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Sökning: AMNE:(SAMHÄLLSVETENSKAP Utbildningsvetenskap Didaktik) > Almqvist Jonas 1968

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1.
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2.
  • Haltorp, Hära Jess, 1988-, et al. (författare)
  • ‘Shameful histories’ : shame and sex perceived by secondary school students in history education
  • 2024
  • Ingår i: History Education Research Journal (HERJ). - : UCL Press. - 2631-9713. ; 21:1
  • Tidskriftsartikel (refereegranskat)abstract
    • A challenge for history education in Sweden involves integrating questions regarding relationships and sex education. The purpose of this article is to explore how students and teachers relate historical narratives about women’s sexuality between the past and present, with a particular focus on students’ discussion of shame. To analyse shame as something beyond the individual, we focus on the interrelationship of gender, sexuality and shame. The study builds on a poststructural understanding of gender, norms, sexuality and subjectification. The data comprise video-recorded classroom observations, focus group interviews with 16–19-year-old students, and interviews with their teachers. The findings are structured into two themes: shame as regulating women’s sexuality, and sexualised shame as a historical continuity. We conclude that it is highly challenging for a history teacher to construe a classroom environment that breaks with traditional historiography without resorting to a fragmentation of history into isolated case studies of the spectacular.
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3.
  • Meckbach, Jane, et al. (författare)
  • Exergames som läromedel i Idrott och hälsa?
  • 2013
  • Ingår i: SVEBIs konferens 2013.
  • Konferensbidrag (refereegranskat)abstract
    • TV-spel, så kallade exergames, där kroppsrörelse är i fokus har under senare år ökat i popularitet. Kan detta spel användas i undervisningen i idrott och hälsa? I denna artikel presenteras lärares uppfattning om och inställning till exergames. Bakgrunden till denna studie är att en ny typ av TV-spel (exergames) har trätt in på marknaden, t. ex. Wii sports, Dance Dance Revolution, Your Shape.  I dessa spel utgör fysiska aktiviteter och kroppsrörelser det centrala inslaget och utförs genom användandet av balansplattor, step-up brädor, motionscyklar, dansmattor eller genom att en handkontroll används som racket vid exempelvis tennisspelande. Under de senaste åren har spelen i allt större utsträckning lyfts fram i flera länder, t. ex. England, Kanada, Australien och USA, som en möjlig aktivitet att använda i skolans undervisning i idrott och hälsa.Avsikten med forskningsprojektet TV-spel som hälsofostran är att studera spelen i termer av dess utbildningsvärde. I denna studie är syftet att beskriva svenska lärares uppfattning om och användning av exergames i idrott och hälsa samt de hinder och motiv som finns med att använda spelen i undervisningen utifrån en enkätstudie. Ett första led i detta projekt var att presentera projektet i tidskriften Idrott & Hälsa under hösten 2011. Till detta nummer av tidskriften bifogades även en enkät, som vände sig till lärare i idrott och hälsa i både grund- och gymnasieskolan. Enkäterna nådde med andra ord de som prenumererar på tidningen och de som tar del av tidningen i landets samtliga skolor. Enkätsvaren har kodats och förts in i statistikprogrammet SPSS och därefter har den statistiska bearbetningen, tabeller och analyser genomförts i nämnda program. I huvudsak använder vi oss av deskriptiv data och korstabellsanalyser i resultaten.Totalt har enkäten besvarats av 493 lärare (40% män 60% kvinnor), vilket motsvarar 10 procent av samtliga lärare i idrott och hälsa. Nästan 80% av lärarna var bekanta med spelen Nintendo Wii, Kinect eller Move. Var sjätte lärare spelade själva på fritiden och 17 lärare (3%) hade provat på att använda exergames i sin undervisning; som en valbar aktivitet, stationsträning, ett moment där hela klassen deltog framför en skärm, en möjlighet för elever som ej vill delta i storklass eller för elever med funktionsnedsättning. Hinder för att använda spelen är:att spelen kostar för mycket men också att lärarna själva har för dåliga kunskaper om spelen samt att de prioriterar andra aktiviteter. Det främsta motivet till att använda spelen i undervisningen är att spelen har ganska eller stora möjligheter att stimulerar eleverna till fysisk aktivitet.Vid analysen av resultaten framkommer att majoriteten har en positiv inställning till spelen, dock behöver troligtvis lärarnas egna kunskaper om spelen öka för att möjliggöra en implementering av ett nytt läromedel inom ämnet idrott och hälsa. För lärare handlar undervisningssituationer om att planera, genomföra och följa upp undervisningen. Det handlar således om att göra urval av olika lärsituationer med stöd av olika läromedel och till detta krävs en didaktisk reflektion. Forskning kan här bidra med att problematisera användandet av exergames som läromedel för att visa på om och i så fall hur spelen kan användas i en lärsituation. Det centrala vid införandet av alla läromedel i skolan är således dess utbildningsvärde, och inte som en del forskning framhåller dess värde för individers energiförbrukning.Quennerstedt, M. et.al.  (in review). Why do Wii teach physical education in school?Meckbach, J. et al. (in review). Exergames as a teaching tool in physical education?
