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5232 Uppsatser om Boys experiences of digital games - Sida 18 av 349

Unga lago?vertra?dare i socialtja?nstens yttranden : en studie om konstruktionen av maskulint och feminint i yttranden enligt 11§ LUL

The purpose of this thesis is to examine how gender is constructed in presentence reports written by social workers? as mandated by 11§ LUL. Young offenders are often assigned normative masculine or feminine attributes by personnel at treatment centers, girls are considered emotional and in need of support while boys are considered disorderly and in need of structure. Young female delinquents are victimized which affects their culpability; they are less likely to be held responsible for the crimes they committed. Young male delinquents are viewed as aggressive and in control; they are more likely to be held accountable for their criminal actions.

Fysiskt eller digitalt? : En studie om konsolanvändarnas inställning till det digitala och fysiska spelformatet

Nedladdade spel har blivit mer förekommande än vad de var fo?r ett årtionde sedan. Bredbandets framgång har gjort det möjligt att snabbt ladda ner spel och marknaden fo?r digitala spel växer stadigt. I denna studie undersöker vi om konsolspelarnas attityd mot digitala konsolspel skiljer sig från fysiska konsolspel i och med den växande digitala marknaden.

Koden i ljuset av lagen : DRM, upphovsrätt och det digitala samhället

This is a qualitative case study of young womens? experiences of blogging about One Direction on the social media/microblogging platform Tumblr. The aim of this study was to find out what fan blogging is and why fans blog. We did this by creating an account on Tumblr where we invited young women between the ages of 16?29, who had active fan blogs dedicated to One Direction, to answer an open-ended questionnaire.

Spelentusiasters val av analoga spel : En kvalitativ studie om användare på boardgamegeek.com

This qualitative study examines how users of boardgamegeek.com chooses which analogue game to buy. The purpose of the study is to find out which factors constitutes the choice of games and how the information of these factors reach the consumer. The investigation is executed by users of boardgamegeek.com explaining their latest game purchase in a questionnaire survey online. The results show that many of the respondents research the games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many game developers and distributors does not make this information available for the consumers, but leaves this task to the public..


Captr.net - Utveckling av iPhone-applikation och hemsida

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.

Historieundervisning och digital teknik : Hur historielärare arbetar med digital teknik, historiemedvetande och historisk empati inom undervisningen under 2011.

This essay takes its starting point in the research on digital technology and theories on learning to apply the research on history teaching. The theories on learning from Illeris and Selander are used to find out how the digital technology should be used in upper secondary school, since there is no extensive research on how the new technology should be used in upper secondary school. From that point the essay?s primary goal is to investigate how teachers use digital technology, if they choose a particular study field while working with the technology. Furthermore it investigates whether or not the technology is an appropriate mode of operation when developing abilities such as historical consciousness and historical empathy.

Datorn - vän eller fiende? : En jämförande studie mellan elevers datoranvändning utanför skoltid och betyg i engelska

Barn och ungdomar ägnar idag en betydande del av sin fritid till datoranvändning. I denna uppsats har vi valt att undersöka datoranvändningens eventuella effekter på ungdomarnas betyg i språk. Uppsatsens syfte är att undersöka om man kan se samband mellan, dvs. positiva eller negativa effekter på, betygen i engelska hos elever i år 9 och deras datoranvändning utanför skoltid. Utifrån detta har vi även undersökt vilken typ av datoranvändning som har dessa effekter, hur lång tid framför datorn som motsvarar dessa resultat, samt om det finns skillnader mellan flickors och pojkars datoranvändning och deras mätbara språkkunskaper.

3D-teknik som ett verktyg för bevarande - digital dokumentation och fysisk rekonstruktion

Uppsats för avläggande av filosofie kandidatexamen iKulturvård, Konservatorprogrammet15 hpInstitutionen för kulturvårdGöteborgs universitet2015:09.

