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2605 Uppsatser om Educational computer programs. - Sida 8 av 174
UGL -kursdeltagares upplevda nytta av kursen. : En jämförande studie mellan två utbildningsanordnare
UGL-courses (Understanding Group and Leader), given in Sweden since the beginning of 1980, are a frequently used leadership course in all sectors of the working life. This essay purpose was to compare course members experienced benefit between two educational organizers. No earlier studies in the subject where to be found. The method chosen was quantitative. A questionnaire was sent to participants in Swedish Defence Forces and The Swedish Confederation of Professional Employees.
Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.
Datorn i bildundervisning : En studie på tre elevgrupper med fokus på samarbetet
The purpose of this paper was to carry out and evaluate a pedagogic ICT-project, where the computer was implemented in art class. Focus was on the consequences of collaboration and also on the students? understanding of their own performance, compared to techniques in traditional art class.The study was qualitative and began with studies in literature. The contents of the literature are the foundation of the discussion, especially theories concerning the learning process, IT and computer-based learning. In the project, three different groups of students from upper secondary school attended and they where given tasks to solve in the image editing program Paint Shop Pro.
Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.
En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.
Barns pedagogiska material : En kvalitativ studie om barns användning av det pedagogiska materialet som finns på fem förskolor och om sex pedagogers tankar kring placeringen av det pedagogiska materialet
?Childs pedagogic material ? A qualitative study of child?s use of pedagogic materials available at five nursery schools and about their teachers thoughts about the display of the pedagogic material?In the nursery preschool the environment and the educational materials have always had a central place. That's why it has been chosen to study and observe five preschools and interview sex teachers, in an attempt to understand the teachers thought about the choice of material and the choices of material that the children used. The reason I do this is to see what the underlying idea about the materials the children use is, and why educators choose to make certain materials visible. The purpose of this study is to examine the educational materials that are used to stimulate children´s learning and examine what determines the choice of educational materials.
Datoriserat lärande. Ett pedagogiskt perspektiv på datorprogram för barn.
Aspects of computerized learning in terms of educational situations in kindergarten andschools where the teachers use software either made for children or for adults, is thesubject of this paper.The market for software produced in Sweden and intended for educatilonal situationswith small children is discussed and analysed by qualitative method. The software, theusers, the producers and other related groups are looked upon from an educationalperspective and a mode1 of this process is presented in the paper.The software is categorized and discussed according to area of use and underlying educationalperspectives. The educational situations in which the users are a part are discussedfrom an educational perspective and examples from use of software in kindergartenand schools are given. The images of their target group which the producers haveare categorized according to phenomenographical method. A proposal of a classificationsystem for software used in educational situations is made..
?Man måste ju tycka om ungdomar?: Bibliotekariers syn på ungdomar och ungdomsverksamhet på folkbiblioteket
In the paper we bring up and analyse the attitudes librarianshave towards youth and youth programs in the public library.The purpose is to raise awareness among librarians and tomake the process of change and development. We have usedsemi structured interviews in order to answer our researchquestions and conducted the interviews with five librarians incharge of the youth programs in different public libraries. Inthese interviews we asked about their views on youth as auser group, youth programs and how this affects theiropinions on the roles of the public library. We have also triedto see how the librarian?s opinions differ from how thelibrary runs their youth programs today.We have used two different models as theoretic framework.One of them has defined three different roles of the publiclibrarian and is constructed by Maj Klasson and the other is adeveloped version of Andersson & Skot-Hansen?s classicmodel of the roles of the public library made by Jochumsen,Rasmussen & Skot-Hansen.
Betongarbeten under vintertid : Fokusering på platsgjuten betong
This report is on concrete work during the winter and is implemented on Peab?s behalf. The assignment was to describe the differences between a summer- and a winter casting. While it shows the complications that exists, it also show what aids are available, both electronic via computer and physical aids.The information that I have developed is originally from theory in books, information on the internet as well as practical experience from knowledgeable people that works in construction output. Other theories are those I have learned throughout the education to become a construction engineer, including all oral sources over the years.The results I have come up with, I hope will be able to help future construction projects in the planning phase of a winter casting.
Attityder kring våldtäktsmän : skillnader i utbildningsval, kön och ålder?
The aim of the study is to investigate attitudes about rapists and to determine whether it is felt that they need treatment, imprisonment or a combination of the two. The study examines differences in attitudes between two different educational groups. The first group of students is comprised of those studying on programs that lead to careers working with people, whilst the other contains students who will work in business administration. The investigation also includes views on which punishment alternative the informants believed to be the most appropriate. The same differences are also investigated between gender and age.
Programverksamhet i Kriminalvården : ur ett klientperspektiv
The purpose of this study was to look at how clients, in the Swedish criminal justice, experience their involvement in treatment programs. The spotlight in the study was to examine which helpful and unhelpful factors are involved in a treatment process, in the view of individual experiences. The study is based on a qualitative method, with interviews as an instrument for collection of data.The result is summarized in three fields; is it possible to show vulnerable, the therapist and the meaning of the program. The result is based on interviews with six informants; five of them have been partaking in treatment programs in prison and one in the probation office. The study shows that partaking in treatment programs in prison is combined with problems in aspect of the different roles criminals play in prison.
Datorer och geografi i mellanstadiet : Pedagogiska dataprogram i undervisningen
I denna uppsats avhandlas problematiken mellan viljan att använda datorer i undervisningen för mellanstadieelever och de hinder som lärare har för att kunna genomföra detta. I skolans riktlinjer som Lpo 94 står det att skolan ska ansvara för att eleverna lär sig om den nya tekniken som de senare ska behöva i arbetslivet och i samhället generellt. Lärarna känner sig frustrerade då de inte har tillgång till bra datasalar och pedagogiska program. Dessutom känner många av dem att de själva inte har rätt utbildning i ITK som krävs för att göra ett bra jobb. För att det ska fungera behöver skolorna ekonomisk hjälp, It-support samt fortbildning av lärare.
Får idrottande elever högre betyg? : en fallstudie på tre samhällsvetenskapliga program för att visa eventuella samband mellan fysisk aktivitet och höga betyg
Abstract AimThe purpose of this study has been to investigate the possible differences in grades and attitudes towards further studies that can be explained by the student?s level of physical activity. The questions we wanted answers to were:- Does students in more sports-oriented programs have better grades than students in more theoretical programs?- Is there a relationship between physical activity and study-results?- Are there any differences in attitudes towards further studies for students at the different programs?- Which other variables could be affecting the students grades?Method The extent of this study has included 3 municipal schools and 6 classes (2 from each school) ? in all 119 students and 6 teachers. 3 different social sciences programs have participated ? two sports-oriented and one without any sports-oriented concentration .
Implementation av Network Admission Control
This examination work is about implementation of Cisco Systems Network Admission Control (NAC) within a leading IT-company in region of Jönköping. NAC is a technique that is used for securing the internal network from the inside. NAC can verify that the client who connects to the network has the latest antivirus updates and latest operative system hotfixes. Clients who don?t meet the criteria can be placed in quarantine VLAN where they only have access to the update servers.
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.