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4.
  • Olin, Anette, 1967, et al. (författare)
  • To recognize oneself and others in teacher-researcher collaboration
  • 2023
  • Ingår i: Educational action research. - : Taylor & Francis. - 0965-0792 .- 1747-5074. ; 31:2, s. 248-264
  • Tidskriftsartikel (refereegranskat)abstract
    • Research is needed to explain in more depth what happens and why in teacher-researcher collaboration. Previous research on collaboration points out issues such as asymmetric power relations and cultural differences between professions that can potentially cause problems. This paper examines a Swedish action research project in which teachers and researchers worked together to write a textbook for pre-service teacher education. To study the collaboration, theory on recognition was used to interpret how teachers and, to some extent, researchers understand and value themselves and each other’s participation and contribution. Data was collected from a two-day dialogue meeting in the middle of the process where teachers and researchers met to discuss their on-going writing. The result shows that, through well-structured dialogues, the participants transformed their understanding and valuing of both themselves and others in relation to the task of producing new didactical knowledge. This is interpreted as transformed self-recognition for the teachers, who started to acknowledge themselves as knowledge producers. This transformation was crucial for developing the mutual recognition through which new didactical knowledge emerged as a result of the collaboration.
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5.
  • Quennerstedt, Mikael, 1966-, et al. (författare)
  • Why do Wii teach physical education in school?
  • 2013
  • Ingår i: Swedish Journal of Sport Research. - : Swedish Association for behacioural and social research in sport. - 2001-6018 .- 2001-9475. ; 2
  • Tidskriftsartikel (refereegranskat)abstract
    • Videogames including bodily movement have recently been promoted as tools to be used in school to encourage young people to be more physically active.The purpose of this systematic review has been to explore the arguments for and against using exergames in school settings and thus facilitate new insights into this field. Most of the arguments for and/or against these of exergames can be organised in relation to health and sport. In relation to health, the dominant theme is about fitness and obesity. In relation to sport, the two main themes were skill acquisition, and exergames as an alternative to traditional PE. Theidea why Wii teach PE in schools is that children are becoming more obese, which in turn threatens the health of the population. Schools seem to be an appropriate arena for this intervention, and by using exergames as an energy consuming and enjoyable physical activity a behaviour modification and the establishment of good healthy habits is argued to be achieved
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6.