"Jag tänkte, wow vi är nästan hela världen här" : Åtta nyanlända elevers upplevelser av Språkintroduktionsprogrammet

The aim of the study is to elucidate and analyze newcomer students´ experiences of the Language Introduction Program, in more detail, how the students describe their time at the program and how experiences could differ between girls and boys. Finally, the study examines how the program, according to the students, can be significant for their future. The analysis of the students´ dictums is based on the perspective of intercultural education. To answer the study´s aim and research questions, the investigation consists of eight semi-structured interviews with students who are studying at the Language Introduction Program at an upper secondary school in Uppsala.The results show that the main advantages with studying at the Language Introduction Program are, according to the students, that they learn the Swedish language and that they meet students with several cultural backgrounds. The main disadvantages that were noted were that the Language Introduction Program takes a long time to finish, and furthermore, the contact with the students at the other programs at the school is not enough.

"porr är till för dem som vill se det - vill du inte se porr så titta inte"

This essay deals with 18 year old boys´ experience of their usage of pornography. My main focus was the pornography found on Internet, which includes pornographic films and nude pictures.Both developmental and social psychological perspectives were applied in the study. These theoretical perspectives were chosen, because boys´ view of sex, especially during their adolescence, are influenced by the increased supply of porn and that boys understanding of porn are influenced by values present in our society. The methods used were three focusgroups and a short survey with simple questions regarding pornography. The choice of methods was based on my standpoint that an open discussion concerning porn was less offensive of integrity, in comparison of working with individual interviews.

Serious games & Gamification : En studie av hur användare motiveras i en lärandeapplikation

SammanfattningEftersom e-lärande applikationer används i både skolan och på fritiden är det viktigt att dessa är både effektiva och roliga att använda. Gamifiering och serious games som handlar om att implementera speldesign i andra typer av applikationer, är viktiga koncept för detta syfte. Denna kvalitativa studie bidrar med kunskap inom detta område genom att utvärdera en applikation som lär ut körkortsteori. Syftet var att analysera tekniker som driver motivation baserat på spelmekanismer, teoretiskt ramverk och analytisk modell. Undersökningen bygger på kvalitativa intervjuer och författarnas egna observationer.

Att digitalisera skolan : Fördelar respektive nackdelar utifrån ett lärar- och skolpolitiskt perspektiv

The aim of this studie is to describe, analyse and understand the benefits and disadvantages with using digital tools in education. In my qualitative method three primary school teachers were interviewed about how digital tools should be used in educational purposes, also what benefits/disadvantages they could see with the investment of digital tools in their school. I also did observations in two classrooms and interviewed a school politican to get a wider perspective. The collected information identifies that some benefits of using digital tools is the contribution to a more equivalent education, more opportunites for cooperations and that fewer pupils have to struggle with their fine motor skills when producing a text. Some of the disadvantages with using the tools is that they breaks sometimes, it´s easy to get dependent and if something happens (like power outage) it´s unusual that schools have a good an action plan.

De äldres situation i det digitala samhället : Bibliotekets verksamhet för digital delaktighet

This thesis deal with how seniors treat and view the digital world, what their information seeking process looks like and what they perceive as the major obstacles regarding the usage of IKT and the Internet. The experience of the seniors is put in relation to how Uppsala City Library is carrying out the task to increase digital participa-tion. This operation is part of the Digidel network which during the preceding year concluded their campaign Digidel2013 which aimed to render 500 000 new users digitally participant. Following the campaign Digidel published a report on how to further work to increase the digital participation derived from the experience gath-ered from Digidel2013. This report is discussed and put in relation to the proposed measures of Jan A.G.M.

Vad lockar barn till aktivitet och rörelse på förskolegården?

The purpose of this study was to investigate what attracts children to activity and movement on the playground in a central and municipal preschool in a town located in middle of Sweden. The method was to use a qualitative group interview with five children, two girls and three boys, at the age of five. The interview consisted of a general question about what kids think is fun to do on the playground and was complemented with follow-up questions depending on what the children said. A qualitative interview with a preschool teacher and observations were carried out in the hope that they would confirm what children claimed about play and movement. This study showed a gender difference when girls like to swing together while the boys are making the swinging for a contest.

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