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1952 Uppsatser om Educational materials - Sida 43 av 131
DFSS: Utvärdering av produktutveckling hos Stålforskningen:
en fallstudie på Sandvik Materials Technology
I den allt hårdare konkurrens som råder inom verkstadsindustrin är det viktigt att man redan i samband med produktutvecklingen skapar förutsättningar för att kunna tillverka en produkt av högsta kvalitet. Enligt Magnusson (2003) är det många nya produkter som inte klarar av att uppfylla kunders behov eller är krångliga eller dyra att tillverka. Sandvik Materials Technology stöter ibland på dessa problem. Ett stort förändringsarbete drivs inom hela SMT och det har nu nått fram till området produktförnyelse. Exakt hur det arbetet skall ske är idag inte fastställt.
Undervisning utan kursplan och betyg
Abstract
My purpose of doing this study is to investigate the culture of delivering
education in a strange combination of subjects labelled ?Language choice
Swedish/English?. The activity however exists without curriculum, syllabus or
certification. I want to put study the problem of delivering an educational
activity without national certification. I will use a hermeneutic approach and
render properly the headmaster?s, the teachers? and the students? views on the
activity in one school.
Hantering av digitalt designmaterial i kollaborativ miljö
A case study of professional interaction designers' usage of design materials was conducted. Five interviews were performed in order to gain insight in the systems used by designers, how these work, how they collaborate within them, and what they think of recent research about them. Design studios allow collaboration for several users at once. Digital material (mockups, pictures, etc.) are commonly used, but needs to be made analog, e.g. printed, to be usable in the design studio environment.
Utveckling i Java av ett pedagogiskt spel i kvantfysik
The game QuantoJump is developed in the programming language Java to be an educational game in quantum physics. By illustrating quantum mechanical laws of electron transitions with shapes and colours, QuantoJump hopes to spark interest and create a more intuitive understanding of quantum physics. The result is a game where the player plays as an electron in the outermost shell of an atom, with the goal of getting to the innermost shell. This while not making forbidden jumps by following the laws of electron transitions dictated by quantum physics. The programming of the game was done in the integrated develpoment environment Eclipse.
Dräktmontering - en fallstudie av en rysk uniformsfrack
In this paper five different commonly used methods of making a mount for a costume in along term display was investigated: The shaping of a mannequin and a polystyrene dressstand, the making of a gypsum torso, support made out of plexiglas and polycarbonte and athree dimensional mount on a board. The materials of the mounts were thoroughly takeninto consideration and described in the paper. One of the methods was put into practice in acase study of a Russian uniform dress coat. A gypsum torso was considered to be the mostappropriate mount in this case. The dress coat was to be displayed at the Garnisons- ochluftvärns museum in Halmstad.
Sound and Play
AbstractThe project "Sound and Play" have been implemented in collaboration with the toy company BRIO in Malmo. The purpose of the project was to examine whether and how BRIO in the future could develop toys around sound for Toddlers.The problem formulations that would be answered after completion of the project was "How could BRIO broaden its product range with the help of audio toys?", "How can you combine toys and sounds in an interesting way for children?", "How do you create a toy with sound that is fun for the child, but not annoying for parents?". Currently BRIO only has two toys with sound in this age group.The expression of the toy was going to be a mix of classic and cool and the overall feeling of the toy was going to be explorative and arouse curiosity in the child. This feeling would be communicated through simplicity and joy.
Barn av vår tid : Ett inredningskoncept för ett ungdomscenter
In the project Barn av vår tid (Children of our time), I have worked with Fryshuset in Malmo and created an interior concept which is designed to express Fryshusets identity, support and encourage its activities and to create a functional environment for young people as well as staff. The purpose of this concept is to help teenagers to feel involved, important and safe. Floor plan, materials and furniture is carefully adapted to support the activities of Fryshuset and to give young people a feeling of coming home. They are also of course chosen with care for the environment. I have studied interior branding, how the rooms can give a sense of security and homely atmosphere and how young people can actively participate in the design of the premises..
