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5232 Uppsatser om Boys experiences of digital games - Sida 20 av 349
Betygsskillnader på Kallingeskolan : - ett attitydsproblem?
It?s not a new occurrence that girls have higher grades than boys. Statistics show the same at the Kallinge school in Ronneby. There is a great difference between boys and girls in their grades from the ninth class. There are many different factors that affect the pupils.
Digital kompetens : Äldreomsorgspersonals upplevelser av en digitaliserad arbetsplats
This study highlights the importance of computer technology and its impact on elder care staff's skills development in the public sector. The government presents the digital agenda within which information and communication technology today is considered to have a potential for sustainability, growth and development. According to the EU Commission, there are several important elements that should be improved to digitize the workplace. Among these are digital literacy, collaboration between agencies and increased investments in research, education and innovation. New technology can be understood in different ways by individuals, some see the computer as something positive and exciting, while others may find it hard to see the opportunities for learning and development.
Digitala kvitton och dess framtida tillämpningar
Consumers today leave a fragment of information when they pay with their debit and credit cards. The aim of our work is to investigate ways to design a concept of a system in which digitally stored information that today is fragmented among several different holders, can be assembled into a system and made available to consumers. In our study of how a system for financial flow of information should be designed, we intend to study the present situation and the attempts made to alter it into a more informative reality. We intend to investigate the flow of information when a consumer pays by card, and the possible solutions regarding the design and transportation of digital receipts. A majority of the information of our digital consumption is today handled digitally.
På riktigt : Fyra lärares erfarenheter av blogg i undervisningen
The purpose of this thesis was to find out what experiences teachers have from using a class blog in teaching. What are the advantages and disadvantages by the use of blogs in education?I have used qualitative interviews with four teachers in grades 1 to 6 who have worked with a class blog in teaching between one and three years.The study has shown that teachers' experience is that the blog serves as motivation and promotes learning for many different pupils and that, together with other digital tools is more equal. The main benefits that teacher mention is the expanded concept of text that offers multiple forms of expression and the authentic reader, which makes it more real, important and meaningful. Other benefits that come up are that it helps students to see their learning and learn from and with each other.
"Det beror ju inte på vart man är utan hur man känner" : En studie om ungdomars användande av svordomar och könsord i skolan
This essay is about young peoples? use of swearwords and four-letter words. Through a questionnaire we have examined in what way 102 Swedish high school students use swearwords and four-letter words. We have also examined if there are any differences between girls and boys linguistic usage and what these differences may be. Our results show that almost all youths use swearwords and that a majority of them use four-letter words as well. The results also show that there are not any major differences between girls and boys.
Sånger från graven: En kartläggning av krafterna som hämnar den digitala revolutionen inom svensk musikdistribution
Songs from the Crypt: Mapping the Forces that Hinder the Digital Revolution of Music Distribution This paper seeks an explanation to the low market share growth of the commercial digital music distribution in Sweden. The analysis identifies a spectrum of obstacles that hinder the digital distribution technology from becoming the main form of music distribution in Sweden. These obstacles make the digital music distribution less favourable in comparison with physical distribution from the consumer?s point of view. The authors suggest that in order for the digital distribution of music to become competitive the digital product would either have to be developed further to offer more customer value or the so called a là carte retail model would have to be replaced by a subscription-based distribution model.
Illusion av val i spel
Vad är val? Är de val vi har våra egna? Spelutvecklare idag kämpar med spelares
fria vilja då detta kan orsaka problem. Till exempel när spelare gör val som
spelutvecklare inte har räknat med, vilket som följd kan skapa frustration hos
båda parter. Problemet med spelares oförutsägbarhet i sina val är något som
spelutvecklare ständigt har försökt lösa. Idag finns det flera tekniker som
syftar till att diskret manipulera möjligheten till val inom spel och samtidigt
låta spelare vara ovetande om detta.
Inlandskommunens digitala klyfta : En kvalitativ studie om hur Vilhelmina kommun kan nå alla invånare
This surveys hypothesis is based on the notion that all citizens have the right to access information of the municipality they live in. The aim of the study is to examine how residents of Vilhelmina municipality take note of the current information, and also how they would proceed to access information in the future. In order to conceptualise the results these following theories were used: digital divide, digital immigrants, digital native, uses and gratification theory, social capital, communications strategies and two-way communication. The survey is conducted with four focus group interviews and one separate interview with a person working at the municipal office. The focus groups were divided into age categories in order to see the similarities and differences between the groups' media habits and preferences of future communications.
