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1955 Uppsatser om Digital Promotion - Sida 13 av 131
Svenskämnet och de digitala verktygen: Hur använder svensklärare för senare år digital teknik i undervisningen?
Syftet med denna uppsats är att bidra med ökade kunskaper om och bättre förstå hur fyra lärare använder och förhåller sig till digitala verktyg och digital teknik i undervisningen i svenska för senare år. Studien har en hermeneutisk fenomenologisk ansats och baseras på semistrukturerade kvalitativa intervjuer med informanter som har olika ämneskombinationer. Informanterna i studien har en jämn könsfördelning, är av olika åldrar och har varierande antal tjänsteår. Tematiseringsarbete som mynnade ut i fyra teman kan sägas karaktärisera lärarnas upplevelser av att använda digitala verktyg och digital teknik i undervisningen. Teman som växte fram och även utgör rubriker i resultatavsnittet var den utåtriktade tekniken, den betydelsefulla direktheten, den kontextförstärkande digitala tekniken och den svårkontrollerade användningen.
Digital marknadsföring : framväxten av nya verktyg för marknadsföring
Syfte Syftet med arbetet a?r att so?ka fo?rsta?else fo?r utvecklingen fra?n traditionell till digitalmarknadsfo?ring samt att analysera hur fo?retag praktiskt arbetar med detta.Studien anva?nder en kvalitativ metod och data har inha?mtats fra?n ba?de prima?ra och sekunda?ra ka?llor. Empirin har samlats in genom 10 intervjuer, vilket har analyserats med hja?lp av teori och det har sedan lett till studiens slutsatser.Studien visar varfo?r det finns en o?verga?ng fra?n traditionella marknadsfo?ringsmetoder till digitala marknadsfo?ringsmetoder, hur de kompletterar varandra och vilka verktyg som fra?mst anva?nds av fo?retagen i studien.Fo?rslag till fortsattforskning är Facebook-annonsering, ma?tinstrument, SEO och Web 3.0. Dessa termer ga?r att arbeta vidare med och det a?r na?got som va?r studie har pa?visat vara viktigt.I va?r studie bidrar vi till en fo?rsta?else av va?gen fra?n de traditionella marknadsfo?ringsmetoderna till de digitala marknadsfo?ringsmetoderna.
The advertising sales flyer as a promotion tool in grocery retail stores, and its effects on in-store consumer behaviour
En sammanfattning av uppsatsen på maximalt 8000 tecken.The purpose of this study was to analyse if there are in-store consumer behaviour differences between the consumers that use ASF and the consumers that not use ASF in store. More precisely this study had two objectives. The first objective was to create a conceptual model depicting the various behavioural effects that the use of ASF may result in. These variables were tested empirically in order to analyze if the use of ASF influence in-store consumer behaviour. The second objective was to analyze if there are differences in the routes taken by the consumers in store, in relation to whether the consumers use the ASF or not..
Digital Storytelling
The purpose of this paper is to analyze and map out the cyber culture of the Internet and its all users, identity, design theories and services. How people communicate and how they build up their identities are some of the baselines. I will also discuss the important aspects of Interaction design and how this can be used in a Community for digital storytelling.
The Internet, or new media, was founded in the 60?s by some great philosophers (McLuhan, Rheingold, Lambert and more). With influence from their books I will discuss and analyze what kind of media the Internet is and how it can be seen as extensions to our senses, as McLuhan claims.
Sannolikhetsbaseraddimensionering av geotekniskbärförmåga för pålar i grupp : En jämförelse mellan gällande normer och ensannolikhetsbaserad metod
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.
Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.
Att delta eller inte delta i sociala medier. : En kvalitativ studie om hur journalister på P4 Kalmar tänker kring publikinteraktion, sociala medier och den digitala klyftan.
The purpose of this study is to discuss how journalists think about the interaction with the audience in social media and the fact that it can make the traditional audience feel excluded. The study shows how journalists on P4 Kalmar is experiencing audience interaction in social media and describes how aware the journalists are about the digital divide. The results show that all of our interviewed journalists think that the interaction with the audience through social media works well and that there is awareness among journalists about the digital divide. The results also show that many of the interviewed journalists had not reflected on that parts of the audience can feel excluded by the interaction taking place in social media, but some of them could understand if parts of the audience felt that way. We consider our study as part of a research field on journalist?s interactivity with the audience through different types of media, but also as source of inspiration for future research on how the digital media becomes one with the community..
"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..