  • Wistrand, Anna, 1971- (författare)
  • Mellan närhet och distans : Lärar-elevrelationen som kunskapsinnehåll i grundlärarutbildning
  • 2023
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This licentiate thesis takes its point of departure in a relational perspective on education, which means that the relationship between teacher and student is seen as fundamental for students’ knowledge- and personal development. The aim is to contribute to a deeper understanding of the teacher-student relationship in teacher education at national and local levels and the different meanings of closeness in this context. The theoretical basis of the study is curriculum theory-based didactics, where questions about knowledge content and teaching as offering meaning are central. The thesis consists of three separate studies. The first investigates closeness in the teacher-student relationship by means of a thematic conceptual analysis of the field of research in educational science on teacher-student relationships. Four different dimensions of closeness were identified: closeness as presence, closeness as care, closeness as feeling and closeness as responsibility. The results show a nuanced way of understanding closeness in the teacher-student relationship and that closeness is challenging for teachers in that it makes their relational work more complex.The central question in curriculum theory - ‘What opportunities do students have to learn about the teacher-student relationship in teacher education?’ - is used as the point of departure in the analysis of educational policy documents at national and local levels. The second study investigates content knowledge at the national level and shows a limited and simplified view of the relationship between teacher and student. By using the dimensions of closeness as analytical tools, a multifaceted teacher-student relationship is constructed as an alternative meaning offering. In the third study, eleven Swedish universities participated in the study of curriculum documents at the local level. The analysis showed three types of knowledge content: relational theory, relational work and relational quality. In this study, the local documents together provided a broad range of knowledge content, but individually a reduced and simplified knowledge content. The study also confirmed the differences between universities in their teacher education programmes and that there are often discrepancies in the knowledge content that is offered.The thesis as a whole contributes to a nuanced understanding of closeness in the teacher-student relationship and provides a set of theoretical tools that can be used in an analysis of different types of research studies. It also indicates that the policy documents relating to teacher education at the national and local levels contain simplified and limited notions about the teacher-student relationship and teachers’ relational work as knowledge content. This restricted knowledge content could limit student teachers’ abilities to create, build and maintain good and close teacher-student relationships and to address the relational challenges in their complex relational work.
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7.
  • Trivic, Tatjana, et al. (författare)
  • Finns det om det inte syns?
  • 2017
  • Ingår i: Undersöka och utveckla undervisning. - Lund : Studentlitteratur AB. ; , s. 49-66
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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8.
  • Almqvist, Jonas, 1968-, et al. (författare)
  • How Wii Teach Physical Education and Health
  • 2016
  • Ingår i: SAGE Open. - Thousand Oaks, USA : Sage Publications. - 2158-2440. ; 6:4, s. 1-16
  • Tidskriftsartikel (refereegranskat)abstract
    •  The use of educational computer games in physical education (PE) has become more popular in recent years and has attracted research interest. The aim of the article is to investigate how physical activities and images of the human body are offered by the game. The results show how the “teacher” constituted in the games is one who instructs and encourages the players to exercise and think about their bodies, but not a “teacher” who can help students to investigate, argue, or discuss images of health and the human body. We argue that the use of a wide range and variety of ways of teaching would make the teaching richer and offer a deeper understanding about the body and health.
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9.
  • Almqvist, Jonas, 1968-, et al. (författare)
  • What do Wii teach in PE?
  • 2012
  • Ingår i: ECER 2012, The Need for Educational Research to Champion Freedom, Education and Development for All.
  • Konferensbidrag (refereegranskat)abstract
    • In society, video- and computer games are often pointed out as risk factors in relation to physical inactivity, sedentary behaviour as well as increasing levels of obesity. At the same time, computers are an important source of knowledge where IT-competence and IT-experience provide pronounced advantages in society.In the middle of this paradox a new type of videogames is introduced, where body movement and physical activity constitute the central element. These games, so called exergames or active video games, are games where physical movement is involved in the game through the use of for example balance-boards, step-up boards and dance-pads. Exergames are now more and more put forward in several countries as interesting tools to use in physical education in order to stimulate young people to be physically active.In a recent review and synthesis of research on video games and health, Papastergiou (2009) strongly argues that videogames can offer ”potential benefits as educational tools for Health Education and Physical Education, and that those games may improve young people’s knowledge, skills, attitudes and behaviours in relation to health and physical exercise” (Papastergiou, 2009, p 603). However, Vander Schee and