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1356 Uppsatser om Alternate reality games - Sida 16 av 91

Olympiska spelen i Berlin 1936- Nazisternas propagandaolympiad. : En pressundersökning om svenska tidningars rapportering kring Berlinolympiaden 1936 under Nazitysklands regi.

The purpose of this study is to examine four Swedish newspapers' views on the Nazi regime in Germany during the 1930's, and examine what information the Swedish public received through their reporting about the Berlin Olympics in 1936. The survey method of the study examines four Swedish newspapers with different political views, and how they described the Olympic Games in Berlin, Germany in 1936 during the Nazi Germany regime. The theoretical perspective used in the study is the agenda setting theory, where the focus is on how the Olympic Games were depicted in the Swedish press against the agenda setting theory. The results show the difference in reporting about the Berlin Olympics, based on the newspaper's views of the Nazi Germany regime. Aftonbladet and Svenska Dagbladet show a positive attitude toward Nazi Germany, while Ny Dag shows great displeasure toward the Nazi Germany regime. Arbetet shows, like Aftonbladet and Svenska Dagbladet, a relatively positive attitude toward Nazi Germany, even though the newspaper sometimes expressed criticism directed against Hitler and his regime..

Behavior Cards - ett programmeringsverktyg för barn

This thesis presents the work of developing and testing a programming tool specially designed for children. The purpose of this tool is to make children capable of creating visual simulations and games that consist of actors interacting in a virtual world. The name of the programming tool is Behavior Cards, which comes from the fact that actors are programmed by giving them cards representing different kinds of behaviors. Behaviors are to some extent pre-programmed and can include general events specifying how the actors should act in different situations, in contrast to specifying every possible situation that can occur. The idea is that Behavior Cards should be easier to use than a more traditional text based programming tool, but it should also be expressive within the domain of visual games.

Digitala krigsspel i taktikutbildning

Försvarsmaktens budget blir allt mindre, detta innebär att man inte kan öva i samma omfattning med riktig ammunition och fordon. Intresset för digitala krigsspel och simulationer har därmed ökat. Men för att använda sig av spel i utbildning måste man veta hur man skall använda dem.Syftet med uppsatsen har således varit att undersöka om man kan använda sig av digitala krigsspel i sig självt som en bärare för lärande. Kan deltagarna lära sig taktik genom att bara spela ett spel? Det finns flera olika synsätt som stöder alternativt motbevisar om hur lärande sker då man använder sig av spel för lärande.

Utveckling av skola och lärare : ? en fenomenografisk studie om lärares förutsättningar för skolutveckling och professionell utveckling

This study investigates the internet habits of students in the Swedish gymnasium. The part that internet plays in their lives and their attitude towards the educational system is reflected upon the philosophical background that stretches from Kant to postmodern philosophers such as Baudrillard. The aim is to create knowledge about how the social aspects of the internet affects their concepts of reality and their own and others identities. The method used for the collection of empirical data has been semi-structured interviews, preformed with students in a Swedish gymnasium. The data is then interpreted against the theoretical and philosophical background.

Filmberättandets kraft : om att vara pedagog och konstnärlig ledare i skolan

This essay follows a Media Teacher in her work as a coordinator and an artistic leader for a European project called Legalopoli concerning laws and ethics in a senior level school for 13-16 year-olds in Mora, Sweden. The students write film stories about how their characters have to make choices in ethical dilemma situations. Then the learners create interactive computer games together through practical film work. At the same time we can see how the educator also gets into difficult ethical situations, when she is working with the students. This forces her to self-reflection.

Nyexaminerade lärares första år som yrkesverksamma

This essay is about how newly graduated teachers experience their first year in teaching. The main focus is linked to the theory about the pedagogy triangle of Bermuda. It involves two dimensions with six main aspects. The first dimension is the psychosocial-, including, ambition, demands and the possibility to achieve ambition and demands. The second dimension is the didactic-, including the what-, why- and how-qustions. The results of the study shows that teachers experience their first year in teaching different, depending primarly of the ascpets of the psychosocial dimension.

The Zeitgeist Movement : ?Allt kanske inte är som mamma och pappa sa?? EN SOCIALPSYKOLOGISK STUDIE MED FOKUS PÅ ETT ANTAL DELTAGARE I THE ZEITGEIST MOVEMENT

This study´s focus was a group of participants of a social movement called The Zeitgeist Movement. The purpose of this study was to understand and convey what causes participants of this movement to engage despite that the prevailing culture teaches them otherwise.With qualitative methodology of participatory observation and semi-structured interviews with ten participants, our objective has been to answer the following questions: What are the driving forces that make these people act, which approach do they have to ?reality? and how do they relate to it, and what are the potential consequences with this approach?The study has shown that their critical and questioning attitude towards their perception of reality and their social constructivist view of it lead to conflicts between them and their fellowmen. The data was then analyzed with Alfred Schütz phenomenological theories in synthesis with Zygmunt Baumans critical societal analysis and theories.The study's focus was on the Gothenburg chapter of the Swedish Zeitgeist Movement. We did not make any comparisons with other national or international chapters of the movement..

