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1943 Uppsatser om Digital environments - Sida 3 av 130
Digital kommunikation i förskolan : En kvalitativ fallstudie om hur digitala medier kan anvä?ndas fö?r kommunikation mellan hem och fö?rskola
This study aims to research how digital media can be used for communication and information management between teachers at preschools and children?s homes. To get an understanding of this we have investigated which channels are being used and for what purposes. The interest has also been to explore preschool teachers and caregivers? attitudes towards digital communication in preschools.A qualitative case study of comparative nature has been conducted, where two preschools were selected because of their use and non-use of digital media for communication with caregivers.
Barns sociala samspel vid användning av digitalteknik i förskolan
The use of digital technology in preschool has been a question aboutif it will be used. By the new curriculum for preschool, it now is a question about how it will be used. My experience shows that many pedagogues are still afraid that the children will miss the interaction whit other children when they are using digital technology.The aim of the study is to see if it is social for the children to use digital technology in preschool.This study is made by inquiry, qualitative interviews and observations.My result shows that children are social active with each other while using digital technology. Turn taking and time determines who will play and what the conditions are. The thesis concludes that children perform social interaction when using digital technology.
Digital kompetensportfolio för designkompetens : - Hur kan en digital kompetensportfolio sto?dja utveckling och synliggo?rande av designkompetens
Digitala kompetensportföljer ökar i popularitet och deras användningsområde har under de senaste åren ökat. En digital kompetensportfölj kan demonstrera en individs framsteg, prestationer och hjälpa till att visa upp hur väl en student behärskar den kompetensen som krävs inom ett visst yrkesområde. Forskning pekar på att designkompetens och designförmåga är någonting som är svårt att fånga samt förmedla då en stor del av en designers designprocess genomförs inne i huvudet på designern. Jag har genom en kvalitativ studie, intervjuat olika roller gällande deras tankar om hur designkompetens kan utvecklas och synliggöras. Studien resulterade i riktlinjer hur en digital kompetensportfolio kan stödja utveckling och synliggörande av designkompetens..
Interaktiva, digitala lärresurser : Med underhållning kommer motivation
Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.
Filmproduktionsprocesser : En jämförande studie om att filma analogt kontra digitalt
The art of producing films have been around for more than a century and the technology just continues to evolve. But although much has happened in 100 years, there are also processes, theories and practices that look the same now as then. I write this thesis because I want to find the differences between the analogue and the digital way of production. This study is based on a qualitative approach because my ambition is to seek the views concerning film production processes. The advantages of analogue film is that it contains more information than the digital formats and that it has a more cinematic style.
Digitala verktyg i gymnasieskolan : En studie om lärares upplevelser av integrerade lärmiljöer
Learning Management Systems (LMSs) hold great potential to support learning activities, for example by providing teachers and students with new and extended spaces for interaction and collaboration. However, this potential appears to be difficult to realize, and despite their perceived learning benefits, the reality is that LMSs are being used primarily for administrative purposes. Meanwhile, external pedagogical tools are successfully put into practice to improve learning outcomes, and the aim of this study is therefore to identify and discuss benefits and disadvantages associated with the LMS as a concept. By interviewing secondary school teachers, we disentangle the idea of integrating administrative and pedagogical aids into a single platform, providing detailed insight into the use of digital tools in secondary education. The study contributes to a deepened understanding of integrated learning environments, and we conclude that there is a conflict between structure and flexibility that needs to be addressed before determining the design of a digital learning space..
Analys av fyra svenska företags kundtidningar : Kundrelation och varumärke byggs när redaktionellt material anpassas för både tryck och webb
This paper aims to clarify how four customer magazines and digital versions of the magazines are being used by their target group. It focuses on the Ikea customer magazine specifically. After the analysis the conclusion is that out of the four companies customer magazines only one, Ikeas Live magazine, fully re-used the editorial content from the printed magazines on their digital platform. The interviewees were six readers of Ikeas customer magazine Live and two experts from a Stockholm based content firm. After the conducted interviews it became clear that none of the interviewees read the digital version of Ikeas magazine Live.
Online?: En kvalitativ studie av digitala affärsrelationer
Internet and digital technology has changed the way we live our lives. As individuals we've found new ways to communicate, educate and experience. But what's the effect on B2B marketing? Previous research presents transactional benefits such as lower costs and easier access to information, but there is limited research done on more complex and long term relationships as well as on modern digital tools. The purpose of this thesis is to investigate whether a deeper long term B2B relationship can be created and nurtured using digital tools for communication, and if so, how these tools and processes can be described and understood.
