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3457 Uppsatser om Digital technology - Sida 6 av 231
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.
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.
Tjänsteorienterad arkitektur : Ett arkiv- och informationsvetenskapligt perspektiv på tjänsteorienterad arkitektur
The starting point of this paper has to do with rapid changes within the information technology and the need for agile and fast systems. The primary goal is to investigate what happens with recordkeeping practices in agile environments like service oriented architecture (SOA). It is in the possible transfer between IT architecture and digital archive the area of this paper resides. The paper relates to the Records Continuum model by which records will be considered historical and active at the time of creation. In the Records Continuum model recordkeeping practices and archival requirements will have to be taken into account at the time of creation.This paper concerns SOA from the perspective of Archival and Information science.
Att upptäcka det oväntade : En studie av begreppet serendipitet och dess förekomst på det digitala folkbiblioteket
The purpose of this study is to examine if digital public libraries are serendipitous environments. Serendipity in this instance is defined as finding something unexpected and valuable, while searching for something else.A survey was conducted at two Swedish digital public libraries, where the patrons were asked to fill in a questionnaire online. The questions were based on the work on serendipitous digital environments by Lori McCay-Peet, as well as considerations of human factors that could possibly influence serendipity.The result indicate that a majority of patrons experience serendipity at the digital library, although it?s still more common to do so at the physical library or on other web sites. The result also confirms the importance of taking human factors into account when studying serendipity.
Effektivisering av byggproduktion med VDC och förstärkt verklighet : Streamlining construction work with VDC and augmented reality
Virtual Design and Construction (VDC) is currently used more and more within construction design and planning as well as construction as a streamlining tool aiming to improve communication and decrease the number of construction defects. VDC is constantly developing, but what comes next? The augmented reality (AR) technology is currently not used within construction in Sweden but should be considered as the next step in line regarding the integration of reality and digital information. Using this technology design can become reality even before it?s actually built.The purpose of this study has been to carry out an inventory of the existing AR technology and its shortcomings, and also to identify possible applications within the construction phase.
Vi gör det för barnets bästa : En intervjustudie om samverkan mellan förskola och socialtjänst
The purpose of this study is to examine if digital public libraries are serendipitous environments. Serendipity in this instance is defined as finding something unexpected and valuable, while searching for something else.A survey was conducted at two Swedish digital public libraries, where the patrons were asked to fill in a questionnaire online. The questions were based on the work on serendipitous digital environments by Lori McCay-Peet, as well as considerations of human factors that could possibly influence serendipity.The result indicate that a majority of patrons experience serendipity at the digital library, although it?s still more common to do so at the physical library or on other web sites. The result also confirms the importance of taking human factors into account when studying serendipity.
En fjärran framtid : införande av digital teknik i gruvor
Traditionally, mining has been performed mechanically with implementation ofyesterdays (and older) data. Several mining companies have started to useautonomous technology and robotics in the production areas although the harshmining environments make it unsuitable for today's electronic equipment. Despite allthe obstacles along the way of digitization, there seems to be no end in sight as thisdevelopment continues. This thesis focuses on what the mining industry is aiming forand why the mining companies are interested in these technologies. The actors of themining industry can be found to have a vision for the future mine, a production with ahigher degree of digitization and resemblances to a factory.
Livet efter döden : Svenska tidningar anpassar sig till en digital framtid
The media industry in general and the newspaper in particular is going through major changes ? technological, logistical, economical ? due to the dropping sales and width of the printed daily newspaper. Few organisations have been spared the necessary rationalizations and cut-downs in staff. All of them are expected to produce more and better content, in more and new channels and platforms, with less resources. Some have been preparing for this a long time, others have never entered the digital world of news.
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.
Hastighetsbegränsningar i järnvägsanläggningen
En studie om hastighetsbegränsningar i banöverbyggnaden och kontakledningsystemet på Västkustbanan Helingborg - Lund..
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.
Verktyg för mätning av tjänstekvalitet på bredbandsnät
Operators and Internet service providers invest in broadband to be able to deliver new services that require higher data transmission rate. A way to make this possible is to use ADSL, Asymmetric Digital Subscriber Line, as the access technology. To be able to handle this technology, the service providers should do a pre-qualification. Methods and tools are needed to analyze the local copper lines and decide if these qualify for ADSL with respect to service availability and possible bandwidth through the lines. This report brings up some methods for pre-qualification of ADSL, the important quality parameters and how to gather them from the available services today.
Visuellt berättande i spelmiljöer
Abstrakt
I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel
enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad
miljöberättande behärskar som en självständig form av berättande och vad
författarna kan göra för att uppnå detta mål. För att undersöka problemområdet
genomfördes en spelproduktion där metoder framtagna under undersökningens gång
applicerades. Produktionen testades av utomstående studenter i medieteknik och
resultaten sammanställdes med reflektioner kring vad som uppnåtts och de
metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder
och visar hur dessa kan driva ett narrativ med en spelmiljö.
Abstract
In this thesis examines how to drive a narrative in digital games using only
the game environment.
Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar
Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another Digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system.With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder..