Sökresultat:
2956 Uppsatser om Creating digital games - Sida 24 av 198
Den abstrakta tråkigheten : villkor och möjligheter, utifrån ungas perspektiv, att relevansgöra digitala medier som en resurs för lärande i skolan
Children and teenagers of today have grown up with digital media. According to Olle Findahl's report "The Swedes and the Internet" (2009), adults as well as children are online more and more. Our experience is that at many workplaces as good as everyone use computers and everyone is expected to have digital skills. However at most schools the reality is far from this. According to Findahl's report from 2009, 99 percent of all pupils (in Sweden) have access to computers and Internet, yet it is rare that they get school assignments where the use of Internet is acquired (Findahl 2009).The purpose of our paper is to understand how digital media can be used as a resource for learning, through the perspective of young people.
Skolledare och digitala teknologier : En kvalitativ studie i skolledares användning av och tankar kring digitala teknologier, i arbete och för skolan
Today, digital technologies (DT) can be said to play an important role in the Swedish school system. The goal of this essay was to describe DT use by school leaders, in relation to their views on schools? goals and visions, and teachers? and students? use of DTs. Semi-structured interviews were conducted with five school leaders of secondary schools in Umeå municipality, Sweden. The results show that school leaders? use of DTs center on three key tasks: communication, information and administration.
Systematisering av information på företag en fallstudie
The purpose of this paper is to investigate how a small company manages its information, primarily the organization of digital documents. The two dominating themes are classification and information politics, the former in the context of a corporate environment and the latter to help us to describe the situation at the company. The method used has involved observation of the company's current computer network structure and also interviews with six employees at different levels in various departments at the company. The result of our investigation has been the realization that, although logical structure is important when organizing documents in a digital environment, it is also necessary to have rules regarding its implementation..
Recúrrens ? En svensk novellfilm
Det här är slutreflektionen för ett examensarbetet Recúrrens, skapat av Mikael Berglund och Johan Cederholm från Medieteknik och Joel Arwidson och Charlie Persson från digital ljudproduktion. Recúrrens är en novellfilm vi gjorde från idé till färdig film och vi kommer beskriva hela vår arbetsgången i den här slutreflektionen. I den andra, reflekterande delen, diskuterar vi hur arbetet gick, motgångar, framgångar och slutresutlatet. Bifogat finns även manuset och bildmanuset..
Motivation, spel och kanji : Gameplay:s inverkan på motivationen i spel med syfte att lära ut kanji
Denna uppsats undersöker hur olika nivåer av gameplay i spel påverkar motivationen hos testpersoner som deltagit i en undersökning där de fått spela olika serious games framtagna med syfte att lära ut det japanska skriftsystemet kanji. Metoden för undersökningen är baserad på teorier och tidigare undersökningar av bland andra Owston, Wideman, Sinitskaya Ronda och Brown (2009), De Grove, Merchant och Van Looy (2009) och Csikszentmihalyi (1990).I undersökningen har 27 testpersoner fått testa tre olika spel med olika nivå av gameplay, och har sedan i ett frågeformulär fått redogöra för bland annat hur underhållande och utmanande de fann spelen.Resultatet av undersökningen är ickesignifikant, men visar ändå indikationer på att mer gameplay ger mer underhållning. Den största slutsatsen undersökningen ger är dock att olika varianter av gameplay är att föredra, då olika personer ofta har olika smak baserat på tidigare spelvana m.m..
Aktiv design av internetbaserade självhjälpstjänster - gentemot spelberoende. Att påverka en individs förhållningssätt mot sitt spelande
Technological developments have affected many different areas. Something that has undergone major changes in this respect is gambling. Because of technology, the accessibility to games has never been greater. Using smartphones, tablets and online casinos makes it possible to play virtually any time of day no matter where you are. This development has caused that more people, got stuck in a gambling addiction which have become an increasing problem in the last decade.
I tid och rum : en upplevelseanalys av Kärnan
In 2005 Gunhild Eriksdotter published Behind The Facades in which she analyses the ways of approaching historical buildings in archaeology. Eriksdotter emphasizes that the archaeology of buildings is in dire need of renewal videlicet the traditional outlook on buildings as two-dimensional objects need to change. She develops a method of analysing the spatial dimensions in a three-dimensional world. By fusing theories and methods in excavating archaeology and architecture, she is able to give us a new way of approaching buildings. Her method includes the analysing of a buildings material, spatiality and use.
Emotionellt värdeskapande : Känslans roll i företagets värdeskapande
Management research has during the last decades devoted itself to finding new solutions as to how companies in a better and more efficient way can take advantage of the human resources to create added value. This brings up the problem of understanding, making visible and identifying these resources and to be able to influence them. A section of the issue of understanding that has grown stronger lately builds on the role of emotions in transformation of resources. Research into this issue has shown a discrepancy where a common view seldom can be assumed. This leads to the first aim of the essay; to create a theoretical framework for understanding and dealing with the role that emotions play when it comes to creating added value in a company.
Digital videoregistrering
This Bachelor thesis examines the possibility of replacing an outdated, analog video recording system to a digital counterpart. It is key that the video and audio signals remain synchronized, generator locked and time stamped. It is up to nine different video sources and a number of audio sources to be recorded and treated in such a manner which enables synchronized playback. The different video sources do not always follow a universal standard, and differ from format as well as resolution. This thesis aims to compare a number of state of the art commercial of the shelf solutions with proprietary hardware.
Pamiro
This report describes the work with creating a CMS (Content Manager System). A CMS is a web tool so you easy can publish materials on your web page. With a CM Scan you can without any knowledge of programming web pages create and maintain a web page. This will result in that you and your organisation save time and money. You can also split the responsibility for the webpage in different roles, but still keep the control.
Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen
Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.
Perimeter
The project explores the possibilities of using additive manufacturing (3d-printing) to build architecture. Through a combination of theoretical research and practical experiments a building system has been developed which has the capabilities to create houses with great geometric flexibilities to a affordable price today. The construction system Perimeter is demonstrated in a pavilion situated at Norra Djurgården in Stockholm. .
Digital divide eller digital opportunity i Anacostia High School, Washington D.C. : en studie baserad på sistaårselever i High School
Purpose/Aim: The goal of this thesis is to examine access and knowledge computers and the Internet among the senior-year students of Anacostia High School. Do the students of this facility have the same opportunity as the residents from better socioeconomical backgrounds or are they being excluded from the technology? Material/Method: To approach the thesis goal I have used a quantitative method. More specifically, a questionnaire was handed out to the senior year students at Anacostia High School. Main results: The study has shown that most of the students of Anacostia had in some way access to computers and Internet.
Utvärdering av kvalité och dess behov inom förprovtryck
It always has been a need for the abiltiy to create color proofs. When an error occurs late in the production process, itis allways complicated and difficult to correct the error. In this project, digital proofs been made and discussions havebeen held with several people in the printing industry, in order to examine how well excisting digital proofs, meet thedemand of the market. And how close the digital proofs can come to the actual printsheat from the press. The study hasbeen shown that the one thing that has had the most influence on the outcome for the quality of a digital proof, is theprintshop operator?s knowledge about color management and proofing systems.
Digital kompetens och Gy 2011 : -En kritisk diskursanalys
Genom en kritisk diskursanalys söker jag svaret på vilka diskurser som finns i mitt urval av dokument. Med sociokulturellt perspektiv som teoretisk grund väljer jag att titta på kunskap och lärande. Utgångspunkt för analysen är Europarådets rekommendationer inom programmet Utbildning 2010, där ett underlag gavs i form av åtta nyckelkompetenser för livslångt lärande (EU 2006a). Jag tittar på digital kompetens, som är en av nyckelkompetenserna som varje europeisk medborgare ska utveckla. Jag analyserar också dokument som finns med i processen för den reformerade svenska gymnasieskolan Gy 2011.