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5104 Uppsatser om Digital learning resources - Sida 16 av 341
Nationellt uppdrag och internationellt samarbete ? Nationalbibliotekens bevarandemetadata för digitalt skapat material
The National Libraries task to save and preserve the national cultural heritage has turned to a new challenge in a digital world. The preservation of born-digital material for future use requires not only saving the digital object itself but also information about the object, preservation metadata. This is a relatively new issue and the library community has very little experience in this area. It has become evident that international cooperation is necessary to solve the task and that the development of international standards is of fundamental significance. This thesis investigates what has been done to meet the problems with the fast obsolescence of digital material with the focus on metadata.
Privatiseringen av de växtgenetiska allmänningarna : Konsekvenserna av regimkomplexet kring växtgenetiska resurser för bönders rättigheter och matsäkerhet
This thesis discusses the global regime complex concerning the management of plant genetic resources for food and agriculture, and how different regimes concerning these resources cooperate or stand in opposition to each other. Because of changes in US patent law and the establishment of TRIPS, patent claims over plant genetic resources has increased dramatically globally. This, amongst other things, in turn has lead to the development of CBD which in turn lead to the creation of access and benefit laws in many countries. To create a free flow of genetic resources for food and agriculture the ITPGRFA, with its multilateral system, were negotiated. The aim of this thesis is to investigate which consequences the regime complex concerning plant genetic resources for food and agriculture can have on the rights of small farmers, agricultural research and food security in the global South.
Vad är ett E-Arkiv? : En fallstudie på E-Arkiv Stockholm
The aim of this thesis in Archival Science was to explore the concept of electronic archives and the challenges that might be encountered when attempting to move archives into a new digital age, as well as having a closer look at the term e-archive itself. Another aim was to explore how the OAIS reference model works in practice.To explore these questions I decided to do a case study on E-Arkiv Stockholm, a functioning e-archive. I decided to do a study on several documents that were created throughout the project, these included documents related to the planning of the archive, as well as the final report. My reason for this method was that these docu-ments came straight from reality and would give a clear and unbiased view of the project and it?s many aspects.Examination of the documents showed that the OAIS reference model and its concepts had been the foun-dation of much of the planning.
Fritidshemmens förebyggande arbete mot diskriminering, trakassering och kränkande behandlingar : En jämförelse mellan två fritidshem
The study aims to contribute knowledge about children's perceptions of the leisure-time as a learning environment. The study can be seen as an attempt to highlight the possible learning in the leisure-time, formally or informally.The study is based on two group interviews with a total of 11 children and was conducted by an interview guide with question areas to be discussed freely so that the children could give as full an answer as possible.Main results of the study show that children feel that they are staying at the leisure-time to get care when their parents are working and that they primarily associate the leisure-time with playing. The results show however that children feel that they learn things when participating in the leisure-time teaches controlled activities.It is possible to draw conclusions about the child actually experienced the leisure-time as a learning environment, but it can be difficult to identify when and how learning actually occurs. However, children do not perceive that there is learning while they play..
Utvärdering av digitala provtryckssystem
Six different Digital Proofing Systems from three different techniques have been evaluated as totechnique, printing quality, economy and usability. Digital proof from two paper qualities, coatedand uncoated, has been compared with references printed in offset, to see how good they match eachother. Only two Proofing Systems manage to print on reference paper. The other Proofing Systemsuse special paper for digital proof.Measurements and visuell judgement show that the Digital Proofing Systems visualise referencepictures with quite good quality. Proof optimised for coated paper visualise the colours with goodresult.
Bedömning : för en högre måluppfyllelse i matematik i grundskolans tidigare år
Assessment is considered one of the most important tools used today by people in almost everything they do and learn. This also applies to school, where assessment is considered as a constant companion to teaching and used in order to develop students' learning and skills. Assessment is also an educational necessity which has different purposes and therefore different consequences. The idea of ??this thesis was on the basis of the interviewed teacher's perspective to investigate what role the formative assessment has on the development of pupils' learning and knowledge in mathematics for primary education, and explore how the teacher can, according to my informants, work with this assessment practice in the classroom so that it promotes the learning of the students in the best possible way. To carry out this study, I used qualitative research studies, the interview method, and also talked to five different teachers in the lower school ages on their view at the work of the formative assessment. Theoretical basis of the thesis is also based on the research that says that the assessment can be used to promote student learning and knowledge, but also the teacher's learning?s in the educational process: assessment can and should be an assessment for learning.