Vad innebär begreppet digital kompetens? : En studie som jämför vilken mening digital kompetens har mellan statlig förvalt-ningsmyndighet och kommersiell förvaltningsorganisation
Syftet med denna studie var att jämföra vilken mening digital kompetens har mellan två parter: statlig förvaltningsmyndighet, Arbetsförmedlingen, och en kommersiell förvaltningsorganisation, Manpower AB. Varje part var sedd utifrån tre perspektiv: rekryterare/arbetsförmedlare/jobbcoacher, arbetande, arbetssökande. De 24 deltagarna - med 12 deltagare från varje part - har genom intervjuer svarat på frågor som är relaterade till begreppet ?digital?, ?kompetens? och uttrycket ?digital kompetens.? Deras svar skapade tre huvudkategorier; mål, ansvar och personliga villkor i resultatet. Utifrån perspektivet mål framvisas vilken roll organisationerna har i relation till individen och vilken roll individen har i relation till organisationerna.
Förutsättningar för goda elitidrottsmiljöer : Hur går det att skapa goda elitidrottsmiljöer för städer med riksidrottsuniversitet?
This study was a survey of how it is possible to create conditions for good elite environments in cities with elite universities. The purpose of the study was to create an understanding of how sports associations and National elit sportuniversities in Sweden can co-operate to create a good elite environments for people with dual careers. The study analyzed the current situation and what increased co-operation would do for the elitesports environments. To answer the purpose of the study interviews where conducted with leaders from sports associations and with a representative from the national sports university in Umeå. The result showed that in the current situation were was no cooperation to a significant degree.
Bildernas byggstenar : En studie om pixlar och vektorers egenskaper i form av digitala material
With a new digital world that runs parallel with our physical one, we are also facing a new type of architecture and new materials that this new architecture is built on. In this thesis I examine pixels and vectors, two of the digital materials used to create pictures. By approaching them as digital materials, I have mapped their different qualities, when and where one or the other is more or less applicable and the reason behind it. My main research question asked was the following: Are the (digital) materials challenged outside their primary fields of application, and in that case, in which way? With this question in mind, I carried out a semiotic picture analysis on four pictures, later on dividing them into four different categories, based on their different qualities and their ability to deliver information.
Unga, nyinflyttade IT-guider : - ett socialt och symboliskt kapital för digital delaktighet
Many reports in recent years are suggesting that young people should be involved in the development of the digital society. The Swedish government's Digidel campaign launched in 2011 involved adolescents to train elderly people. This thesis builds on the campaign with its major aim being to investigate how young people think about digital society and their own knowledge and skills to promote digital inclusion.The research questions were set to examine how adolescents look upon the competencies needed in today's digital society, what specific skills and capital the adolescents suggest that they have which can promote digital inclusion and how projects in this direction are perceived by the participants. The theoretical framework is based on theories about social capital. It encompasses Bourdieu's theories about symbolic capital and people's habitus, Putnam's theories about social capital and the power of the organization and Gidden's vision about how people are organizing themselves in the modern world.
Branding för distansarbetande kreatörer : Förbättra din nätnärvaro
In the fragmented network economy of toady remote work for creative designers becomes mor eand more prevalent. This is good for a number of reasons. Mainly, creative designers can find work inside and outside of their region irrespective of where they choose to live. However, competing for jobs in a global market is harder, and the online presence of the creatives becomes their main shopping window. We have conducted a study, interviewing digital creatives in Västerbotten.
Klicka här för gemenskap : Hur interaktivitet skapar engagemang och lojalitet
Digital marketing has been changing continuously and rapidly since the introduction of Web2.0 ten years ago (Lin, Li, Deng, & Lee, 2013). Companies are now engaging their users intheir digital marketing by providing with interactive contents in digital campaigns. The digitalcampaigns are getting more converge with SNS (social networking sites) in order to let the usershare the content with others and therefore the e-WOM (electronic word of mouth) helps thecompanies digital campaigns to be shared by more users (Moran, Muzellec, & Nolan, 2014).The interactive content in the digital campaigns have shown to provide for engaged users andtherefore leads to loyal users. The reason for this has its roots in the culture of consumptionthat has brought our everyday consumption to a whole new level where we no longer justconsumes a product, we are the brand (Davis, 2013).The study, Click here for solidarity, aims to explain the interactive phases and rhetorical elementsthat companies use to engage the user to interact with the content of the digital campaigns.The study is based on four digital campaigns in four different market areas in order to providewith an overall picture of how companies work with interactive and rhetorical elements. Thusthe study falls into the area of marketing and branding.