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5232 Uppsatser om Boys experiences of digital games - Sida 26 av 349

Omkonstruktion av armled tillhörande Bracke Forest högläggare

One of the main tasks of the Swedish Armed Forces over the past few years has been International assignments, which increased the importance of the Lessons Learned process. Methods of simulator training with computers have become more frequent and the technical ability to collect digital data from sensors has been developed as well. This work demonstrates how the experience of Lessons Learned can be communicated with the computer simulator StriSimPC and how modern technology in future support experiences from the Lessons Learned process at the tactical level in the Army.Currently knowledge sharing consists of several processes and strategies in the Swedish Armed Forces. This is done by written reports, oral presentations and different practical exercises.This case study shows the functions of the simulator StriSimPC, methods of training and how it is used today. The study also describes the future opportunities, where digital metadata acquired from the modern combat vehicles could contribute sharing of experience in the Lessons Learned process.The summarized conclusions indicate that StriSimPC can combine the two strategies for personalization and codification of knowledge transfer to reach a higher level of learning.

Lärares inställning till genus och könsroller : en attitydundersökning

AbstractA Vindication of the Rights of Woman was written by Mary Wollstonecraft. It was published in 1792 and as the titel reveals it dicusses what kind of rights women ought to have. Several authors, who have argued that women should not have the same rights as men, are mentioned in the book. One of them is Rousseau. His thoughts about different education for girls and boys are shown in Émile.

Digital speldistribution - Om behovet av rekommendationer och riktlinjer inom

Digital distribution för datorspel växer för varje år. Med tiden har fler och fler webbutikermed endast digitala produkter dykt upp, samtidigt som de gamla till en allt större del harbörjat erbjuda ett digitalt sortiment. Konsumenterna har med denna utveckling ett hav avolika typer av distributionsmöjligheter att välja bland. Vissa kan för en del konsumenterkännas restriktiva, medan andra webbutiker erbjuder en typ av försäljning som påminner merom den fysiska.Syftet med denna studie är att försöka identifiera de olika typer av affärsmodeller ochdistributioner som finns i dagsläget, och om det finns behov av att införa någon typ avstandard i form av riktlinjer och rekommendationer för digital distribution.Studien visar att det skulle vara problematiskt att tillämpa riktlinjer som skulle fungera ipraktiken för alla dessa varianter av digital distribution. Men samtidigt identifieras ett antalproblem som individuellt skulle kunna åtgärdas med hjälp av några av de riktlinjer ochrekommendationer som tas fram genom bland annat kvantitativ undersökning blandspelkonsumenter och intervju med Sveriges största aktör inom området..

SPIRITUALITET OCH INTUITIVA VIBES Tjejers str?van efter respektabilitet i ett digitalt rum

On social media, girls create digital spaces where a distinctive spiritual culture emerges. This spiritual culture is therapeutic in nature, consisting of therapeutic compositions and happiness-generating templates that contribute to the girls' respectability by allowing them to take responsibility through their intuitive knowledge. The purpose of this study is to investigate how the pursuit of respectability is manifested in these digital spaces by examining spiritual expressions and exploring how participation in therapeutic culture online serves the attainment of respectability. The study employs a participatory netnographic method, focusing on observations of LIVE broadcasts on TikTok. In these broadcasts, girls engage in various spiritual practices within a shared digital sphere. The observations are analyzed through the theoretical frameworks of Beverley Skeggs' concept of respectability and theories related to therapeutic culture, including happiness culture and therapeutic assemblage. The findings reveal that both the girls hosting the LIVE broadcasts and those participating by commenting collaboratively create a digital culture through the exchange of advice.

Hantering av digitalt designmaterial i kollaborativ miljö

A case study of professional interaction designers' usage of design materials was conducted. Five interviews were performed in order to gain insight in the systems used by designers, how these work, how they collaborate within them, and what they think of recent research about them. Design studios allow collaboration for several users at once. Digital material (mockups, pictures, etc.) are commonly used, but needs to be made analog, e.g. printed, to be usable in the design studio environment.

Om sättet att tillhopa gå, en kvalitativ studie om ungdomars tankar kring sex och relationer

Young people of today have a much wider access to information on sex and relationships, and they receive this information from a variety of different sources. This information can sometimes paint a diverse and inconsistent picture. School constitutes one of these sources, and one of the few places were young people can discuss and reflect on these issues together with their peers as well as adults. The purpose of this essay is to gain insight on what adolescents between the age of 15 to 18 think about sex and relationships and their thoughts about sex education in school. It?s a qualitative study based on discussions with adolescents divided in four focus groups, two groups of girls and two groups of boys.

Lärandets komplexa processer : Om maskulinitet och subjektsskapande i en teknikklass på gymnasiet.

My own experiences as an upper secondary school teacher and the increase in research on masculinity in educational settings that occurred during the late 1990 emphasizing on the gender gap in achievement and grades is the point of departure for this thesis. The aim is to investigate how boys in upper secondary school are constituted and constitute themselves as motivated and achieving learning subjects. Another aim is to see what possibilities there are to form different teaching practices to create other possible positions for me and the pupils. The research questions are 1) How does boys´ construction of masculinity constitute how they see their own ability to be motivated and achieve in school 2) What significance do my shifting approaches and expectations on the pupils as well as teaching have on the boys constitution as learning subjects? To answer these questions I use a theoretical framework of feminist poststructuralist.