Morgan på lagret : En Multimodal Kristisk Diskursanalys av karaktären Morgan i programserien Ullared ur ett klassperspektiv

Studien använder sig av en Multimodal Kritisk Diskursanalys (MCDA) för att analysera vanliga människor i reality-TV ur ett klassperspektiv. Syftet är att undersöka huruvida programmet Ullared reproducerar idéer om klass och hur detta gör sig synligt genom konstruktionen av karaktären Morgan. Studien använder sig av ett teoretiskt ramverk bestående av vanlighet, klass, diskurs och skratt. I analysen undersöks utvalda sekvenser där semiotiska resurser granskas för att se hur de arbetar för att konstruera Morgan. Resultatet visar på att musik och videoredigering är två viktiga resurser i konstruktionen av Morgan, dock har allt som ses och hörs i bild en komplex samverkan med varandra som bidrar till slutkonstruktionen.

Miljö- och Handelsgåtan : Intellektuella egendomsrätter och dess implikationer i en globaliserad verklighet

This paper seeks to discern the political factors that determine the results of negotiations in international cooperation. On the one hand, it makes a contribution to the broader theoretical debate on international regimes by combining regime theory and theories on globalisation into an integrated framework for the analysis of international policy results, or in this case treaties (theoretical objective). More generally, globalisation theory will help us understand why it has become important to initiate international cooperation, and regime theory to elucidate how these international cooperations emerge. To many observers, it is the large transnational corporations of the rich North, which have done best out of free trade. Through the huge influence they wield over governments at the WTO (World Trade Organisation), these corporations have won the freedom to move around the globe without restriction, making use of cheap labour, and locating wherever they can best tap into the largest and most lucrative markets.

Flykten : en tolkning av exil

The main purpose of this thesis is to discuss what exile writing is and who can be seen as an exile writer. If the word ?exile? is related to forced dislocation, like Paul Tabori and Sopia A. McClennen describes it, who can be viewed as an exile writer? Is Anders Olsson?s definition of an exile writer acceptable or not? Could the The Escape, a future story about exiled Northern Europeans in Myanmar, be classified as exile literature?Another purpose with this text is to describe how a story about exile can be made realistic and tangible to a reader who has not experienced exile.

Prototyping of a mobile, Augmented Reality assisted maintenance tool

The purpose of this thesis work is to create a prototype for an augmented reality application that isaimed to support service technician when performing service and maintenance of machines andengines. The prototype will be used for investigating what technical limitations there is and toestablish basic usability for the user interface. The method that is used is user studies and analysis toevaluate use cases and user stories. An iterative work process is then applied for design and theprototype is continuously user tested.The resulting prototype uses a Samsung Galaxy Tab 2 running on Android operating system. Theframework used for augmented reality is NyARToolkit which handles marker recognition andconnections to Android.

Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords ? The Reawakening

Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords ? The Reawakening.I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete.

Att rekonstruera världen : tillämpade på de moderna olympiska spelen

The aim of this essay is to illustrate a modern phenomenon, the Olympic Games, by applying the ideas of Mircea Eliade concerning space, time and myth. This literature study is mainly divided in two parts, one descriptive and one analytic. In the first part Eliade?s ideas and some criticism, which has been pointed against his theoretical approaches as well as his character, are presented. In the second part an analysis is carried out, based on the previously presented ideas and elements essential for the Olympics; the idea of the Olympics, the place, the ceremonies, the competition and the concept of individual idolism.I have discussed what seems like gnostic tendencies in Eliade?s ideas, in the sense that both Eliade?s ideas and the concept of Gnosticism argue that knowledge is a necessary condition for salvation, as well as the fact that Eliade and his ideas have not always a pro-Christian approach.

Dubbelklicka på Emil - en studie av arbetet med CD-romspel med litterära förebilder på några folkbiblioteks barnavdelningar

The technical evolution has a great influence on the public libraries. Electronic media becomes more and more common. This Master´s thesis is based upon the Swedish Library law 9§ (SFS 1996:1596) which says: Public- and school libraries should pay special attention to children and teenagers by offering books, information technology and other media, adapted to their needs, to encourage development of language and stimulate reading. From this point of view we have examined why the children´s departments in public libraries offer CD-ROM games which are based upon characters from the literature, how they are used in the daily activity and how they can contribute to the development of the children´s department.We have made literary studies and empirical investigations including interviews, observation studies etc. The results from this studies shows that both young and adults appreciate the CD-ROM games.

Att spela heterosexuell : En studie av konstruktioner av genus och sexualitet i tv-spelen Prince of Persia och Fable II

The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.

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