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4874 Uppsatser om Computer Mediated Communication - Sida 4 av 325

Socialarbetares syn på datorspelande ungdomar : En intervjustudie om socialarbetares problematisering av ett nytt fenomen

The purpose of our study is to describe and understand whether, and if so, how social workers in school and in social services construct computer gaming adolescents as a social problem. We chose social workers who encounter adolescents with different problems. We have conducted qualitative interviews with vignettes to capture the social workers' reasoning about computer gaming adolescents and how they handle this in their work. The study shows that all social workers we interviewed had encountered adolescents with troubling computer gaming habits. In the study, all agree that computer gaming becomes a problem when it leads to deviant behaviour such as not going to school, staying up all night and so on.

Skönlitteratur på svenska folkbibliotek: En diskursanalys

The view on which kind of fiction that should be mediated to the public through the Swedish public library system has since the late 60´s been dominated by what in this Master?s thesis is called: ´the discourse on quality of literary fiction´. The aim of this thesis is to examine to which extent this discourse still plays an active role in the Swedish public library system or if that discourse has been replaced by a more market-led, demand responsive view, where the features of ´quality´ and ´culture´ have been downplayed and replaced by a ´customer?s service view´ on how and why fiction should be mediated to the public. The methodological and theoretical perspective in this thesis is led by the understanding of the discourse analysis in Michel Foucault?s ´The Archaeology of Knowledge´.

Förändring = Förbättring? : En studie av hur några användare skattar och upplever förändringar i ett datorstöd

Human-computer interaction is central for computer assisted development. The aim was to investigate the user experience of a new (U2) compared to an old (U1) computer system, within a cognitive psychology frame of reference. Six subjects, frequently using the system, participated in the study. It was shown that the new (U2) compared to the old system (U1) enhanced and supported more the users? system related procedures/tasks.

Naturvetenskap och teknik i samspel med IKT i förskolan

The main purpose of this study is to, in the educator?s point of view, try to find out how pre-schools approach science and technology along with Information and Communication Technology (ICT). The survey was conducted based on qualitative interviews where two preschools participated, a total of seven teachers were interviewed. One of the preschools only has access to a computer, and the other preschool is able to use both computer and tablets in their preschool activities. The results of this show that the teacher?s thoughts about ICT are positive and that they consider it as an important part of their work and have many areas where it is useful.

BeAKKta - ett kommunikationshjälpmedel som möter behoven av djupare kommunikation hos personer med autism

A vulnerable group in society is people with ASD (autism spectrum disorders) or autism. This group seems to increase, mainly due to genetic factors but also environmental problems. Medical research has accelerated in the U.S. and Europe. The biggest problem for people with disabilities is the inability to communicate, both verbally and socially.

Webbased Timereport system

Webbaserat Tidrapporteringsystem.

Hur använder pedagogerna och barnen datorn i förskola och i förskoleklass?

The purpose with my degree project is to investigate the use of computers within the daily activity in three preschools and one preschool class. I have designed a survey that I distributed to the staff. The purpose of my work is to investigate how a number of preschool teachers and children in a few preschools and one preschool class in a medium-sized Swedish town are using the computer in their activities.My study shows that the computer is frequently used, both of the children and teachers, but also together. The children in my study are using the computer to play games, listen to music, and go into the websitewww.youtube.com, but also in order to write and count.  The teachers primarily use the computer to document, check their e-mail and listen to music.

Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter

The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.

Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling

This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how these games can be good for these factors, but also in what respect computer games may prevent the development of young individuals socials skills and learning progress. The study showed that in spite of perpetual prejudices against computer games in the technological age, computer games might actually be good to use as a tool in order to authorize the development of young individuals regarding learning and social aspects.

Hälsa och datorkonsumtion bland pojkar i årskurs nio : En komparativ tvärsnittsstudie

The aim of this study is to investigate the prevalence of computer consumption among boys in ninth grade, and to see if there were any differences with regards to physical activity, sleeping habits, breakfast habits and BMI. The study has cross sectional design with a comparative and a quantitative structure and is based on a former study called ?Food & Health 2007?.  The respondents were represented by 181 boys in ninth grade, recruited from ten different schools in the county of Uppsala, who were answering questions about media consumption, breakfast habits, physical activity and sleeping habits. Daily computer consumption was reported up to one hour for 12 % of the respondents, one to three hours for 65 % and over three hours for 42 %. The boys who had a high physical activity level were less frequent in computer consumption while those who had a low physical activity level spent more time by the computer.

Datorbaserad examination: En studie om användarhinder och systemacceptans bland lärare

The aim of this thesis is to examine how teachers use computer based assessment in their work and what user barriers they experience while working with computer based assessments. The result of the thesis is meant to provide an understanding of which factors affect the use of computer based assessments and how a company who provide computer based assessments applications can increase the rate of use amongst teachers.To investigate this, the author examined a company in Sweden who provide a computer based assessment application for both universities and high schools. The study was carried out at two different schools, a university and a high school, both located in Stockholm. In total nine teachers were interviewed. The author also conducted observations at the company whose computer based assessment application was examined.The author?s findings suggest that a lack of functions within the application and lack of costumer support from the company all negatively impacted the teacher?s use of the application.

Kommunikativa funktioner hos emotikoner i svenska twitterinlägg

Emotikoner är ett vanligt inslag vid datormedierad kommunikation, såsom på den sociala nätverkstjänsten Twitter. Emotikoner tycks ha en vedertagen roll som känslomarkörer i en text, men forskning har visat att de även har andra funktioner av mer pragmatisk art. En mer nyanserad bild av emotikoners funktioner på Twitter kan öka förståelsen av hur de ska tolkas i texter och stödja utvecklingen av automatiska textanalyser där emotikoner förekommer. Då funktionerna hos emotikoner ur ett pragmatiskt perspektiv tidigare har studerats främst inom ramen för andra språk och kommunikationskanaler bidrar denna studie med en analys av kommunikativa funktioner hos emotikoner i twitterinlägg skrivna på svenska. 202 twitterinlägg innehållande fem olika typer av emotikoner analyseras med utgångspunkt i existerande litteratur om emotikoner samt pragmatiska teorier som talaktsteori, artighetsteori och implikatur.

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.

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.

Distribuerade fastighetsautomationssystem : - En implementation av kommunikationsprotokollet BACnet

Building Automation Systems in commercial buildings are often designed and installed by different contractors, using equipment and components from different manufacturers. The lack of an accepted communication standard has resulted in a few different standards. Many manufacturers of building automation systems only support one, a few or none of these standards, while developing proprietary system solutions. Regin, who develop such equipment, are planning to adopt an open communication protocol specially designed for building automation - BACnet. As a step in that direction this thesis was announced with the purpose to investigate the possibility to implement BACnet in one of their products and to gain more knowledge of the BACnet protocol.

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