Sök:

Sökresultat:

3828 Uppsatser om Computer-supported Collaborative Learning (CSCL) - Sida 3 av 256

Kunskap och organisatoriskt lärande inom Apoteket AB

This paper aims to provide a description of how knowledge can occur in Apoteket AB, anorganization that is operating on the Swedish pharmacy market. The purpose of this paper isalso to describe how the organizational learning occurs in the organization, and how theoutcome of this learning can be stored in the organizational memory. This subject is ofinterest since Apoteket AB experience changes in their external environment in that they nolonger have monopoly to sell pharmaceuticals on the Swedish pharmacy market. Earlierresearch claims that organizations need to develop new knowledge in order to take action, andthis development needs to be supported by the management within the organization.The collection of primary data was done by two qualitative interviews with employees withinthe organization of Apoteket AB.Our conclusions are that knowledge can occur in many forms, such as tacit and explicitknowledge. The vast majority of the knowledge within the organization is the information thatcan be found in the electronic database Aponet within Apoteket AB, and that is useful for theemployees in their daily work, and therefore is known as explicit knowledge.

?Man får uppskattning om man skriver kreativt men inte om man stavar kreativt? : en litteraturstudie om fenomenet dyslexi

The aim of the study was to study the phenomenon of dyslexia on the basis of a literature study. I did a thorough exposition of what dyslexia is and its history and previous research in the area. Further I assumed two questions at issue which were What testimonies are there from the literature of how it is to live with dyslexia? and What learning styles are there for people with dyslexia? I have taken part of testimonies that are to be found about how it is to live with dyslexia according to the people themselves that live with it. In the second question at issue I move on to present a couple of learning styles that are used.

Deaktivering av metanisering katalysatorer

A titania-supported nickel catalyst was prepared and tested in methanation in order to evaluate its catalytic properties (activity, selectivity and specially, activity loss), and compare it with an alumina-supported nickel catalyst.The titania-supported catalyst did not only show higher stability than alumina, but also presented a different cause of deactivation, carbon formation. In addition, a kinetic model was obtained for the titania-supported catalyst, and a study of the effect of different operating conditions (temperature, composition and partial pressures of synthesis gas and water) on the deactivation rate and carbon formation of this catalyst was performed.

Skräckens politik : Hedersrelaterat våld i den svenska demokratin

The purpose of this paper was to carry out and evaluate a pedagogic ICT-project, where the computer was implemented in art class. Focus was on the consequences of collaboration and also on the students? understanding of their own performance, compared to techniques in traditional art class.The study was qualitative and began with studies in literature. The contents of the literature are the foundation of the discussion, especially theories concerning the learning process, IT and computer-based learning. In the project, three different groups of students from upper secondary school attended and they where given tasks to solve in the image editing program Paint Shop Pro.

Vad sker i elevers parskrivande vid datorn? : Observation av fyra elevpar i årskurs ett

The aim with this study is to explore if and how linguistic learning takes places when four pairs ofstudents in grade one writes on the computer. Observations of eight students took place duringtwelve lessons to investigate what happened during their writing processes. This study isimportant because students? computer writing is a relatively new phenomenon in the Swedishprimary school.It is clear that the peer collaboration creates a complex interaction that becomes the platform, andalso the prerequisite, for successful language training. The method can clearly give students profitsin their linguistic development.

"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.

In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes..

Datorn i bildundervisning : En studie på tre elevgrupper med fokus på samarbetet

The purpose of this paper was to carry out and evaluate a pedagogic ICT-project, where the computer was implemented in art class. Focus was on the consequences of collaboration and also on the students? understanding of their own performance, compared to techniques in traditional art class.The study was qualitative and began with studies in literature. The contents of the literature are the foundation of the discussion, especially theories concerning the learning process, IT and computer-based learning. In the project, three different groups of students from upper secondary school attended and they where given tasks to solve in the image editing program Paint Shop Pro.

Reflekterande eller reproducerande matematik : en jämförande studie mellan två undervisningsmetoder i matematik, det laborativa och det traditionella

In each classroom there is a teacher with good intentions wanting what´s best for their pupils. But grades and tests in mathematics from 2009 in Sweden shows there is a crack between the subject being taught and the learning child. The purpose with this research is to find an understanding from a teaching and learning perspective of which teaching method is more suitable for teaching and learning mathematics by doing a comparison between two methods. The main question is:What are the advantages and disadvantages of the traditional and the laboratory method of teaching, supported by the two keywords teaching method and learning?This C-paper is based on a qualitative research aiming to gather an in-depth understanding of human behavior.

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.

Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?

How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.

Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv

This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.

?Men de används ju inte.? - en undersökning om distributionsstödda böcker från bibliotekariers synpunkt.

The purpose of this study is to investigate librarian?s opinions concerning literature with state supported distribution and how to mediate and market these in the library. The types of mediation and marketing that have been studied are positioning, labeling and oral mediation.The study is qualitative with interviews at seven main public libraries in central Sweden. The respondents of the study were responsible for the literature with state supported distribution within the library.The study is based on a theoretical frame of reference containing theories from Jofrid Karner Smidt, regarding librarian?s mediation in libraries, and François Colbert?s theory on marketing planning for arts and culture.The results of our study showed that librarians have both positive and negative opinions when it comes to the literature with state supported distribution.

Fronter - ett webbaserat utbildningsverktyg : hur förändrar det elevernas inläning på vuxenutbildningen?

Allt större och större andel företag väljer att presentera och förmedla varor och tjänster via e-handel. En viktig aspekt vid e-handel är att kunden känner förtroende för e-handelsapplikationen och företaget. Denna rapport redogör för vilken inverkan multimediala inslag har för förtroendet av en e-handelsapplikation, vid initialt användande. En undersökning har genomförts med hjälp av en kooperativ utvärdering av fyra e-handelsapplikationer vilka innehåller olika typer av multimediala inslag har.Resultatet av undersökningen visar att multimediala inslag inverkar positivt på förtroendet för e-handelsapplikationer. Däremot finns indikationer på att för hög grad av multimedialt inslag inverkar negativt på förtroendet för e-handelsapplikationer..

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.

Från DOOM till Krakel Spektakels ABC - Datorspel och lekfulla datorprogram för barn och ungdom på svenska folkbibliotek

This thesis is an attempt to study computer games and playful computer programs for childrenand youth at Swedish public libraries. The main method used, is qualitative interviews.The main reason the libraries in the study offer computer games and playful computer programsto their users, is that every member of the society shall have opportunity to use newtechnology such as computers and computer programs. The users of this media are for themost part boys. The librarians in our study wish to have pedagogical games and programswithout violent themes at their libraries. Lending computer games and computer programs isnot of any priority for the libraries..

<- Föregående sida 3 Nästa sida ->