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1200 Uppsatser om Board games - Sida 9 av 80

Naturlig föryngring av lövskogar i Örebro län :

The Regional Forestry Board in Värmland- Örebro needs increased knowledge on silviculture in broad- leaved forests. This thesis is an inventory of naturally regenerated broad leaved forests, and the results from the inventory have been compared with The Regional Forestry Board?s demands on regeneration results. The result of this inventory was that the regenerated sites were suitable for broad leaved trees, but only half the number of the stands fulfilled the demands of regeneration results of The Regional Forestry Board, mainly because of gaps in the stands. The gaps in the stands were mainly caused by lack of soil preparation and seed trees..

Värdering och hantering av ungdomsverksamheten inom idrottsföreningar

The aim with this study was to describe how the board members of athletic clubs view and value their youth program. A qualitative approach was used in form of interviews. The interviews were made face to face as well as being taped, this to facilitate the analysis. When the board members viewed their youth program to be in alignment with the overall club philosophy there was a discrepancy between their views and the ?de facto? conditions of the youth program.

Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel

This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..

Utbildningsnämndens arkiv : En del av det moderna samhället som har gått till historien

This essay is based on the work of arranging and making an inventory for an archive consisting of records from the Board of Education (Utbildningsnämnden) within the administration of the County Council in Uppsala, Sweden. This archive is kept at the County Councils Archives in Uppsala where I have done the work. I have documented the process and discussed the complex of problems relating to it. In this particular case the issue of limitation of the office of origin and the respect of the fonds, or the principle of provenance, have been of interest. This is due to the fact that the records had been rearranged and mixed with records with other origin related to the Board of Education.

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

L?ggning av ett kils?gat br?dgolv

This bachelor thesis contains the findings of an investigation into the laying of wedge sawn wood flooring. The advantage of wedge sawn wood flooring is the usage of more material from each board reducing waste. The boards follow the natural profile of the tree where the root part of the board is wider, and the top part is narrower. The technique involves placing boards side by side with adjacent boards in opposite directions. The thick base of one board is neighbored by the narrow top of another, this creates a pattern of wedges in alternating directions, known as a ?root and top? system. Existing literature into this type of flooring is sparce.

"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel

Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.

"I datorn brukar man inte bli så trött i handen" En studie om elevers och lärares erfarenheter samt inställning till IKT i skolan

Syftet med examensarbetet är att få ökad vetskap om vad elever och lärare har för erfarenheter och inställningar till informations- och kommunikationsteknik, IKT, i skolan samt hur elever upplever att de lär genom IKT. För att uppnå syftet har vi utgått från följande problemställningar: Vad har elever och lärare för erfarenheter av Smart ? board och dator i skolan? Vad har elever och lärare för inställning till Smart ? board och dator i skolan? Hur upplever elever att de lär genom Smart ? board och dator? Vi har utfört en kvalitativ undersökning på en skola i skolår 4. Vi har intervjuat elever och lärare samt utfört observationer. I arbetet tas olika teoretikers syn på barns utveckling och lärande upp.

Neuromuskulär återhämtning efter matchspel hos professionella fotbollsspelare

During football games neuromuscular fatigue occuring following eccentric movements such as sprint, jump and run that occur during games. To avoid injury, overtraining and performance decreases, it is important to know when players are recovered. The aim of the pilotstudy was to investigate physiological changes that occur during football matches and if they affect the recovery pattern after several games in professional football players. The method was divided into two sub-studies in which 12 professional footballers, in substudy 1 performed counter movement jump (CMJ) and drop jump (DJ) from 40 cm and fill out a recovery form for muscle soreness 36 hours before, 12-16 and 60-64 hours after 11 different competetive games. Blood samples were taken on the players in connection with one match to examine the activity of muscle enzyme creatine kinase (CK) and lactate dehydrogenase (LDH) of the players.

Fisksamhället i Spexhultasjön, Nässjö

The lake Spexhultasjön is a moderate humic mesotrophic lake that is not acidified. The fish fauna was investigated by using a standard method for sampling freshwater fish with multi mesh gill nets. The fish fauna was diverse with perch, pike, tench, common whitefish, and roach. Perch and roach dominated. There were few pikes.

Serious Games, körsimulatorer och lärande : En studie om strukturerande verktyg - som stöd vid återkoppling

Uppsatsen fokuserar på hur körinstruktörer använder IKT som en strukturerande resurs vid sin undervisning och hur de uppfattar ett datorbaserat utvärderingsverktyg kopplat till ett dataspel i en körsimulator. Syftet med studien har varit att förstå hur externa verktyg (artefakter) används pedagogiskt för att överföra kunskap och om individen kan bli oberoende av dessa verktyg. Studien genomfördes genom intervjuer som kopplades till testkörningar i en körsimulator. Körsimulatorn ingick i en större studie (Spel och trafiksäkerhet) där ett dataspel (serious games) utgjorde testpersonens upplevelse av bilkörning i en virtuell värld. Svaret blev att körinstruktörer har externa verktyg såsom leksaksbilar, penna och papper för att underlätta kommunikationen vid utvärdering av elevernas körning och att användandet av dessa verktyg som metod är likartad med användningen av metoden med körsimulatorns utvärderingsverktyg, samt att individen till sist automatiserar metoden och då blir oberoende av de pedagogiska verktygen och kan använda sina kunskaper när den kör bil..

Sannolikhetsbaseraddimensionering av geotekniskbärförmåga för pålar i grupp : En jämförelse mellan gällande normer och ensannolikhetsbaserad metod

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II

The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.

Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

Styrelsens användning av styrmedel -en jämförelse mellan entreprenöriella och icke-entreprenöriella företag

Management control systems are a popular area of research and a lot of new research has been done over the past years. This development has been looking into new situations and circumstances, and interdisciplinary studies are being made to further understand the connection between different fields of study. A new field of study that has grown significantly over the past few years is the connection between management control systems and entrepreneurship. Leading researchers have proposed a number of questions for further research and one of them is the board of directors? use of management control systems in entrepreneurial firms.The purpose of this study was to examine the differences and similarities in the board of directors? use of management control systems between entrepreneurial and non-entrepreneurial firms.The study was conducted as a deductive qualitative study through interviews with respondents from entrepreneurial and non-entrepreneurial firms.

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