Välfärd - ett begrepp i förändring : En diskursanalys av LSS
In this thesis, the results of a survey regarding grade progression between secondary and upper secondary school in a municipality in the north of Sweden serve as the starting point for a study of the experiences and expectations of a number of 16 year old girls who are in the first year of upper secondary school. The study is performed by means of focus group interviews with female pupils from the three largest upper secondary schools in said municipality in an attempt to gauge their experiences of grades, grade assessment, teacher practices and perceived differences in how boys and girls are treated. The results show that most of the girls are disappointed with upper secondary school so far. Many of them feel that secondary school was both more fun and more rewarding in a sense of learning. Their appreciation of how this more rewarding atmosphere affected their grades differed between the various groups.
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..
LVU i ett genusperspektiv : En kvalitativ studie om tillämpningen av LVU 3§ Lag (1990:52) med särskilda bestämmelser om vård av unga
The aim of the study learn about if the court assesses boys and girls on an equal basis, or if there are norms of gender constructed in society that appears in the Administrative Court of Appeal. And we want to find out how norms, in this field, are different between boys and girls. We used the judgments of the Administrative Court of Appeal and went through the descriptions of the girls and boys. What basis was used in the judgment of LVU, to do this, we used discourse analysis. We summarized all judgments and then described the outcome of each requirement in LVU, we categorized the results for three requirements, other socially destructive behavior, criminal activity and abuse.
Utvecklingen av det digitala folkbiblioteket - När visionerna liknar verkligheten
As the way of communicating and accessing information has changed radically over thepast decade so has the way the public libraries operate to reach the citizens. In thesetimes the demands of what a public library should be and offer the visitors havechanged. One should have the option to access the digital public library at any givenhour of the day, from anywhere in the world and at least have the same possibilities ofinformation as the visitors at the non-digital, "real" library.In this Master's thesis we will analyze and discuss the condition of the Swedish digitalpublic library of today, 2006, and the forward thinking work with the issues ofdevelopment in this matter. In order to do this we set out to examine the attitudetowards the public digital library among the staff at a small number of Swedish publiclibraries and their supporting institution, the county library. Moreover, the attitudesdefined have been compared to the actual status of the services and medias at the publiclibrary websites.In conclusion, we have detected a certain standardization of what the digital publiclibrary consists of today.
Visuellt berättande i spelmiljöer
Abstrakt
I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel
enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad
miljöberättande behärskar som en självständig form av berättande och vad
författarna kan göra för att uppnå detta mål. För att undersöka problemområdet
genomfördes en spelproduktion där metoder framtagna under undersökningens gång
applicerades. Produktionen testades av utomstående studenter i medieteknik och
resultaten sammanställdes med reflektioner kring vad som uppnåtts och de
metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder
och visar hur dessa kan driva ett narrativ med en spelmiljö.
Abstract
In this thesis examines how to drive a narrative in digital games using only
the game environment.
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.
Cloudmetoden - Utveckling av ett alternativt arbetssätt för produktion i digitala medier
Denna slutreflektion kommer att beskriva planeringen och utvecklingen av en
alternativ sorts arbetsmetod kallad Cloudmetoden, vilken lämpar sig för mindre
arbetsgrupper som utvecklar digitala medier (i vårt fall spelproduktion).
Slutreflektionen kommer att innehålla beskrivningar om vilket typ av
problematik som gjorde att vi valde att skapa ett eget sätt att arbeta. Vi
diskuterar och jämför vår arbetsmetod med redan existerande projektmetoder inom
digitala spel. Vi kommer nämna de produkter som har skapats med hjälp av vårt
arbetssätt och hur vi arbetade med dessa.
Nyckelord: Cloudmetoden, spelproduktion, projektmetod, alternativ, digitala
medier.
This text will describe the planning and development of a new kind of working
method we call The Cloud Method , which is suited for smaller teams who develop
some kind of Digital Media. (In our case, video games).