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1304 Uppsatser om Computer programmes - Sida 12 av 87

Datoranvändning : En diskursanalys av medias attityder till dator och surfplatta

The essay is a discourse analysis of the media's attitudes toward computing. The aim is to compare what the media is really saying about the usage of tablets, computers and compare it to what the research is saying. In addition, it examines what the media says about socialization. We analyze the newspapers Dagens Nyheter and Expressen and will first compare these two together and see what attitudes that emerge, and then seek similarities and differences with the previous research and theories including socialization learning, attitudes and consumption. Conclusions we can draw is that Expressen has a more negative attitude towards the use of computers while the Dagens Nyheter has a more positive attitude, but is also more objective to what they write about.

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. Although Ruby on Rails was completely new to me, I decided to use this framework instead of PHP, which I already have a good knowledge of, because of the benefits Ruby on Rails provide.

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.

Genusanalys i barnböcker : En idealtypsanalys av genusnormativa egenskapar i den mest utlånade barnlitteraturen på Gävle stadsbibliotek under år 2010

The purpose of this study was to examine how teachers practice Arne Tragetons theory of using computers as the first writing instrument in reading and writing development. We wanted to clarify how the work from using Tragetons theory was applied while investigating if and how other methods of reading and writing instruction were used. Our interest lays in how the teachers accomplished the knowledge of this theory and also how the choice of this approach came about. To investigate this we used interviews with a qualitative nature, where seven active teachers were interviewed. They worked in three different schools in years one to three, they were all women and had various long experiences of work on the computer writing tools.

Detektion av kolvläge i hydraulcylinder med elektromagnetisk metod

The purpose of this study was to examine what students themselves think about using computers in school. The study was conducted in a school in central Sweden. The students in focus were students with reading and writing difficulties, dyslexia or language difficulties such as an other native language. A total of eight students were interviewed. The interviews were analyzed using thematic analysis.

Spelutveckling, problem och utmaningar

Detta arbete ämnar undersöka problem och utmaningar relaterade till design- och produktion av ett tävlingsinriktat spel för gratis utgivning samt utforska potentiella lösningar och designfilosofier genom att påbörja utveckling av ett spel. Problem som uppstår, lösningar som tillämpas och val som görs dokumenteras varpå resultat analyseras. Undersökningen tar upp design av både spelmekaniska och grafiska element samt produktionen av spelet och dess resurser, saker som är viktiga att tänka på och några saker som kan gå fel..

IPv6 - Inte längre frågan OM och inte så mycket NÄR utan snarare HUR!

Problemområde: Idag har Internet blivit var mans egendom. Detta innebär tyvärr en hel del problem. Det tydligaste vi står inför idag är att IP-adresserna håller på att ta slut. För att bli av med problemet används olika temporära lösningar ("lappningsteknik") men även en permanent lösning utvecklas, nämligen Ipv6 (Internet Protocol version 6).Det nya protokollet löser adressbristen men har även många andra funktioner så som säkerhet och bättre routinglösningar. Vi ställde oss då frågan varför har ingen övergång skett trots dessa fördelar. Frågeställning: Var i övergången mellan IPv4 och IPv6 står vi idag? Varför har inte övergången mellan IPv4 och IPv6 redan skett? Vilka är de största anledningarna och vilka fler möjliga finns det? Slutsats: Arbetet visar att tiden för en övergång ännu inte är inne.

Vilken roll spelar verktyget? : Datorns betydelse för gymnasieelevers skrivande och texter

The aim of my study is to investigate if and in that case how the writing process and texts written by students in the upper secondary school are affected by the writing tool; does it matter if they write their texts on a computer or by longhand? Another objective is to compare such an effect with the findings of previous studies performed on earlier generations of writers. The first part of my study was a survey. It showed that two thirds of the 67 students participating thought that they would have written better texts in the national writing test if they had been able to use computers. In the second part of the study each of the fourteen participants wrote one text on computer and another by hand.

Utvecklingen av energieffektiv teknologi i svenska datorcenter

This thesis investigate how energy efficient measures has spread throughout the data centers in Sweden. These questions are put up against a theoretical use of such concepts such as green IT, technological evolution, large technical systems and knowledge dissemination. These theories are used to answer the questions that are encountered during the study, such as how green IT is approached, how big of a role environmental thinking has had in the evolvement of these new technologies. The study has been conducted in a longitudinal manner, it is an observation of the phenomenon that is data centers over a longer period of time. 23 non structured interviews spanning over 27.5 hours of recorded material have been conducted alongside a study of archived material.

Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter

This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment.

Medicinering inom hemtjänsten

This work has been done by three development engineers and one computer engineer and in some cooperation with the company Phoniro. This report is written for computer science and is mainly oriented on the programming part in the project. The goal has been to develop a program that ensures the quality of the care that the home care organization delivers. The program is developed for cellphones and is supposed to be used in every visit. Several functions have been developed for the reason of reducing mistakes in patient visits, where the focus was on safe medication.

Change Lab - Att arbeta med lärande förändring

In order to be able to change, to maintain competitiveness as a company in a world where rapid changes is part of the daily life, it is crucial to have knowledge and methods in how to change. One method, originally developed in Finland, is the Change Laboratory. This method is said to be efficient, not only concerning change aspects but also learning, since change and learning in this method is intertwined. This Master Thesis (20p.) tells about the process of conducting a Change Laboratory with a Swedish high-tech company and analyses factors in the process that makes change possible..

Sömnvanor och hälsa. En kvantitativ studie om ungdomars sömnvanor och användande av dator, mobiltelefon och internet.

Introduction: Sleep disorders are an increasingly growing public health problem. InSweden, the last decade's increase in sleep problems was greatest among younger agegroups. Studies show association between the use of communication media and sleepinghabits. Objective: The aim is to map sleep habits and use of communication mediumamong adolescents and to study associations between them. Method: The study isbased on a previously collected survey data among high school students (18-21 years)from a coastal town in southern Sweden.

Programmering till webben : Vad du ska utveckla din webbplats i för programmeringsspråk och varför?

This work is done to try to solve a scientific computer problem and its basis derived from the web, as there are a variety of ways to program to it. The most common languages used by developers, both private and corporate are PHP, .NET and Ruby. But why do companies or a private developer choose a specific programming language? Is it because it is better and has more features than the others, or because they are forced? This essay uses a questionnaire and through tests sees which is best and which one is the most popular/used. To illustrate the problem, a survey is conducted and sent to several companies and asked them to answer the questions regarding the issue.

Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen

The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.

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