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2605 Uppsatser om Educational computer programs. - Sida 10 av 174

Twelvestep - Down inside

Title: Music video: Twelvestep ? DownInside Made by: Benjamin Bondesson Christian Edgren Tutor: Silvio Ocasic Course admin: Peter Ekdahl Purpose: To create a music video that we can stand, that challenges us in the creative process. And to help a struggling band with another medium to spread their music. Goal:We intend to create a great product that is demanding and educational to us. Especially when it comes to cooperation and editing/post production. Keywords:Music video, digital video, film.

Internetbaserade distansutbildningar

In the informational age of today, continuous learning is of greatest importance. The demand for this seems to be increasing, while at the same time people are under more pressure to carry out more tasks in shorter amounts of time. A way to solve the problem of finding time to learn could be to make use of the possibilities that Internet offers for learning at a distance. The purpose of this thesis is to, from a pedagogical perspective, contribute to the discussion concerning Internet based distance education for a target population consisting of professionals. We have found that some of the courses included in the two certification programs which we have investigated are suitable for Internet based distance education.

Dataspel, en naturlig del av folkbibliotek? ? En fallstudie på Helsingborgs stadsbibliotek

This paper aims to investigate how Helsingborg?s city library?s visi-tors feel about computer games being available for lending and in which way computer gamers see Helsingborg?s city library as a resource. This was examined first with a study of 100 of the library?s visitors and then with five interviews with computer gamers and an interview with the librarian responsible for purchasing games.The study showed that most visitors were neutral to having games at the library and of the ones that were not neutral many more were positive than negative. Of the five gamers who were inter-viewed, there were several who had borrowed games in the past.

Bonus, engagemang och känslor : En studie om hur lojalitetsprogram kan främja kundlojalitet

The purpose of this study is to analyze how customer oriented businesses can use loyalty programs to create loyalty and how loyalty can be increased. We have in this study chosen to refer loyalty program to the loyalty program that belong to the company Jula AB. Our study is written in a qualitative method. In our method, we chose to interview people in Jula organization to get a business perspective to our study. We have also chosen to assemble a focus group of Jula-club members to also get a customer perspective on the subject.

Studiebibliotekarier som pedagogisk resurs på folkbibliotek

The purpose of this thesis was to explore how Swedish librarians working with educational matters In Swedish: studiebibliotekarier experience his/her pedagogic work in the context of a public library. My intention was thus to reach an understanding of how they experienced their educational work. The following questions were asked: 1 How do the librarians experience the physical environment created for their students? 2 How do the librarians experience the co-operation with others involved in their work? 3 How do the librarians experience the formal task that he/she now is given? 4 How do the librarians experience their own pedagogic qualifications regarding the demands that are made upon them by the students? I have interviewed six librarians and incorporated theories on pedagogic roles in an educational context. I reached the conclusion that these librarians believed the environment to be important for the outcome of the students success with their studies.

Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013

This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.

De autistiska barnens dataprogram - hur bör de vara?

This report presents a study of the basic criteria for computer programmes that may be consideredadequate for aiding children with autism in their education and upbringing. I have based thisstudy on descriptions, opinions and proposals from people who deal with treatment and/orother issues concerning children with autism, as well as relevant literature.The study has been carried out in a major Swedish metropolitan municipality. The intervieweeswere civil servants from this municipality and representing different institutional endeavourson the issue of autism.I used a combination of both quantitative and qualitative techniques, as there was need for bothstandardization and qualitative variation. The main aim of the study was to seek suggestionson how computer programmes should be. That is, if they are to be considered appropriate föraiding children with autism develop their personality.The general conclusion of this study is that computer programmes, that may be consideredappropriate for the above mentioned purpose, should have certain characteristics of whichpedagogic usefulness and user suitability are of primary importance..

Verktyg för utveckling av terrängparker inom skidanläggningar. : Shaper

Today we can create digital 3D models which can be realised almost instantly through production methods such as 3D printing and computer controlled milling.What if this same technology could be applied to the development and construction of terrain parks?With snow as the material tools could be developed using similar principles to design and sculpt the surface, only on a larger scale.How would terrain park designers adapt their process to use this new technology? In this Industrial design thesis I explore how the ideas of the terrain park designer can be expressed through such a system with focus on the designers knowledge and skill without the need to learn complicated 3D programs.Sketch, create, ride. .