"TILL SYVENDE OCH SIST ÄR DET VI SOM BESTÄMMER" En undersökning av folkbibliotekariers syn på användare på fyra filmavdelningar
The aim of this master´s thesis is to examine how librarian´s views of the users can vary for different types of materials in public libraries. We have seen that literature and reading are the central parts of the libraries in Sweden. All other types of media are traditionally seen as complements and in focus for the study is feature film as an example of these other medias. We examine policy documents to see the official view of the general target group of the libraries and compare it to the view of the users of feature films as expressed by the librarians. The study includes several different types of empirical materials such as interviews, observations and documents and the method used is case studies.
Drogmissbrukare och psykisk hälsa
The purpose of this study was to investigate the relationship between mental illness and socioeconomic factors such as education, age and gender among drug users. Descriptive and ANOVA analysis were performed to 68 structured interviews (Addiction Severity Index basic). Analysis addressed associations between drug usage and level of education, age and gender. Results showed gender differences in self-rated mental health with women drug users rating their mental health lower than men. In addition, there was no association between age, educational level and self-rated mental health.
Om leken i nödvändigheten
This study aims to examine play as a phenomena from a phenomenological approach. This I do by discussing a dominant approach to play, an perspective which is reproduced in the context of pre-school and in where the play and learning is in single focus. Using alternative perspective on play, mainly by Gadamer and Bakthtins philosophical thoughts about the feast or the carnival, contents differ significantly from educational or developmental psychology perspectives. I open up for an understanding of what play as ontology can be understood as, and thereby enable second readings. I illustrate this thought by an empirical example from a pre-school context which where created alongside with the children in the study.
räv&hare : Kollektion av ekologiska barnkläder från ett hållbart perspektiv, och med barnets behov i fokus. Strl. 50 - 92 (0 - 2 år).
In the project Barn av vår tid (Children of our time), I have worked with Fryshuset in Malmo and created an interior concept which is designed to express Fryshusets identity, support and encourage its activities and to create a functional environment for young people as well as staff. The purpose of this concept is to help teenagers to feel involved, important and safe. Floor plan, materials and furniture is carefully adapted to support the activities of Fryshuset and to give young people a feeling of coming home. They are also of course chosen with care for the environment. I have studied interior branding, how the rooms can give a sense of security and homely atmosphere and how young people can actively participate in the design of the premises..
Det tar ju sådan tid att söka: sjuksköterskestudenters informationskompetens ur ett sociokulturellt perspektiv
The purpose of this Master?s thesis is to investigate what prompts student nurses to seek information required to their educational tasks and how they evaluate and utilize that information. The questions addressed in this thesis regard how information retrieval becomes part of student nurses? social practice; which physical and intellectual tools student nurses make use of in their education; and which mediating resources they use to perform their tasks. Roger Säljö?s sociocultural approach provides the theoretical framework for this thesis.
Utomhuspedagogik : En undersökning om pedagogers inställning till utomhuspedagogik i förskolan
This is a study where the purpose was to investigate whether preschool teachers have a positive or negative attitude to outdoor education. Their view of outdoors education is also treated. The methods used were questionnaires and semi-structured interviews. The survey was sent to all preschool teachers in three municipalities and on a social network. The interviews were conducted at a preschool, which had a form of outdoor profile.
Avsättningsmöjligheter för slaggrus från avfallsförbränning vid Åmotfors Energi
The incineration of waste is steadily increasing in Sweden and so is the production of ashes. The bottom ash has for many years been used as construction material in
landfills. Now many of the nation's landfills are closed and there is a great need to find another beneficial use for the ash. Bottom ash is a gravel-like material and with its material properties it can replace natural gravel in parts of roads and surface constructions. Today this use is only approved within landfill areas where leachate is
collected and checked.
Föräldraledighetslagen som diskrimineringslag
The concept of sustainable development has been pervasive in recent years and many organizations choose to implement sustainability and adapt their activities accordingly. The purpose of this study have been to explore how a collaboration on the use of waste materials may look to analyze what influences cooperation. A case study has been carried out examining a Swedish state regional project aimed at creating partnerships between actors and utilizing textile waste with the help of design. The study was conducted using qualitative methods and the collection of data has been done through interviews and by examining documents. The results show that there are seven key factors that affect cooperation: expectations, commitment, internal communication, a strong non-profit actor, individual treatment, personal networks and the diversity of actors.