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1163 Uppsatser om Game Writing - Sida 10 av 78

En kommun - Tre grundskolor

In this essay, I will look at three different Compulsory comprehensive schools in one community and I will compare final grades from students who graduated in spring 2006. I will also examine how the three schools work with students, and in what way they approach students with dyslexia/reading- and writing difficulties, so that they could reach goals set by The Swedish National Agency for Education. The aim with this essay is to show differences between schools in the same community and my question is if it is the way you approach students with dyslexia/reading- and writing difficulties that affects the student?s grades and results.The study is concentrating on three schools in one community and students with dyslexia and reading- and writing difficulties that went to those schools. I have spoken to remedial teacher at each school about how they approach students with dyslexia/reading- and writing difficulties, what kind of methods the use, how they investigate if a student is in need of special help and how they grade their students who are in need of special teaching because of their learning disabilities.

"Digi"-war - En uppsats om att utveckla en digital handledare för ett komplext tärningsspel.

This rapport aims to examine the difficulties in presenting a complex game in a way that will invite new players by making the game more accessible. We discuss and present our process on how to create an application named ?Digi?-war that is easy and fast to, both, learn and use. Our solution to this issue includes RFID-tags and readers together with four buttons, as input devices. This simple input device, placed in a gun-type control unit, aims to provide an intuitive interaction..

Blixten & Ida, två elever med synnedsättning möter läs- & skriftspråket

By studying recent literature and following current research we know that language awareness and a rich language is important to all children when learning reading and writing and that decoding and understanding of the words are the fundamental processes in reading. How do pupils with visual impairment learn how to read and write? What strategies do they use in their contacts with reading and writing? What are the advantages do pupils with visual impairment have when learning to read and write? These questions have been the starting points in a study we have done by following two pupils with visual impairment. By meeting and discussing with the children, their parents, teachers, and lowvisiontherapists we have got a deeper knowledge in how these children meet the language in reading and writing. We have also come to an understanding regarding people surrounding the children have to make reading and writing comprehensive, enjoying, and meaningful.The problem for a child with visual impairment is the decoding, to catch letters and pictures of words good enough with the sight.

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.

Skrivsamarbete och produktion av elektroniska dokument i studiesammanhang

This thesis paper presents experiences and views on collaborative writing from interviews with university students. Analysis of these interviews, focusing on problems with coordination and technological tools,  shows that problems to some extent can be avoided with knowledge of the tools used and knowledge of coordination..

Användning av förstapersonsspel vid militär simulering av strid i bebyggelse

The goal of this master thesis is to show the benefit of using computer games of the type First Person Shooter, FPS in the field of military simulations. The main focus in this is around a couple of topics. Creating the AI that controls the behaviour of the computer-controlled characters, the bots. Create an environment where it is possible to supervise the bots and also design a framework that enables cooperation between a group of bots, a squad. The result is Total Unreal Studio, TUS, a program where it is possible to add bots to a squad, connect them to a game server and inspect what the bots are doing.

Grundläggande läs- och skrivinlärning : Är stavelsen en gynnsam arbetseneht?

The aim of this study is to contribute to a better understanding of the syllable as an alternative to the phoneme at the basic reading and writing. This report is based on a qualitative analysis of Håkanstorp school´s approach to the basic reading and writing in class. Their approach to reading and writing is controversial, as it is based on the syllable instead of the phoneme, as usual in the traditional reading and writing. The education result, I have found, is that the syllable leads to a very clear and structured working procedure, which ultimately leads to class teachers being able to work from a diagnostic approach. This structure, with many parts of the course helps educators to clearly follow what level students are at.

