Sök:

Sökresultat:

1462 Uppsatser om Difficulties in arithmetic - Sida 23 av 98

Implementation & utvärdering av spelmotor i WebGL

This report describes an analysis of WebGL together with JavaScript with the aim to examine its limitations, strengths and weaknesses. This analysis was performed by building a 2D game engine containing some dynamic elements such as water, smoke, fire, light, and more. Different algorithms have been tested and analyzed to provide a clearer picture of how these work together. The report will go through the most basic functions of the game engine and describe briefly how these work.The result shows that JavaScript with WebGL can be considered to be a potent toolsets, despite the difficulties caused by JavaScript.In summary, similar projects can be recommended as Javascript and WebGL proved both fun and incredibly rewarding to work with..

Kunskap i biologi hos invandrarelever : En undersökning på en grundskola i Västra Götaland

The main purpose of this study was to examine the knowledge in biology by immigrant pupils. My investigation is based on the pupil and I have focused on positive and negative factors that affect their performance in biology.The study is based on marks in year 2006/2007, a survey and interviews made with four immigrant pupils at a compulsory school in Västra Götaland.The study indicates that the result in biology of immigrant pupils is lower compared to Swedish.Difficulties in language, the commitments by their parents and their surroundings are the main factors that affect their results negative..

Svårigheterna med försäljning av kläder på Internet

This thesis has enlightened how consumer behavior is when buying clothes via the Internet and the problems and difficulties that could face the companies. This study was conducted through interviews with people that have bought clothes through the Internet, traditional catalogues and real stores. The conclusions showed that the Internet is as suitable as traditional catalogues for buying clothes. Another dimension were put to the aspect of availability to a virtual mall in the design of the catalogues. Finally, it is in the best of the e-business companies interest to study how e-catalogues should be structured and designed for the consumers..

Testdriven utveckling för mobila applikationer/Android

Android is one of the leading software platforms for the new generation of smartphones. The market for applications is growing rapidly. So to be able to compete with such large competition the applications need a solid and stable development methodology. Therefore have we created an application based on a test-driven development, to investigate if the methodology was applicable on the Android platform. The conclusion is that Android?s suitability for test-driven development is dependent on the application that is being developed and if difficulties concerning the testing framework can be avoided.

Industrialiserat byggande

The industrialization of construction is increasing in Sweden which leads to higher demands of prefabricated components and cells. But what does the business of construction think of the industrialized business and what can be done in order to decrease faults and errors with these products? Today we have many manufacturers who have different technical solutions which might lead to difficulties when assembling components and cells at the building site. But by trying to make a more opened market, with possibly standardized connections details and improving the communication between the different participants, the prefabricated components and cells can be made and assembled with less errors. This is something that needs to be done in order to establish a more secure business, and especially when working with new companies and methods, when using industrialized products..

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game.

Värdering av varumärken

Background: The trademark is something that surrounds us almost all the time wherever we are. Studies show that brands are becoming increasingly more and more important and that it is important to have a strong trademark. This may be a reason for acquisitions. A business is carried out for various reasons, but usually it is to gain market shares or to get advantages in the market, such as a trademark can help with. A contributory effect on the market can be customer loyalty to the trademark.

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.

Motivationen är jätteviktig ? man kan få eleverna hur långt som helst : En studie om hur fyra lärare motiverar elever till läsning

AbstractMany pupils struggleto read. Teachers must therefore know how to motivate these pupils. In this qualitative study the aim is to investigate what some teachers do to motivate pupils to read. Data were collected through interviews with four teachers from two schools. The teachers said that the choice of book was extremely important for making pupils interested in reading, and that reading aloud and cooperation with parents and libraries are of great importance.

Hur ska vi komma vidare? : frågor rörande neolitiseringen i Sydskandinavien

This paper deals with the question of neolithisation of Southern Scandinavia. The main goal is to give an overview of three theories regarding how agriculture and livestock breeding was introduced to the Southern Scandinavia. These are as follows: the immigration theory, the socio-economic theory and the historical explanation theory. Furthermore it is investigated which theory has the most probably support in material culture. There are obvious difficulties in interpreting the archaeological material.

Att leda som man lär : Införandet av en ledarfilosofi i en professionell organisation

Since a lot of the power in a professional bureaucracy lays within the operative profession with its strong corporate culture and strong co-workers the executive occupy a weak position. Their power comes from the complexity of the operative professionals work and the difficulties to supervise that work. To avoid conflicts it?s important to make all expectations on the executive equivalent. This can be done by defining the roles of the executives in a philosophy.

Framtidens medborgare : En ideologikritisk analys av den nya skolan i ljuset av demokrati och samhällsmedvetande

The purpose of this study is to investigate whether the schools? pupils have the capacity to understand societal change through social consciousness. In order to investigate that a theory has been developed specifying what social consciousness means and how it is used. The theory has been used as a tool in an ideology critical analysis of the steering documents on which the schools? work is based.

Upplevelser av rektorsrollen : en studie av tre rektorer

 This report is about the principle and his / her role at the school it?s also about how the principle understands the role, its expectations and the demands connected. The facts are based on deep detailed interviews with three different principles. The theoretical approach is coming from ?hermeneutiken? and ?Gadamers? ideas regarding how an individual is creating the world and the surroundings to act within.

Hearty Horror

I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game. Thoughts and comparances are made between evil and good characters and what you, as a gamedesigner, should and should not do to make the player want to continue playing..

Muntlig examination som bedömningsverktyg

Sammanfattning Denna studie redovisar resultatet av en kvalitativ intervjuundersökning angående muntlig examination inom vuxenutbildningen. Syftet med studien var att undersöka användandet av muntlig examination vid slutprov av kurser inom den gymnasiala och grundläggande vuxenutbildningens Omvårdnadsprogram och Barn- och fritidsprogram. Intervjuerna genomfördes vid tre skolor där sammanlagt nio personer intervjuades. En skolledare och två lärare intervjuades vid respektive skola. Intervjumaterialet bearbetades genom två kategoriseringar.

<- Föregående sida 23 Nästa sida ->