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2797 Uppsatser om Educational status - Sida 48 av 187
Rummets relevans : Besökares upplevelse av osäkerhet i relation till en lärandeutställnings rumsliga utformning
This paper discusses the feeling of insecurity in educational exhibitions. The study analyzes one exhibition at the museum ?Nordiska Museet? in Stockholm, and strives to answer how the question of spatial factors can influence the feeling of insecurity, and thereby also the information process.The following questions have been addressed: Can we speak of a spatial allocation problem of exhibitions that contain much information? What is the relationship between the exhibition's intention and visitors conduct A model has been designed with influence from wayfinding where the exhibition is divided into basic parts, which allows a detailed study of the exhibition, and of how the parts relate to each other. The research contains spatial analyze, observations as well as interviews.The conclusion is that we, in the scientifically investigated exhibition, can speak of a spatial allocation problem when the information seems to be an overload for the visitor..
SATS och Friskis & Svettis - Var och för vem?
The aim of this study is to investigate where and why the fitness clubs, Sats and Friskis & Svettis in Stockholms county, choose to locate their facilities in certain places and which their primarily targetgroups are. Furthermore, the aim is to gain knowledge of people?s health status in areas where the facilities are located, in order to see if they are located where exercise is most needed. Interviews were conducted with members of the fitness clubs but also with non members, i.e. people who lived in areas with an absence of fitness facilities.
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..
Urinseparerande avloppssystem - En utvärdering med hänsyn till teknik, ekonomi, användbarhet och drifterfarenhet
This paper deals with the use of Internet at Swedish public libraries. The author asks whether public libraries should or should not limit access to information available on the Internet. Starting from the American discussion, concerning Internet at public libraries, the author shows the Swedish attitudes. The paper demonstrates that many Swedish public libraries have adopted rules forbidding retrieval of certain kinds of information, such as hard-core pornography and racist propaganda. The persons in charge of such actions claim that public libraries should provide high-quality educational literature and should not spread mass-produced, provocative information.
Baden-Württembergs läroplan ur ett svenskt perspektiv : En jämförande studie av kursplanen för engelska
This study investigates the curriculum for English in Gymnasium class 10 in Baden-Württemberg, Germany and compares it with the Swedish curriculum for English 5. A special focus it put on the politics that decide how the curriculum is written. The German and Swedish curricula for English are quite different, although they have some main points in common. The study includes a textual analysis and observations of English classes. Furthermore, nine teachers of English in Germany are interviewed about their views of the curriculum.
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.
Läraryrkets ställning i 1800-talets Sverige
Läraryrkets ställning är ett återkommande tema i dagens debatter om skolan. Denna studie försöker kartlägga hur läraryrkets ställning såg ut på 1800-talet, genom att jämföra enskilda lärares minnesanteckningar med den utbildningshistoriska forskning som finns om ämnet idag, samt genom en internationell jämförelse. Lärarminnena som utgör källmaterialet till denna studie är skrivna av fyra manliga folkskollärare och en kvinnlig småskolelärarinna. Den forskningen som fungerar som den teoretiska ramen för denna studie har avgränsat tre strukturer som formar läraryrket: den sociala strukturen, den kulturella strukturen samt lärares agentskap. Uppsatsens syfte är att öka kunskapen om läraryrkets status under 1800-talet genom att undersöka huruvida dessa strukturer har påverkat lärarens ställning.
Effekt av habitat på täthetsdynamik mellan stensimpa och ung öring i svenska vattendrag
Öring (Salmo trutta) och stensimpa (Cottus gobio) är två vanligt förekommande arter i Sverige. En fråga som lyfts allt mer frekvent i olika artiklar och publikationer är hur dessa två arter påverkar varandra och vilka faktorer som påverkar denna interaktion. (Gabler & Amundsen 1999, Holmen et al. 2003, Elliot 2006, Hesthagen et al. 2010).
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.
Högstatus inom presentationsteknik : ekot av alfahannes vrål
Både människor och djur har i alla tider och alla kulturer sett vissa individer i sin omgivning som ledare. De har känt sig manade att lyssna på dem, följa dem och tro på dem. Jag har intresserat mig för vad det är som föranleder detta beteende, eftersom det är min fasta övertygelse att det styr vårt samspel med andra individer än idag, överallt och ständigt. I sökandet efter en biologisk förklaring, där vissa egenskaper och kroppsliga attribut sannolikt spelar betydligt större roll än andra, har jag utgått ifrån begreppet hög social status (äv. högstatus).
Bärare av mat : Arbetsfördelning och könsskillnader i restaurangbranschen utifrån ett genusperspektiv
The distribution of work related tasks depending on gender leads to different appraisal depending on which gender is performing a task. This aim of this research is to study how gender differences influence task allocation within the restaurant industry. The study is inspired by a discourse analysis perspective complemented by constructivist and critical pragmatic theory. Interviews were conducted in two focus groups with seven participants in total. The analysis is divided into four sections which answer six discourse analytical questions using the interview material.
Barn- och ungdomars uppfattning om sin övervikt och fetma som ett problem samt skillnader i aktivitetsnivån hos barn- och ungdomar beroende på deras sociala familjesituation
BackgroundIncreased prevalence of obesity in children- and young adults and risk for diseases related to obesity will increase the burden on medical care. It is important to identify early risk factors that can be noticed by nurses in the daily work.AimThe aim was to investigate whether children- and young adults themselves perceive overweight as a problem and if there was a difference in the measured activity levels between overweight children- and young adults in families with different socio-economic family status.Method descriptionExisting survey from the Obesity Centre at the Akademiska Sjukhuset were examined together with the results from an accelerometer, where children- and young adults activity was recorded, compared to their perception of how active they were. The results were compared using a statistical software program and compiled with descriptive and non-parametric statistics.ResultsThe results do suggest that the majority of children- and young adults experiencing excessive weight have a problem in their everyday lives. Nearly half overestimate themselves as more active than what the actual measurements with accelerometer demonstrated. Much time is spent in front of the TV and computers.
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.
VARN Ett nätverksbaserat 2D-actionmultiplayerspel skrivet i Java.
VARN A network multiplayer 2D action game written in Java. All games that support any form of play across networks is in one way or another affected by the delay, or "ping", that occurs from the time it takes for information to travel over the wires. Not only does it take time, it varies depending on how far away the connected partner is and the current status of the network you are on. Through the years a lot of different methods have been developed to combat these delays. I have reviewed some of these methods and implemented a synchronization system in Java meant to be used in online action multiplayer games..
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.