils’ motivation in school and how their identity of affiliation has become their primary identity or role, and how this affects their institutional identity. This thesis will therefore look at whether or not contemporary youths’ interest and popular media, more specifically video games, may contribute to enhanced motivation for learning. This is done by analyzing the video game series Assassin’s Creed (2007-2015) using the Læreplan i kunnskapsløftet 2006 (LK06), primarily the English subject curriculum, as a tool. The method chosen has been a text analysis, with a qualitative approach. The purpose is to shed a more positive light on popular media, such as video games, as well as to encourage educators to approach their pupils with a broader mindset.language
dc.language.isoenlanguage
dc.publisherOslo and Akershus University College of Applied Scienceslanguage
dc.subjectAssassin´s Creedlanguage
dc.subjectcontemporary youthslanguage
dc.subjectmotivationlanguage
dc.subjectschoollanguage
dc.subjectVDP::Samfunnsvitenskap: 200::Sosiologi: 220language
dc.subjectVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550::Annen informasjonsteknologi: 559language
dc.titleBridging the Gap: Video Games as a Gateway to Motivation for Learninglanguage
dc.typeMaster thesislanguage
dc.description.versionpublishedVersionlanguage


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