Etisk utvärdering av chefers ledarskap : Vilka etiska principer bör ligga till grund för utvärdering av chefers beteende?

A reform of higher education in Sweden in 1993 led to stiffer competitive climate among educational institutions. The reform meant that educational institutions now had the opportunity to plan their curriculum autonomously. Prior to the reform educational planning was restricted to the Swedish government. The new rules spelled a greater opportunity for educational institutions to profile themselves based on their educational offerings. The higher degree of competition means that marketing becomes increasingly important when recruiting new students.

Barns delaktighet och inflytande i den pedagogiska dokumentationen i förskolan

The purpose of this study is to find out what the educators idea of educational documentations in ratio to childrens inclusion and impact in pre-school are, together with the child's own perception of the concepts of documentation. We proceeded from the following issues: What are the significance of educational work according to the teachers? What is the teachers idea of a childs impact and inclusion in educational documentation? In what way do the children have influence over, and inclusion in educational documentation? What are the childrens feelings of the documentations? In order to find answers to our questions, we used qualitative examinations consisting of seven educators and seven children from various pre-schools in Stockholm, and thereby, we have analyzed our results. As our theoretical frame, we used ourselves of Vygotskijs and Säljö's sociocultural perspective that is about "progress and learning", which is achieved by interaction and cooperation in a social context. The result shows that the aim of educational documentation is to reveal the childs development and learning, and also to involve the parents by putting up documents on the wall.

STUDENTERS INFORMATIONSHORISONTER: Användning av Google och sociala nätverk i informationsökningsprocessen

The theses discuss information seeking with a focus on Google and social networks. Students attending the librarian program in Lund have been examined by means of two methods; diaries and information horizons, where they had to solve a specific assignment. The information horizon as a method contributes to getting a structural perspective on the information search process instead of viewing information search as a procedure. Information horizons use social network analysis.The aim of the theses is to investigate the importance of the social network in information search, with a particular focus on Google as a search tool. Our hypothesis is that Google acts as a compensator to the social network when the students search for information and in the educational program.The research indicates that there is no direct correlation between usage of the social network and usage of Google.

Pensionären och paddan : En studie av pensionärers upplevelser av läsplattor

Portable IT devices such as laptops, smart phones and computer tablets are becoming ever more ubiquitous. At the same time, the population of the Western world is growing older, with aging bringing about changes with regards to individuals' physical and mental capabilities. These facts raises important questions about how well suited these devices are for use by elderly people. This study focuses on the cognitive aspects of the devices' usability, using the concept of mental models to analyze the users' understanding of a computer tablet. It also draws upon theory of graphical user interfaces in its analyses.

Applikationsintegrering - en analys av metoder och teknik

Abstract In the contemporary world of information technology you find a multitude of applications and systems covering a broad spectrum of areas of need in different companies. One effect of this multitude of programs is the difficulty to make them exchange information with each other or to collaborate, since they are developed by different programming languages for different platforms, with different standards and different data formats. Our aim with this work is to describe how it is possible to tie these programs together to make them actually communicate with each other in order to exchange information, share their native methods and also to become a part of the overall business processes. In this integration task you will, among other things, find different levels of application integration such as data level, method level, application interface level and user interface level integration. Application integration also involves hardware components, called middleware, that facilitate the physical connection between applications. There is a range of different middleware products offered today on the market.

Analys, design och implementering av Orbit ones dokumenthanteringssystem

This report describes the development of a system for controlling documents. The report starts with a problem description which the company wants an intranet-based solution for. The report then continues to describe the development phase for the different parts of the system which results in a complete system. The company that wanted this system is called Orbit One and is located in Ronneby, Sweden. They have had a problem with old documents circulating in different versions and in different binders. Now thanks to their new system they can access their documents easy and on demand through their intranet..

Är vi artiga mot virtuella agenter?

The CASA-paradigm, Computers Are Social Actors, was introduced in the book "TheMedia Equation" by Reeves and Nass. One of their experiments concluded that we tend to be polite to computers in the same way as we are to people. In this study I have replicated Reeves and Nass experiment but instead of a text-based interface I have used a virtual agentin order to find out if we are polite to the agents, or still to the computer. Two experimental setups was conducted. The two setups had a common first part that was carried out on onecomputer with one agent.

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