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1163 Uppsatser om Game Writing - Sida 21 av 78

Dyslexi : En studie om huruvida klasslärare i f-3 anser sig ha tillräckliga kunskaper om dyslexi

The purpose of this study is to investigate if the class teachers believe that their education has given them enough knowledge about dyslexia in order to succeed a successful education for these pupils. It will present what four class teachers and two special education teachers has answered what they know about dyslexia. The study aims to find out if class teachers believe that they have enough knowledge to determine whether a pupil has dyslexia. If they have knowledge of appropriate methods and if they know how to prevent that pupils fall behind in their literacy and also what factors they believes makes it problematic to implement a literacy for these pupils. I propose the following questions:Do the class teachers consider that their education has given them sufficient knowledge of dyslexia and its characteristics?What methods does the class teachers and special education teachers considers as useful for pupils with dyslexia?What does the class teachers consider can prevent that pupils with dyslexia fall behind in their reading and writing skills?What factors consider class teachers and special education teachers is problematic to to succeed a reading and writing education for pupils with dyslexia?This study is based on a qualitative method and my theoretical approach is based on Høien and Lundberg established view of what dyslexia is.

Status i grupphierarkin : om barns sociala interaktioner

In this study the author attempts to identify factors that are determinants for why some pupils in Swedish grade school have high status in comparison with their peers. The study takes on the characteristics of both an ethnographic and a literature study by comparing the findings of interviews carried out with students of a first grade class with previous research. The study identify several tools for analyzing of how status may be understood in specific situations.The study also finds that important factors for gaining high status amongst children in aschool classes might be the ability to apply access strategies to get accepted in social interactions, such as game play, have the ability to create games that are enjoyed by peers and social skills, to name a few. Overall the study shows that children's game play with each otherare crucial for their social interactions and their social position. The study also show that children that have earlier established relationships with other children in a specific group alsohave a better opportunity to establish a high status position..

Den flerspråkiga bibliotekskatalogen: Hantering av icke-latinsk skrift på bibliotek

The main purpose of this thesis has been to investigate librarians opinions about the need for and possibility to use non-roman script in library catalogues. We have also investigated the routines of handling materials in non-roman scripts in two Swedish libraries. The investigation was made in the light of the recent shift in character set in the Swedish National Library Catalogue Libris. This change will enable use of multiple writing systems in the future.Our findings are that a multicultural society requires special consideration to the needs of citizens who speak other languages than the majority of the population. This becomes difficult when the languages spoken have a different writing system than the one used by the majority.

Utveckling av minimax-baserad agent för strategispelet Stratego

Stratego is a boardgame not very different from chess, that contains hidden information. Because of this, existing programs play at beginner level. The purpose of this thesis is to adjust a minimax algorithm so that it passes the demands of Stratego, and then build a Stratego agent around it. Tests with existing minimax algorithms leads to the development p-e-minimax. This algorithm uses two different values in its nodes to simulate the different information available to the agent and its opponent.

Kan talspråk integreras inom kunskapsorganisation? Problematiken med talspråk som bibliografiskt språk

Writing has been the most important tool in knowledge organization KO. In our modern society we can use our speech as a technical tool to seek information. Can we apply speech as a tool to organize information? The aim of this masters thesis is to problemize speech aspects in the field of knowledge organization KO. The investigation has two main parts and I use a hermeneutic approach.

How Does Ego Depletion Affect Moral Judgments and Pro-social Decisions?

BACKGROUND: Today?s societal changes, including high rate of change and increasing information flows, are increasing the demand on the individual mental capacity. It becomes increasingly difficult to analytically process all the different dilemmas and everyday decisions as individuals have a limited mental capacity available to make these decisions. Thus, it has been suggested that ego-depleted relies more heavily on intuition, which is less burdensome, when making decision. However little is known about to what extent intuitive decisions differ from analytic.

Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel

This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.

Optimera för användarmedverkan - Designlösningar med spelmekanik för interaktiva funktioner. Optimize for User Participation - Design Solutions with Game Mechanics for Interactive Functions

I denna uppsats underso?ker vi hur principer fo?r spelmekanik pa?verkar anva?ndares bena?genhet att bidra med inneha?ll pa? interaktiva webbplatser. Genom en empirisk studie av kvalitativ art ja?mfo?r vi tva? versioner av en testsajt, med spelmekanik implementerat i den ena versionen. Vi kommer fram till att spelmekanik fo?r att motivera anva?ndare att skapa inneha?ll kan designas utefter tre huvudsakliga delar; regler/struktur, ma?l och delma?l samt vinster. Regler och struktur a?r vad som a?r mo?jligt eller tilla?tet att producera samt kvalitetskrav pa? inneha?llet.