Den så kallade kvalitetslitteraturen: En studie av språkspel med ordet kvalitetslitteratur

This masters thesis is a study of how the expression quality literature is used in widespread newspapers and magazines. Wittgensteins idea of language games is used as a theoretical starting point. The analysis of 37 articles draws a picture of five language games that are called; the taking over, the polarising, the example giving, the gender critical and the ironic language game. The expression that quality literature is most often put in relation to is popular literature. The line between the two is sometimes distinctly drawn in the articles and sometimes quite vague.

EkoReko : Hur en digital tjänst får användarna att leva mer miljövänligt

The purpose of this study was to follow a research-oriented design process and to develop a design draft for a digital service that supports users to make more environmentally conscious choises in their everyday life. By following an interaction design process from start to final delivery, the study aims at creating a broad understanding of the process. Therefore, many userrelated activities were implemented in the study: eg. personas, scenarios, sketching and user testing. The project resulted in digital wireframes for an iPhone application using embedded GPS to identify and locate environmentally friendly businesses.

?Tärningen är kastad?: Rollspelslitteratur i samhället och på bibliotek

The role-playing game attracts a growing number of practisers. The aim of this master?s thesis is to examine role-playing literature as phenomenon in libraries through librarians´ attitudes. The paper is based on qualitative interviews with eight librarians: one personal interview with two librarians and six e-mail interviews with six librarians at different libraries. The paper starts with a definition of the term ?role-playing game?, its different categories and genres and a description of its background.

Påverkar GIH:s utbildning i friluftsliv studenterna? : En studie av naturupplevelser hos studenter vid GIH:s lärarprogram  

AimThe aim of this study is to examine students' previous experiences of stay in the nature and their experiences of nature in the context of teaching situations in friluftsliv at GIH. It also aims to elucidate how the teaching of friluftsliv at GIH affects their former interpretation about nature. The questions of the study are: What past experiences of stay in the nature elucidate GIH-students? Have the students approach to nature changed according to the education? If yes ? how? What affects students' perception of nature? MethodTo answer the questions, a quantitative approach (questionnaire survey) and qualitative methods (interview study) was used. The qualitative method is based on phenomenology and hermeneutics.

Sociala och emotionella interventioner i skolans värld. : Vad händer med karaktären hos eleverna?

The purpose was to investigate whether using two type of interventions (i.e., Four rooms of change in school and EQ- workshop) in addition to curriculum guidelines can affect character development in children 10-12 years of age. The data was collected using the test Junior Temperament and Character Inventory (J-TCI; Cloninger, CR, 1994) in three elementary schools among students in fifth grade who had been involved in any of the two interventions for the past two years or no intervention at all.The J-TCI scales were used to, besides the seven personality dimension it measures, create a self-constructed empathy scale. A total of 55 participants were included in the study (girls n = 26 and boys n = 29). Statistical testing with MANOVA showed no significant main effect on empathy or any personality trait. There was however an interaction effect between intervention and gender on the character traits.

Naruto mon amour : Maskulinitet i shonen manga

In this study I examine the representation of masculinity in the manga, Naruto. The manga is about the orphan Naruto, who, together with other children goes to a ninja school. Boys and girls study and practice together, at first sight seemingly without emphasized gender differences. As the story continues, the gender differences are, however, quite obvious and to the boys advantage.I find the difference between Naruto and other popular culture ususally presented to pre-bubertal and teenage boys to be considerable. Whereas the domination of women and the message that you can get as far as you wish, are common in American and west produced popular culture as well as in Naruto, the difference lies in how the success is achieved. The men in Naruto reach their goals by allowing their feelings to be seen and expressed.

Ungas psykiska hälsa i form av hanterbarhet : En kvantitativ studie utifrån ett genusperspektiv

The aim of this quantitative study was to from a gender perspective understand and measure the mental health among young people as a sense of managing to handle situations and also how satisfied young people are with their personal qualities. The study also aims to see if there is a connection between these two ways of explaining mental health. This study takes its standpoint from a gender theory and gender stereotypes. The study was conducted as a survey with 100 young girls and boys, all of whom was students of a Swedish upper secondary school. The result of the study show that young people in general has a good sense of being able to handle situations.

"Vi måste hänga med, det här är deras vardag" : En studie om Internets frammarsch, om den digitala generationsklyftan i undervisningen

The aim of my study is to look at two specific schools and their work with Internet in the classroom and compare their work to what experts say about how you should educate. The study focuses on how teachers guide the students to be critical to the information they encounter on the internet. What do the experts say? How should the teachers work with Internet in the classroom? What do the teachers say about their work with Internet? What do the teachers say regarding children and the Internet?  To answer these questions I have interviewed two teachers from different schools, which had classes with children 6 to 8 years old. The schools are very different from each other concerning investment on Internet devices in the classroom.

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