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  • 1.
    Bernhardsson, Lennarth
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Pineda, Maria Victoria
    Information Technology Department, College of Computer Studies.
    The Great Learning Experience: An attempt to understand learning from the wies of the millenial learners.2011In: Connecting Communities: The A B C D of eLearning, Palawan, 2011, p. 1-5Conference paper (Other academic)
    Abstract [en]

    Millenial learners are individuals born after 1985 with very wide exposure to various types of media enhanced by technology. They are persons who had listened to music while in the wombof their mothers and had watched television starting at age 0. Most of them would have hada music player or a game pad or a mobile phone at age 8. (Deterle, Dede and Schrier, 2008)These millenial learners grew up with constant web connectivity at their fingertips to assist themin their homeworks.

    The present pedagogies our academic institutions employ to support the learning style ofthe web generation of students may not be as suitable. Social constructivism, transformativelearning or problem-based learning, while prevalent in the Asian context, may be more perfectfor cognitively dynamic students. Our students nowadays are more adept to constructingknowledge, content (Attwell, 2007) and even more independent in their learning priorities.This study attempts to understand the new learning practices among our students. This studyattempts to find out how college students define what a good learning experience is. It is alsothe intention of the study to explore new educational practices and hopefully drive ways ofdesigning and developing the future of learning activities.

    The study was conceived in May 2011 and was planned to collect data in the form of shortvideos in a span of six months, from June to December. There will be two sets of samples, onefrom the students of De La Salle University of the Philippines (DLSU) and the other from thestudents of University West (UW) in Sweden.

    The experiment asked for a two minute video that will be created and expressed by anindividual or group of students. This meant planning and organization to compose the thoughts,the message and the content of the video. Since this contains the expression of the studentsthemselves, the self-expression equates to a great degree of authenticity.

    This paper will impart the work-in-progress of this experiment, the Great Learning Experience.To date, there are twenty videos from DLSU and fifteen videos from UW. This paper will tell themethods used in the different classes and the initial findings. Comparison of the UW and DLSUvideos is not included in the paper.

  • 2.
    Bäck, Pernilla
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Sidhu Koskela, Niklas
    University West, Department of Economics and IT, Division of Media and Design.
    En mobil stads-applikation i Trollhättans utveckling mot en smartare stad2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper maps out the possibility to create and implement a mobile application based on a project brief from mCity, that will help Trollhättan in becoming a smarter city. The reader gains a deeper understanding of how, with the help of data collection and analysis can infer patterns and based on that, create an interface as well as content that meets project objectives and contribute to the development from a Smart City perspective.We have, by interviewing local government employees and citizens, created a prototype built upon approved methods in usability that meets the above criteria which has also been tested on further citizens to evaluate the usability and user experience.Using this mapping, we believe that the future development and implementation of this and/or a similar type of application has been facilitated and the reconciliations made, indicate that such an implementation would also be of Trollhättan's advantage in its quest to become a smarter city

  • 3.
    Kihlberg, Fredrik
    et al.
    University West, Department of Economics and IT, Division of Media and Design.
    Williams, Theodor R
    University West, Department of Economics and IT, Division of Media and Design.
    Berättande i independentspel2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In this thesis we are researching the development of storytelling in games, in particular independent game productions. By looking at the already established development in the American cinema we compare the mainstream and independent productions to modern societies' producer patterns in games.We explore differences and similarities of storytelling in mainstream-and independent games by making a comparative analysis of two games: the mainstream production L.ANoire, 2011, and the independent production Journey,2012. By using theories such as Aristotle's three act structure, mise-en-scen and character development we are able to get an overall impression of the aspects storytelling has in these games. To further strengthen our analysis we conducted two interviews with established game developers. One of them has an extensive history of working with mainstream productions and the other is an independent game developer with a successful production history.We manage to argue for the impact independent game development has on the mainstream productions in regard to storytelling. Both the interviews and analysis show that independent game productions are using storytelling in a much more experimental manner, adapting it from the American cinema to the medium of games. However, wefailed to give a clear representation to how storytelling, as a new language, is developing in games.

  • 4.
    Voldberg, Jakob
    et al.
    University West, School of Business, Economics and IT, Division of Media and Design.
    Zontho, Erica
    University West, School of Business, Economics and IT, Division of Media and Design.
    Alla är hetero tills motsatsen är bevisad?: En semiotisk innehållsanalys av homosexualitet och queer i fem animerade amerikanska mainstream-långfilmer2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Historically, films from the mainstream American animation companies have had an almost non-existent representation of homosexual characters. Previously, it has been proven that the heteronormative has had a strong dominance in these companies. Considering the companies constantly produce new films, we aim to explore if this is still accurate. Within this context, this research offers an updated perspective on current representation by analyzing five animated feature films: Zootopia (2016), ParaNorman (2012), Storks (2016), Finding Dory (2016) and Frozen (2013). We have, with semiotics as a foundation, conducted a qualitative inductive content analysis of these films. By diverging from the heteronormative perspective which is deeply rooted in society we have viewed these films with a different approach. This research shows that the inclusion of homosexual couples and queer characters in animated films has increased. However, despite this increase the characters remain in small roles which are only included for a short time. This shows that the heteronormative still dominates in American mainstream animation. The clues which are given about the characters’ sexuality are subtle, resulting in them being easily overlooked.

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