Cantralasiens strategiska betydelse:Den nye stora kampen mellan USA och Ryssland

The aim of this thesis is to assess the strategic importance of Central Asia as a whole and interests of great powers in the region in particular within the theoretical framework chosen. The work shows Central Asia as an area of the New Great Game, analogue of the original Great Game which was played out between the British Empire and Tsarist Russia in XIX century. The parallels between the original Great Game and the New Great Game are drawn in order to understand the scope and the true intentions of the players of the latter one. Also, the security issues in the contemporary Central Asia are explored and analyzed to provide with the background for future predictions. Furthermore, the indirect purpose of the thesis is to examine whether the international system has changed from that of two centuries ago by comparing the structure of the international systems at the time of two Games.

Hur hjälper vi barn och ungdomar med dyslexi/läs- och skrivsvårigheter? - En undersökning av insatser från skola och bibliotek

This paper examines how teachers and librarians are helping children and young people withdyslexia/reading and writing difficulties. The examination has taken place in a small municipalityin Skaraborg County. Seven teachers in the municipal schools and the chief librarian inthe municipal library have been interviewed as well as an advising county librarian.In the municipal schools the pupils have access to literature in easy language and computerswith programs training reading, writing and spelling. In some schools there are textbooks ontape too. In the municipal library and in the county library disabled readers can loan literatureon tape and literature in easy language.The conclusion of the examination is that children and young people with dyslexia/readingand writing difficulties need all sorts of aids in reading and writing.

Dåtid, nutid och framtid : Hur arbetar dagens historielärare i grundskolans senare år med historiemedvetande?

The theme of this essay is literacy training in pre-school. The theme takes it starting point in a project, where my colleagues and I noticed our children playing with writing and symbols. It leads to an exciting, reflecting and developing project, a project that will go on for six months together with twenty children in the age of five and six.The essay describes how I and the rest of the staff work with the project, and also how we try to find challenges that are meaningful for our children. When we worked with the project I ended up in a dilemma how I as a teacher was to retain the children?s joy and curiosity for writing without making it boring.

Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel

This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.

Skriftens magi : en betydelsefull & reflekterande resa

The theme of this essay is literacy training in pre-school. The theme takes it starting point in a project, where my colleagues and I noticed our children playing with writing and symbols. It leads to an exciting, reflecting and developing project, a project that will go on for six months together with twenty children in the age of five and six.The essay describes how I and the rest of the staff work with the project, and also how we try to find challenges that are meaningful for our children. When we worked with the project I ended up in a dilemma how I as a teacher was to retain the children?s joy and curiosity for writing without making it boring.

En-till-en på gymnasiet: En kvalitativ studie kring vad elever i behov av stöd anser att datorn har stöttat dem med i skolan angående språksvårigheter

The purpose of this study was to examine what students themselves think about using computers in school. The study was conducted in a school in central Sweden. The students in focus were students with reading and writing difficulties, dyslexia or language difficulties such as an other native language. A total of eight students were interviewed. The interviews were analyzed using thematic analysis.

Jag har kompetensen! : Hur ett antal klasslärare resonerar kring och upplever sitt arbete med elever med läs- och skrivsvårigheter/dyslexi i undervisningen

The aim of this work is to examine how a number of class teachers reason about and find their work while teaching students who have reading and writing difficulties / dyslexia. The empirical study was intended to answer the question based on three questions.The work is based on a qualitative method as empirical material gathered in semi-structured interviews. Six classroom teachers, one male and five female teachers were interviewed. The interviewees were from six different schools in Stockholm Municipality and were between 27-61 years old.Most of the classroom teachers feel that there are approximately 4-5 students with reading and writing difficulties / dyslexia in each class. Half of the teachers feel that students with dyslexia may be different as they are quiet, unsecure and shy.

Genreblandning i digitala spel

Genreblandning har de senaste fem åren blivit en allt större del i hur datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan appliceras i en spelproduktion och hur denna produktion och dess genreblandning uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som studeras är den mellan genrerna role-playing game, dual-joystick shooter och minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att genreblandning mellan de valda genrerna fungerar trots deras olikheter sinsemellan, men att det är mycket viktigt att spelets övriga element inte försummas till förmån för genreblandningen. Det framgår även att den grad till vilken de tre genrerna blandas i spelet respondenterna testar inte är den maximala..

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