Läs- och skrivlärande : En studie av lärarhandledningar i svenska för årskurs 1

AbstractThe aim of this study is to find out how the central content of the compulsory school curriculum (Lgr11) is handled in three teacher?s manuals for instruction in reading and writing for grade 1, and how these consider interaction and variation in learning how to read and write. Through a qualitative analysis with a hermeneutic approach, the three teacher?s manuals in Swedish for grade 1 were subjected to a close reading. The result shows that parts of the central content of the curriculum are considered, but that it is by studying exercises and texts that these become visible.

Praktisk analys av rollen som spelproducent

Jag har under mitt kandidatarbete gjort en praktisk studie av producentrollen på det Karlshamnsbaserade spelföretaget Black Drop Studios. I denna slutreflektion går jag igenom min egen process under utvecklingen av en spelprototyp av företagets primära produkt, plattforms-racing spelet Boingo. Under produktionen har jag som producent verkat för att effektivisera verksamheten och agerat som en resurs för teamet. Jag har haft dagliga möten och individuella samtal med medlemmarna i gruppen, samt kontinuerligt övervakat och utvärderat arbetsflödet genom det web-baserade projektledningsverktyget Redmine. Utöver min roll som producent har jag även arbetat med marknadsföring och presentation av den färdiga produkten på Game Developers Conference i San Francisco.

Annonsering och produktplacering i sociala medier : En studie i hur annons- och produktplaceringsmarknaden fungerar i bloggvärlden

Today it is very common to use different kinds of social media to connect with each other and get the latest updates on things. Some people today also feel that they want to share their lives by writing a public blog. The blog-market has exploited the last few years and today blogging is about a lot more than just getting attention by writing about your day. Many young bloggers make money by having advertisements and by doing product placements on their blogs. This study investigates the relationship between companies and bloggers.

Simulation av Xbox Live Indie Games gränssnittet

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

Vad är ett bra reklamspel?

Reklamspel är ett verktyg inom reklambranschen, en bransch som undergått stor förändring under senare års digitala utveckling. Denna förändring uppmanar ständigt till bredare kunskap och högre förståelse hos både skapare och användare.Syftet med uppsatsen var att påbörja ett ramverk för skapandet av ?bra? reklamspel. För det krävdes att ordet ?bra? definierades och kunde förstås så att även diskussionen kring spel och reklam förbättrades.Det material som uppsatsen grundats i kommer från en två månader lång praktik där ett reklamspel producerades och från det designdokument som digitalbyrån North Kingdom lämnade efter sitt reklamspel, The Coke Zero Game.Med kvalitativa metoder samlades resultat in och jämfördes mot en teoretiskgrund byggd på kunskap inom marknadsföring, interaktions- och speldesign, användbarhet och uttryck ofta använda i spelsammanhang.

Talsyntesen ? Dyslektikerns glasögonoch ett stöd för många läs- och skrivsvaga

According to the National Agency for Education 06-06-2010 are approximately 115 000 students graduating from Secondary School in the year of 2010.Out of these students, we know that thousands of them are hampered by reading and writing disabilities in various degrees. Have these students been given the best support needed when it comes to writing and reading?Compensation may be perceived as a goal for the pupil to catch up with the rest of the educational group or as a vehicle to go round the difficulties. In Sweden, diagnosed dyslexics are not allowed to use speech synthesis, a compensatory technical aid, during the 9th degree national tests.This study?s purpose is to discover if the usage of speech synthesis during the national test of Swedish and reading comprehension might work as a motivation booster for the students and consequently increase their test scores.This is a quantitative study including study including 15 pupils with diagnosed reading and writing disabilities.

Mer än ett spel : ? en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv

The phenomenona MMORPG-games ? a qualitative study on MMORPG-games effects on the players lifeThe aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: ?the late modern society?.The conclusions that was found were that the games helps the players to handle their everyday life and has a condition for the players to produce relationships with other players.

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