Boyles (2010) argue that exergames rather should be seen as a body pedagogy producing certain narrow meanings about health, and that the uncritical implementation of exergames in school is a problematic way to place commercial products in school. Consequently, there are differences in views regarding exergames in educational settings that are worth paying attention to in research about people’s learning about the body, physical activity and health.The aim of this paper is to investigate how images of the human body are expected to be learned when using exergames.The use of artifacts – physical objects made by humans – is a central part of human life. In fact, there are many activities that would not be possible to perform without the use of them. In schools, students learn to use paper and pencils, computers, vaulting-horses, footballs and so on. How and why artifacts are supposed to be used in educational settings is however not given beforehand (Cuban 1986). The use of artifacts mediates certain meanings about the view of learning and the goals and choices of content in education (Almqvist 2005, Quennerstedt et al in press).In this paper, we will use discourse analytical strategies in order to analyse how meanings about the body are expected to be learned when playing exergames. The discourse analytical strategies involve an interest in how processes of discourse constitute how we experience or relate to ourselves as well as our environment (Laclau & Mouffe 1985). Discourses constitute what is possible to say or do as partial and temporal fixations (Foucault 1980). These fixations are imbued with power, values and ideologies. As Evans and colleagues argue: “/…/ health beliefs, perceptions and definitions of illness are constructed, represented and reproduced through language that is culturally specific, ideologically laden and never value free” (Evans et al 2008 p 46).To investigate what these games offer we have explored the manuals, the content, the animations of the games as well as the instructions and comments offered during game play. The empirical material consists of exergames most commonly used in schools: Wii fit and Wii sports (sports active).In the discourse analysis we have explored what is taken for granted in the empirical material in relation to other possible ways to argue. In this way we can explore what is included and excluded in the games and what is possible to think and act in relation to statements concerning the body.The analysis shows how the logic of the game, its animations, instructions and feedback to the player, constitutes the ideal body as a physically active, well-balanced, slim and strong body. The use of the game, the balance board and the hand control, makes it possible to measure and register how the player follows this logic. The analysis also shows how the way the player is supposed to learn about the body is strongly influenced by behaviorism. In the paper we argue that this way of learning about the body is narrow and limited and that it is important to critically discuss the effects of the use of these games in schools.ReferencesAlmqvist, Jonas (2005). Learning and artefacts. On the use of information technology in educational settings. Uppsala: Acta Universitatis Upsaliensis.Cuban, Larry (1986). Teachers and machines. The classroom use of technology since 1920. New York: Teachers College Press.Evans, John, Rich Emma & Davies Bryan (2008). Education, disordered eating and obesity discourse: Fat fabrications. London: RoutledgeFoucault, Michel (1980). Power/knowledge.  Selected interviews & other writings 1972-1977. New York: Pantheon Books.Laclau, Ernesto & Mouffe, Chantal (1985). Hegemony and socialist strategy. Towards a radical democratic politics. London: Verso.Papastergiou, Marina (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53(3), 603-622.Quennerstedt, Mikael, Almqvist, Jonas & Öhman, Marie (in press). Keep your eye on the ball. Investigating artifacts in physical education. Interchange.Vander Schee, Carolyn J. & Boyles, Deron (2010): ‘Exergaming,’ corporate interests and the crisis discourse of childhood obesity. Sport, Education and Society, 15(2), 169-185.
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10.
  • Meckbach, Jane, et al. (författare)
  • Wii Teach Movement Qualities in Physical Education
  • 2014
  • Ingår i: Sport Science Review. - : Walter de Gruyter GmbH. - 2066-8732 .- 2069-7244. ; 23:5-6, s. 241-266
  • Tidskriftsartikel (refereegranskat)abstract
    • In Sweden, the PE curriculum states that students are expected to develop a number of abilities, a variety of movement activities and qualities. Interesting to explore is then if exergames (video games that includes physical activity) can be seen as a teaching resource to learn different movement’s qualities. With a new teaching tool that has been introduced in education and new policy documents emphasising development of different movement qualities, the purpose of this article is accordingly to investigate students’ use of different movement qualities when playing various exergames during PE. For this we use a version of Laban Movement Analysis (LMA) adapted for exploring exergames in PE practice. The empirical data include video-recordings from PE lessons. The games offered were of three different characters; sports games, exercise games and dance games. We are inspired by the LMA framework and explore students’ movement qualities on the basis of four aspects; body, effort, space and relations. Further, with socio-cultural learning theory, recognition of artefacts, other people and the offered content of the exergames are also involved in the analysis. Our findings show that exergames are creating opportunities for PE teachers and students to pay attention to different movement qualities. In PE the player is accordingly involved in a complex context of movement qualities, interacting with the game and with other students.
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