DIGITALT KOMPETENTA LÄRARSTUDENTER GENOM UTBILDNINGSVETENSKAPLIGKÄRNA?
Syftet med examensarbetet är att undersöka erfarenheterna av IKT i Utbildningsvetenskaplig kärna1 (UVK-1) hos lärarstudenterna som läser den nya lärarutbildningen som lanserades 2011. För attuppnå detta syfte ämnar jag att besvara frågan:? I vilken grad har undervisningen i Utbildningsvetenskap-1 (UVK-1) bidragit till att utvecklalärarstudenternas digitala kompetens?Som metod används en hypotetisk deduktiv ansats. Min hypotes är att genomtänkta ochgenomgående inslag av digital kompetens saknas i lärarutbildningen. Hypotesen prövas genom enanalys av resultatet från en enkätundersökning, där lärarstudenterna är informanter.
Att göra det digitala till det normala : En studie av svenska skivbolags samarbete med iTunes MusicStore och Spotify på den digitala musikförsäljningsarenan
Purpose/Aim: The purpose of this thesis is to define and analyse how Swedish record companies work with digital musical content distributors. A more narrow aim is to show how the record companies and with the digital musical content distributors iTunes Music Store and Spotify create incentives for consumer?s to use legal digital music channels through the Internet. To further circle the core of the problem following questions have been asked: How does the record companies provide iTunes Music Store and Spotify with digital content and what is done by the record companies to retain control over the material? How do the record companies view digital musical sales and what incentives are given to consumers to buy music digitally? Finally, What position of power do iTunes Music Store and Spotify have on the digital content arena?Material/Method: The data collected for this thesis is retrieved through personal interviews with representatives from three of the four major record companies Universal Music, Warner Music and EMI and their Swedish branches.Main results: The consumer?s access to digital content through iTunes Music Store and Spotify is of the utmost importance and is a prerequisite.
Förbättring av högtalares prestanda genom digital signalbehandling
Högtalare består idag ofta av flera högtalarelement, avsedda för olika frekvensområden. Signalen som driver dessa måste delas upp genom att oönskade frekvenskomponenter filtreras bort ur respektive utgående signal. Normalt görs detta med passiva komponenter i högtalarlådan. I denna rapport beskrivs arbetet med att ta fram ett digitalt system för att ersätta dessa passiva filter. Teoridelen tar metodiskt läsaren till en relevant kravspecifikation för systemet.
Sexuell hälsa, ungdomar och unga vuxna - En studie om efterfrågade insatser i det preventiva och hälsofrämjande arbetet med sexuell hälsa i Västra Götalandsregionen
We have from three studies examined how adolescents and young adults, actors and the researchfield describes the preventive and health promotion work with sexual health. The questions weasked ourselves was based on what efforts adolescents and young adults demand, whether there aredifferences between age, gender, place of residence, ethnicity, employment, and sexual orientation.Furthermore, we investigate if these requirements are consistent with the offered interventions fromparticipants, as well as which perspectives the work with STI / HIV and SRHR issues should bebased on. The investigation concerns the work of Västra Götaland and is answered by interviewswith participants regarding the activities offered by actors, a quantitative analysis and text analysisof the answers of adolescents and young adults, and an international research overview of theresearch field. Our results show a high demand for basic preventive work from the adolescents andyoung adults. Furthermore, there is an increased demand of action from men, LGBTQ group anddepending on the place of residence.
Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik
This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.
Att anpassa eller inte anpassa - det är frågan! En fallstudie på hur externa faktorer påverkar anpassningsgraden av ett globalt företags marknadsstrategi. Four P's style!
The globalization of today?s society has enabled consumers to acquire products and services from all over the world. Global organizations have the entire world as a playfield and offer products and services across markets. Regardless perception and transparency of the global market, consumers are still individuals. Consumers may have different perceptions and ideas about products, their functions and usage.
Användarkvaliteter inom söksystem : En kvantitativ studie av söksystemen på Södertörns högskola och Stockholms universitet
This essay is about testing the validity of an article written by Jonas Löwgren, called The use qualities of digital design. The study we have executed is about testing the featured qualities of digital design in the article on two search systems located in the library of Stockholm University and Södertörn University respectively to see how they are able to be applied on search systems. To acquire the information for the study, we handed out a written inquire among users of those systems. The result of this quantitative study shows us that many that five of Löwgrens qualities is likely to be present on the systems. Our conclusion is that five of these are appliable on search systems.