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1360 Uppsatser om Computer Addiction - Sida 12 av 91
När det sociala tar överhanden ? en explorativ studie om Facebookberoende bland gymnasieungdomar.
Facebook. Ett fenomen som på relativt kort tid fått en allt större inverkan påmänniskors liv. Men vad händer när det tar överhanden? När vad som var tänktsom en social plattform för att hålla kontakt med vänner blir till ett beroende? Denhär explorativa studien utforskar Facebook-beroende bland vad som enligt tidigareforskning anses vara en riskgrupp: gymnasieungdomar. Hur stor andel avgymnasieungdomarna skulle kunna vara beroende av Facebook, och finns detaspekter av deras fritidsliv, umgängespreferenser, hälsa och Facebook-användandesom verkar kunna bidra till ett beroende? Med hjälp av en kvantitativ ansats dären översatt version av den norska Bergen Facebook Addiction Scale har delats ut ienkätform undersöks Facebook och dess inverkan på gymnasieungdomar på enskola i Göteborgsområdet, och resultaten visar att en betydande andel avgymnasieungdomarna skulle kunna vara beroende av Facebook.
Dokumentärfilm om Warcraftspelaren 4K FuRy
Warcraft är ett strategidataspel som massor av människor världen över ägnar sig åt. Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och dataspelandet har blivit hans jobb. Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget 4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många inte ens vet om existerar.
Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.
The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.
Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.
In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.
Att leva med psykiska funktionshinder och samtidigt missbruk : - en kvalitativ forskningsöversikt om individer inom psykiatrin med dubbeldiagnos
This qualitative research overview consists of the State of knowledge about people with dual diagnosis. The focus is on what Psychiatry reform meant for people with mental disabilities. Author`s ambition has been to consolidate current understanding in the problem area. The purpose of the paper is to make an analysis of the State of knowledge concerning individuals within psychiatry with simultaneously addiction problems. The issues that will be processed are: what it means to live with dual diagnosis, how to coordinate cooperation efforts, and what is the evidence-based mode.
Data och Tv-spel : Data och tv-spels påverkan på ungdomar
The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.
Forensic Carving from Unallocated Space
Computer Forensics investigations have become more and more common while
investigating IT-related issues. From experience, hard disks, USB thumb, memory
sticks contains information that might be useful. Computer Forensics is
regulary conducted by Police, Customs, Tax investigators but also within
private companies and organisations. However, there are areas within the
storage device that are not part of the organisied structure that a file system
gives. The reason for that might be that the information has been erased by
intention, a virus destroyed the file system and so on.
Undervisning och dyslexi : Några gymnasieläraren arbetssätt för att stödja elever med dyslexi
According to the curriculum the teachers have a responsibility to adjust the activities in the classroom in order to suit the pupils and to give them the means of assistance the pupils need to be successful in their learning. The teachers should also stimulate the interest to learn and support the pupils? self esteem. One of the problems a dyslectic pupil faces is an often weak self esteem. Another is the weak phonological awareness which makes it hard to fully understand the context and to recognize different phonemes when writing.
Projekthanteringssystem
This document is a summary of my work to create a project management system for a small firm working with computer graphics. The intention is to manage customers, projects, images and invoices in the easiest possible way. To make the system as flexible as possible a web-interface was chosen which makes it possible to access the system from any computer, making it independent of any particular operating system. The only requirement on the user environment is that the computer must have a connection to the Internet to be able to access the system. The different techniques that have been used to develop the project management system is primarily Ruby on Rails and a MySQL database.
Hjälpen till ett drogfritt liv! : En kvalitativ studie om återfall och återfallsprevention.
AbstractTitel: Hjälpen till ett drogfritt liv- En kvalitativ studie om återfall och återfallsprevention.Writers: Jonna Håkansson och Louise Hag.Keywords: Abuse, addiction, relapse, relapse prevention. Abuse is a major problem and leads to negative consequences for the individual, such as illness, criminality and death. It?s also a big problem in the society, because the most common crimes are drug-related and the consequences lead to high economic costs. In order to overcome an addiction, treatment is often required.
Datalagring - Ett växande problem?
Title:
Information storage - A growing problem?
Authors:
Göran Svanhall
Pär Truedsson
Erik Ponnert
Tutor:
Bengt Carlsson
Problem:
Every day companies, regardless of size, produces new information that needs to
be stored. In the information society of today, the characteristics of the
information changes both in size and complexity. This results in higher demands
on which storage solution that suits the company and their field of business.
New and more innovating storage solutions enters the market, but are they
necessary to smaller companies of development active in the IT society?
Questions to Answer:
Is data storage a growing problem for companies of development active in the IT
society?
How do traditional storage solutions manage the information growth of today?
How urgent is the need of a new storage solution?
Which features are prioritized in the future storage solution?
Method:
By performing a quantitative survey we delivered an inquiry to several
companies, which answers will help us answering our above mentioned questions.
Conclusion:
The consulted companies experience no growing problems what so ever regarding
their existing storage solution..
Talas det tillräckligt om sex? : att upptäcka sexmissbruk inom beroende- och primärvården
Bakgrund: Trots ett ansvar att inbegripa patientens sexuella hälsa i till exempel ankomstsamtalet, känner många sjuksköterskor motvilja till detta. Vi har själva märkt att VIPS-sökordet sexualitet/reproduktion sällan används i vården och därför valde vi att genomföra denna studie. Syfte: Studiens syfte var att belysa hur sjuksköterskan uppmärksammar patientens sexuella beteende. Metod: Detta var en kvalitativ intervjustudie med fyra sjuksköterskor från beroende- och primärvården. Resultat: Fyra teman valdes ut; journalföring, sjuksköterskans samtal med patienten, samband mellan beroende/sjukdomar och sexualproblem samt behandling.
Vad sker i elevers parskrivande vid datorn? : Observation av fyra elevpar i årskurs ett
The aim with this study is to explore if and how linguistic learning takes places when four pairs ofstudents in grade one writes on the computer. Observations of eight students took place duringtwelve lessons to investigate what happened during their writing processes. This study isimportant because students? computer writing is a relatively new phenomenon in the Swedishprimary school.It is clear that the peer collaboration creates a complex interaction that becomes the platform, andalso the prerequisite, for successful language training. The method can clearly give students profitsin their linguistic development.
Talande vid datorspel : Vilken roll har engelskt tal vid datorspel för utvecklingen av ungdomars muntliga produktion?
This study aims to find possible effects from the use of Voice over internet protocol software together with computer gaming on young adults English output. The study also tries to find effects of media usage on output and if there exists differences between boys and girls. This is done through analysis based on data collected from 28 informants, age 16-18. The data consists of recordings of individual stories coupled with a survey. The empirical data is analyzed in both quantitative and qualitative way.
Skräckens politik : Hedersrelaterat våld i den svenska demokratin
The purpose of this paper was to carry out and evaluate a pedagogic ICT-project, where the computer was implemented in art class. Focus was on the consequences of collaboration and also on the students? understanding of their own performance, compared to techniques in traditional art class.The study was qualitative and began with studies in literature. The contents of the literature are the foundation of the discussion, especially theories concerning the learning process, IT and computer-based learning. In the project, three different groups of students from upper secondary school attended and they where given tasks to solve in the image editing program Paint Shop Pro.