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1304 Uppsatser om Computer programmes - Sida 3 av 87
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.
"Mamma vann, hon klarade allt!" : Barns upplevelser av föräldrastödsprogrammet Komet
AbstractEvidence based research has shown that organized parent support programmes have a goodeffect in strengthening the role of the parent and preventing problems during growth. Thisin turn has a great significance for Public Health.Komet is one of the evidence based programmes used in Sweden, based on Americanprogrammes and adapted to Swedish conditions.This qualitative study consists of interviews with six children between six and nine yearswith behaviour problems, whose parents have taken part in the Komet programme.With Grounded Theory as research approach the children?s experiences of the programmeand relations within the family have been looked into and analysed.The result of this study suggests that a space for growth of their own is a common need ofthe children, and that this can be achieved by giving them the opportunity to function in afamily environment where they are seen and understood.The Komet programme contributed to this by giving the family tools to strengthen relationswithin the family, create calm and make the children more visible.The self image of the children in this study had improved which gave them more room togrow in a strengthened family situation. This in turn improved conditions for good feelings,and sense of well being, of importance for child development and health..
Incentive programmes – a corporate governance perspective on Swedish commercial state owned firms
We would like to learn more about how the restrictive policy against incentive programmes affects the board’s of Swedish state owned commercial firms ability to govern management in an efficient way. We also want to find out if there are different consequences in reference to this that are not directly linked to corporate governance issues. Our empiric observations have been made in order to profoundly explore the subject and examine it through the eyes of professional individuals, all expressing different views and standpoints.
We conclude that the most efficient structure is when an active board is complemented by a well structured and individualised incentive programme. However, this thesis conclude that this structure is not possible given the current guidelines and policies employed by the state, which in turn might lead to sub optimizations in the governing..
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.
En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.
Förväntningar och övergångar från skolans värld ur ett mångfaldsperspektiv - en jämförande studie mellan elever på handelsprogrammet och på Ky-utbildningen inom Haninge Kommun
I have chosen in my study, to do a comparison between pupils´ expectations of the future, how they would meet adult life or working life after their education. These pupils are ending their programmes during this term. One program is Business and Administration Programme and the other programme is Qualified Vocational Education in Business, which is a post-secondary education and training programme. This investigation is done in Haninge municipality.The purpose of this study has been to investigate if these students´ expectations differ between each other, compared with factors such as age, sex, ethnical origin and different study programmes. Further it has been interested to see how teachers and future employer meet these pupils´ expectations in education or in their planning working life.There have been two other important questions to investigate in this study.
Att vinna eller försvinna när alla får varsin dator : En-till-en-satsningar och dess inverkan på delaktighet, självbild och lärande för gymnasieelever i behov av särskilt stöd
The purpose of this study was to investigate how high school students felt that the computer helped or hindered participation and self-esteem in the learning situation and if the students experienced any differences between when they had been relatively alone in using a computer compared to when everyone had their own computer. The starting point was the national one-to-one projects made to give every student access to a personal computer and how it affected students in special educational needs and previous research. The theoretical approach was based on socioculture/activity theory and theories of self-esteem. Ten high school students in grade one at a senior high school that previously had started up a one-to-one project was interviewed. The results showed that the students primarily used the computer to write and to search the Internet, but even as a alternative or compensatory tool.
Skapar mikrokrediter en bättre tillvaro? : En fallstudie av Grameen Bank i Bangladesh
In course of time the role of the individual being has become increasingly important in the fight against poverty. Through its microcredit programmes, the organization Grameen Bank offers ?aid to self-help? to poor women on the countryside in Bangladesh. The purpose of this essay is to investigate how participation in Grameen?s microcredit programmes can affect these women?s social situation and working situation.
Implementation av Network Admission Control
This examination work is about implementation of Cisco Systems Network Admission Control (NAC) within a leading IT-company in region of Jönköping. NAC is a technique that is used for securing the internal network from the inside. NAC can verify that the client who connects to the network has the latest antivirus updates and latest operative system hotfixes. Clients who don?t meet the criteria can be placed in quarantine VLAN where they only have access to the update servers.
Marknadsföringsprodukt för Kiruna studentkommun
This report is the concluding part of the course national minorities, main focus on design, at Luleå University of Technology spring 2007. The purpose of this written examination is to produce a prototype to a product, which can be used both when marketing Kiruna as a student municipality and when recruiting students to the study programmes Kiruna offers. The product has been produced through systematic problem solving, where methods to fix the problem, gather facts, examine and come to a solution have been used. The product should in one way or another get the student to think of Kiruna as a student municipality and it should also appeal to the target group ? the students.
Incentive programmes ? a corporate governance perspective on Swedish commercial state owned firms
We would like to learn more about how the restrictive policy against incentive programmes affects the board?s of Swedish state owned commercial firms ability to govern management in an efficient way. We also want to find out if there are different consequences in reference to this that are not directly linked to corporate governance issues. Our empiric observations have been made in order to profoundly explore the subject and examine it through the eyes of professional individuals, all expressing different views and standpoints. We conclude that the most efficient structure is when an active board is complemented by a well structured and individualised incentive programme.
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.
EU-patent på datorrelaterade uppfinningar : en rättsekonomisk analys
Computer programs must give a technical effect that goes beyond"normal physical interaction"to be considered to belong to a technical field. The invention shall be be susceptible of industrial application, which means that it should be possible to reproduce or use in any other industrial way. The reqirement that the invention shall be new means that the technique must not be previously known because of patents, published articles, etc. That an invention shall be a contribution to the state of the art in a technical field means that the invention shall not be obvious to invent for a person skilled in the art. Patents do effect the innovation among the inventers, but in most industries most inventions would be invented independent if there was a patent system or not.
Webbdesign för iPhone
Detta kandidatarbete utgår ifrån vilka aspekter som är viktiga att tänka på när
man anpassar av en webbsida till en mobil enhet och de problem som uppstår när
en
webbsida skalas ner till en låg skärmupplösning. Vi har behandlat
användarvänlighet, designprinciper, grafiska element och tekniska aspekter för
att svara på problemformuleringen. Slutsatsen vi kommit fram till är ett antal
punkter inom områdena ovan..
What can change the nature of a grade? : A study of computer games and how they affect English grades.
The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..