En dag på sommarovet : Analys av en novell
This thesis is an evaluation of the campaign [The digitally curious] that is part of the regional marketing campaign Futurum.kom. Its purpose was to strengthen the library's role in society. The campaign includes Regionbibliotek Kalmar, Länsbibliotek Sydost and also 25 public libraries in Kronoberg, Kalmar and Blekinge. The campaign [The digitally curious] is one of several cluster campaigns targeting their marketing to a specific audience and aims to promote awareness of what libraries have to offer and provide information on digital media and services. The target group for the campaign is a man between 45-65 years old, who is interested in digital technology.
Vad står det där, Fröken? : Läs- och Skrivinlärning, samt svårigheter som kan uppstå.
AbstractI have chosen to make a study of the learning of reading and writing, as well as other learning difficulties that may occur, in this research.My choice of subject is based on the realizations I made during my time as a student teacher; that each teacher has his/her own way of teaching reading and writing. Sometimes, however, learning difficulties occur, and this insight caught my attention. It made me think about the underlaying reasons and how we, as teachers, can bring attention to these difficulties. With these questions in mind, I recorded my observations based on a series of interviews and literary studies in an attempt to answer my questions. The resulting research emphasizes how important the actions from the teachers are, as well the importance of having variety in your lesson plan.
Barn och stress : En studie om fritidspedagogers erfarenheter kring stressade barn på fritidshem
The study aims to contribute knowledge about children's perceptions of the leisure-time as a learning environment. The study can be seen as an attempt to highlight the possible learning in the leisure-time, formally or informally.The study is based on two group interviews with a total of 11 children and was conducted by an interview guide with question areas to be discussed freely so that the children could give as full an answer as possible.Main results of the study show that children feel that they are staying at the leisure-time to get care when their parents are working and that they primarily associate the leisure-time with playing. The results show however that children feel that they learn things when participating in the leisure-time teaches controlled activities.It is possible to draw conclusions about the child actually experienced the leisure-time as a learning environment, but it can be difficult to identify when and how learning actually occurs. However, children do not perceive that there is learning while they play..
Barns uppfattningar om fritidshemmet som en lärandemiljö
The study aims to contribute knowledge about children's perceptions of the leisure-time as a learning environment. The study can be seen as an attempt to highlight the possible learning in the leisure-time, formally or informally.The study is based on two group interviews with a total of 11 children and was conducted by an interview guide with question areas to be discussed freely so that the children could give as full an answer as possible.Main results of the study show that children feel that they are staying at the leisure-time to get care when their parents are working and that they primarily associate the leisure-time with playing. The results show however that children feel that they learn things when participating in the leisure-time teaches controlled activities.It is possible to draw conclusions about the child actually experienced the leisure-time as a learning environment, but it can be difficult to identify when and how learning actually occurs. However, children do not perceive that there is learning while they play..
Retrospel : En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.
Hyra film med fjärrkontrollen
Att utforma interaktiva TV-tjänster skiljer sig på flera sätt från att designa för webb eller för vanliga PC-tillämpningar. Faktorer som lägre bildupplösning, längre avstånd mellan användare och skärm, och inte minst användandet av fjärrkontroll istället för tangentbord och mus gör att villkoren ser annorlunda ut än för PC-tillämpningar. I detta arbete beskrivs hur en videobutik för en set-top-box för digital-TV utformas via iterativ hifi-prototypning och utvärdering. Lärdomarna är tillämpbara på andra interaktiva TV-tillämpningar..
Impressionism och Digitala Spel
Abstrakt
För att utveckla och förändra spelmediet behandlar detta arbete impressionism
och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för
att undersöka hur de två ämnena kan sammanföras i en spelproduktion.
Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur
spelet fungerar och deras syn på kopplingen mellan impressionism och digitala
spel.
Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in
under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram:
impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning,
interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras
samman.
Eurytmi och lärande : Pedagoger och eurytmisters syn på relationen mellan eurytmi och lärande bland förskolebarn
This is a study on how eurythmists/educators describe the relationship between the practice of eurythmy and learning in young children. I wanted to find out what concepts these eurythmists/educators use when speaking of learning in relation to eurythmy. In addition I would also like to explore what eurythmists and educators think that children learn when practicing eurythmy. The method of this study is interviews with two educated Waldorf teachers, as well as two educated and practicing eurythmists, in a fenomenological interview setting with open questions. The theories of Merleau-Ponty, on the phenomenological body, has been used when analyzing the interview material - that is; through the understanding of a physical learning in these theories on the phenomenological body I have tried to understand and analyze the interview material.
Datorspel = Lärande? : En kvalitativ studie angående gymnasieelevers attityder gällande datorspel som läromedel
The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool.