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1304 Uppsatser om Computer programmes - Sida 2 av 87

Åtgärdsprogram : Pedagogers uppfattningar och erfarenheter

The purpose of this study is to learn about educationalists´ apprehensions and their experiences of working with action programmes within the compulsory school's earlier years. Two issues have been composed in order to meet this purpose. They are also the foundation of the interview questions, which are enclosed at the end of the essay.The purpose with the issues is to look into educationalists´ work with action programmes. Another purpose is to find out how they consider an action programme should be formulated in order to function as a support for students in need of special aid.From the study the result shows that the apprehensions of working with action programmes are separating from one teacher to another. The informants of the study indicate the importance differs inviting both pupils and parents to participate in the entire process.

Finns det några skillnader mellan Socialdemokraterna och Moderaterna? : en studie om kommunalt självstyre på lokal och nationell nivå

The Social Democratic Party and the Moderate Party are two parties with different ideological background. The parties have different opinions in issues of public and private matters. The Social Democratic Party profiles it self, through the local and national party programs, as a party for solidarity and security. The Moderate Party, on the other hand, profiles it self through their programmes as a party with a possibility for the individual to shape his or her own life. Through a survey on members in the local government, and two key persons at national level, the view of municipal self-government has appeared.

Fysisk aktivitet och fysisk självkänsla : Är det skillnad mellan elever på yrekesförberedande och studieförberedande gymnasieprogram?

Background: Students, at a secondary upper school, attending a practical programme have a lower physical capacity than students from theoretical programs. Our physical self-esteem has a great significance for our motivation in being physically active and thereby also for our health. The purpose: of this study is to find out if there is a difference between perceived physical self-esteem and objectively measured physical activity between students attending a practical programme and a theoretical programme. Method: Four classes, in a medium-sized town in the southeast of Sweden, participated in the study, two classes from practical programmes and two classes from theoretical programmes. All the students were in their final year at the upper secondary school, when they were part of the study during the autumn of 2011.

Elevers uppfattning om Idrott och Hälsas betydelse för ett livslångt idrottande : En enkätundersökning om gymnasieelevers uppfattningar om fysisk aktivitet i gymnasieskolan

The study is about Physical Education as a subject that offers students in Upper Secondary School a possibility to a life long interest in exercising. The study focuses on whether there is a difference between study concentrate programmes and profession concentrate programmes. The study also includes differences among exercising and non-exercising students. Earlier research shows that many youths don?t have an exercise form that they spend their spare time in.

Curatorns ordning : En diskursanalys av curatorns yrkesroll utifrån 15 curatorutbildningar

This study departs from the observation that since the late 1980´s educational programmes for curators have been established and since then expanded greatly. The programmes are part of a process of institutionalization and professionalization of the role of the curator within the international contemporary art field where the role as such has gained much power. Even though many statements have been made about this relatively new phenomenon of curatorial studies, there is a lack of sufficient research. The intention of this study is therefore to examine the educational programmes as such. The selection of 15 programmes has been made with the purpose to include early as well as newly established and to cover a wide geographic area.

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Ur ett genusperspektiv : En kvalitativ innehållsanalys av två utbildningsprogram: Home Farm Twins och Rena rama forntiden

Our aim with this study is to investigate whether or not Utbildningsradions - which is a public broadcasting agency - educational programmes reproduce the existing gender patterns of the female and male genders. We have chosen to analyse two educational programmes, Home Farm Twins and Rena rama forntiden.We use a social constructionist theory regarding the construction and reproduction of gender and the method we have chosen to use is a qualitative content analysis to study the educational programmes.Our conclusion is that in the case of Home Farm Twins, it reproduces the current stereotypes that exist in society. Rena rama forntiden on the other hand does not, the program has got a clear gender perspective in regards to its content. Though it can be said that in some ways it does not reflect upon the gender patterns that exist in society today, to a satisfactionary extent.Utbildningsradion does not achieve its policy concerning Home Farm Twins, but on the other hand it shows that in the case of Rena rama forntiden they do own up to the standards regarding cultural diversity and creative aim..

Felsökningssystem för bankomat

NMD 100 is a notes and media dispensing machine, manufactured by De La Rue Ltd, located in Flen, Sweden. The customers, mainly bank offices, have expressed a need for a more comprehensive description of errors occurring from time to time in their machines. In order to acquire a BSc-degree in Computer and Electronics Technology at the University of Linköping I have carried out a diploma work, regarding new computer programs to fulfil the customers? wishes. The machine NMD 100 is connected to its PC through handshaking.

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.

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.

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.

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