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2179 Uppsatser om Computer training - Sida 3 av 146
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.
Förskolans balansgång mellan fri- och styrd rörelseträning : en kvalitativ studie om förskolors arbete med rörelseträning
AimThe aim with this essay has been to investigate how preschools profiling in motor activity training, work to stimulate motor development of children. In order to study this, the main focus for the research has been on the following queries:What characterize motor activity training at the preschools studied?What is the purpose with the motor activity training of preschools which were studied?How do the preschools describe the affect that motor activity training has on children?How do the preschools look at the need for motor activity training?MethodFour in-depth interviews were conducted with representatives of the chosen preschools profiling in motor activity. My selection was based on a strategic sample and this was made by an internet mapping of preschool activities in the districts of Stockholm, and information from the service guide of the town of Stockholm. Then e-mail was sent to ten contact persons at preschool units, and ten preschools were contacted directly by phone.
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.
Personlig träning på egen hand
AbstractThe purpose of this essay was to determent if the authors? idea to replace a personal trainer with a training program, which is provided by software, is viable and if there is a market for such a product. The method that was used, included eight people who enrolled in a training program which were designed by the authors in Microsoft excel. The programs were based on principals of periodization, and included the phases: anatomic adaptation, hypertrophy, maximum strength and muscle definition. The training program was personal and based on individual goal setting.
Återkoppling av sjöpraktik : Hur sjökaptensstudenter upplever återkoppling av sjöpraktik
Feedback is a tool that can be used to give students the confirmation of their accomplishments , helping them to increase understanding of the results of a performance and to alert students if change is required for future performance. Other studies and reports regarding clinical practice in education has shown that students feel that feedback has good impact on learning and positive effects such as enhanced self-confidence. Onboard training forms a major part of the education at the four-year nautical science education in Kalmar, in four years, one year is spent on board ships. Therefore, the purpose of this study was to find out how students at the four-year nautical science program in Kalmar felt that they receive feedback after completing on board training and how they wish that such feedback would be given. Six students were interviewed, three from grade one and three from grade three.
"I had to become my own hero" : En utvärderande studie av träningsapplikationen RunKeeper
Being physically active plays an essential role in ensuring good health and well-being. Motivation is a key factor for maintaining a healthy lifestyle and together with the help of today?s modern technology, facilitating new innovative approaches has made it easier to motivate people towards regular physical activity. This study aims to examine how a training application can increase motivation and how behavioral change occurs when using a training application. Qualitative data collection methods such as interviews and observations have been used in this study.
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.
Sömn och Powernap - Dess betydelse för återhämtning och prestation
During sleep the majority of the body?s production of anabolic hormones is produced and sleep is a general anabolic state of being. It has been to our recognition that a powernap is 4-6 times more effective when it comes to sleep intensity than the last 1-2 hours of a traditional eight hour sleep. With this in mind, and that elite athletes worldwide often sleeps in between their training sessions. This study has tried to prove a hypothesis which comes from the assumption that you can recover and perform better during times with intensive periods with better distribution of your sleep.We have in this study let three test subjects take part of a six week long program with two different training periods for legs.
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.
Är det ett varande eller ett görande förhållningssätt som har betydelse för att må och fungera bättre?
Abstract Integrated mental training is a method that entails a systematic and long-term training of mental processes (thoughts, images, emotions) that aims to enhance performance as well as gratify feelings and improve thought processes. This training develops an alternative system of control by using substitute state of consciousness and self-hypnosis. The method is concerned with both mindfulness and performance approaches, which is crucial in order to feel and function better. The intent of this study is to highlight the experience of the different steps of integrated mental training to gain an understanding of how, where, and when changes occur. To achieve the objective of this study, a qualitative empirical method was used.
Är det ett varande eller ett görande förhållningssätt som har betydelse för att må och fungera bättre?
Abstract
Integrated mental training is a method that entails a systematic and long-term
training of mental processes (thoughts, images, emotions) that aims to enhance
performance as well as gratify feelings and improve thought processes. This
training develops an alternative system of control by using substitute state of
consciousness and self-hypnosis. The method is concerned with both mindfulness
and performance approaches, which is crucial in order to feel and function
better. The intent of this study is to highlight the experience of the
different steps of integrated mental training to gain an understanding of how,
where, and when changes occur. To achieve the objective of this study, a
qualitative empirical method was used.