Sök:

Sökresultat:

1333 Uppsatser om Educational games - Sida 32 av 89

Hantering av osäkerhet i strategiska investeringar : en kvalitativ undersökning på SME-företag i nordöstra Skåne 

De flesta företag strävar i huvudsak efter att maximera värdet av sitt företag och ett sätt att öka värdet av företaget kan vara att genomföra investeringar. En viktig faktor för att lyckas med sina investeringar är att skapa en strategi och att följa denna är avgörande för att nå dit man vill. Strategier kan utformas på olika sätt, men gemensamt för alla strategier är att de måste hantera osäkerhet. Syftet med denna uppsats är att undersöka vad små- och medelstora företag upplever som osäkerhet vid investeringar samt hur företagen hanterar dessa. Valet av små- och medelstora företag grundar sig på att den största delen av tidigare forskning inom detta ämne är gjord på stora företag.

Budgetens roll innan och efter finanskrisen

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

"Jag ska också göra chokladbollar" : En undersökning om hur tillgången till konstruktionsmaterial påverkar barn i förskolan

The aim of this study was to investigate and compare the availability of construction materials affect children's constructions and play. Observations were made when the children were allowed to play and build with very little and much of the material play-doh dough in preschool. The study is aimed at children aged 3 ? 5 years. Interviews were also conducted with educators in departments where the children spent time to give support to this study.The result shows that the children create as many designs of any material amount.

Gamers and Game Design: Incorporating Users in the Design Process

This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..

"Allt jag gör lär jag mig ju av". En studie om kunskapskrav och kunnande i anslutning till audionomstudenters praktiska utbildning

The audiologists´ knowledge-domain is generally described as a unique combination of medical, technical, social and behavioural sciences. It gives prominence to the importance of an adequate education relating to the knowledge-demands the students´encounter during their trainee-period. However, an important question is if the educational content corresponds to the knowledge-demands during the training? Aim: This study aimed to identify the knowledge-demands of students during their trainee-period. Furthermore, to identify how the students´ actual knowledge was related to the encountered knowledge-demands.

Avtalsrättens godtrosrekvisit : Särskilt om kunskapskriteriet

The purpose of this study is to investigate, and if possible explain, how background, childhood, and education in a municipal or regional context can affect young peoples? life trajectories.The living conditions for the population in the coastal region Roslagen with its geographical and historical specificities has during centuries largely been characterized by practical crafts-manship. With a growing share of non-permanent residents in the region with demand for help and services, this culture has during the later years been able to prosper. The social reproduc-tion in the municipality also seems to be extensive. In addition to original background, appar-ently the municipality?s service-dominated trade and industry culture has also affected the choice of education and profession of the youth in Norrtälje.

Visuell Navigation : En studie om vägledande visuella element i spel

Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element..

Studenters kunskap om fruktsamhet och deras önskan om barnafödande. : en väntrumsundersökning

Aim: The purpose of this study was to describe, analyze and compare university students? desire to have children, when they wanted to have their first and last child and their knowledge about fecundity in relation to the background factors: age, gender and educational level. This study will also investigate differences regarding university students? desire to have children along with when they wanted to have their first and last child and their knowledge of declining fecundity at increasing age. Method: A descriptive, comparative, cross-sectional study with quantitative method was used in the study.

Med sikte på Counter-Strike : Om pro gamers val av gaming gear

Counter-Strike has established itself as one of the most popular computer gaming phenomenon the last decade with a major online community and loyal fan base. Within the world of e-sports it has also become one of the most lucrative games to compete in. In order to keep up with the competition it has always been important to use the best hardware available for the task. This thesis is about these tools that gamers use to play - gaming gear - and how pro gamers train to increase their chances of winning. We investigate various factors that might be important in their choice of gaming gear when they play, and how they train to use these artifacts more efficiently to get maximum performance.

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.

Ett individintegrerat läsår - marginalisering eller möjlighet : En studie om tre individintegrerade elever i gymnasiesärskolan

The purpose of this study is to acquire knowledge about how interaction, participation and inclusion are affected by individual integration for three students in upper secondary education for pupils with learning disabilities. To be individually integrated means, in this case, that the students from compulsory school for children with learning disabilities are taking part in some of the programme-specific courses together with students from the regular upper secondary school. This study gets its inspiration from the ethnographic research approach, and uses passive observations together with interviews with students and their guardians as main methods to collect information.The school in question has not made any adjustments to make the programme-specific courses more adapted to the different needs, which is typical of integration. This study shows that the school presumes that the students with the help from the vocational teacher, but without any special needs educational help, themselves are to adapt to the conditions at the regular upper secondary school. This, together with the lack of special needs educational competence among the vocational teachers, led to a higher level of exclusion and an enhanced feeling of not being up to standard among the integrated students.The results also show that the integrated students maintain a strong wish to be included with the students attending the regular upper secondary school.

Bibeln och interaktivitet : Om arbetet att skriva manus till spelet Testament

Testament är ett actionrollspel baserat på Bibelns Gamla Testament. Spelet utvecklas tillsammans med Svenska kyrkan i syfte att användas i konfirmandutbildningar.Denna uppsats är en reflekterande rapport som behandlar verket Manus till spelet Testament - Spelmoment, dialoger och mellansekvenser. Verket och denna uppsats är en produkt av ett examensarbete i medier och innehåller en beskrivning av arbetsprocessen att skriva manus till fyra av sex segment i spelet Testament. Rapporten innehåller även analyser och diskussioner om arbetsprocessen och det slutgiltiga resultatet. Verket innefattar detaljerade översikter över spelets interaktiva spelmoment såväl som de texter som representerar spelets dialoger och mellansekvenser.Genom detta arbete undersöks området speladaptation närmare för att ta reda på hur litteratur kan omvandlas till spel och hur interaktiva spelmoment identifieras och utvecklas från en text.Under arbetet har en metod skapats för att identifiera och utveckla interaktiva spelmoment ur Bibelns texter och för att skriva mellansekvenser och dialoger till spelet Testament.

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.

Vägar till vuxenliv : Trettioåringar från Norrtälje om uppväxten, skolan och vuxenlivet

The purpose of this study is to investigate, and if possible explain, how background, childhood, and education in a municipal or regional context can affect young peoples? life trajectories.The living conditions for the population in the coastal region Roslagen with its geographical and historical specificities has during centuries largely been characterized by practical crafts-manship. With a growing share of non-permanent residents in the region with demand for help and services, this culture has during the later years been able to prosper. The social reproduc-tion in the municipality also seems to be extensive. In addition to original background, appar-ently the municipality?s service-dominated trade and industry culture has also affected the choice of education and profession of the youth in Norrtälje.

<- Föregående sida 32 Nästa sida ->