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1832 Uppsatser om Live Skills - Sida 1 av 123

Motiv och förutsättningar för Arbete med spänning på det svenska stamnätet

In this thesis, the conditions of using the maintenance method live work at the Swedish TSO, Svenska Kraftnät has been analyzed. The study is limited to only include live work on 220 and 400 kV. The live work method is a type of maintenance that can be done, on lines or stations, even though they are still energized. The purpose of this thesis has been to map the present live work situation at these levels in Sweden. The study is based mostly on interviews with people who have specific field competence with in live work but also with personnel at Svenska Kraftnät.

Hur skulle hemlösa och bostadslösa människor vilja bo? : 10 intervjuer i storstadsmiljö

The purpose of the essay was to discover how homeless persons want to live. Does it matter what it looks like? The method used was a qualitative study including literature and 10 interviews with ten homeless persons, of which seven lived outdoors and three in temporarily residences. The central questions were the following:How do homeless people want to live?In what sort of houses do they want to live and where?How do they look upon their situation and their future?What obstacles can occur if they for example got an apartment to live in?Are there any proposals to solve the problems?Most of them had been living outdoors for five to ten years, perhaps more, and they were worried and sad about their future.

Våga satsa på lek : en studie om barns samspel i förskolan

 This essay is about how the educators can use the play as a tool to develop childrens social skills with eachother. The work is based on a qualitative study using a survey, where the educators can tell how they work within the play. I chose to use five different participants in my essay. All of them work in the same preschool, south of Stockholm.In this essay I have two questions. These two are:What do the educators tell about the importance of play for children's interaction?How do the educators tell how they work with the play to develop the children?s social interaction?Previous research shows that play gives the children opportunity to develop socially, emotionally, intellectually and physically.

Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen

Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.

"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II

The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.

Livskunskap : En inre kompass i skolan

Through qualitative interviews with five teachers from three schools, two public schools within the same school management and a Waldorf school, the purpose of this study is to find out teachers' views on the phenomenon of life skills in the lower classes in school. What is the subject, how do teachers work with life skills, and should it be seen as a separate subject or integrated in all school subjects?The results show that the definition of life skills is a term with many interpretations. Two concepts that can be seen as the common denominators in the educators' views on the subject, however is, social and emotional skills. This is something that educators believe develop self-awareness and empathy in children and sees that as important as learning other subjects.

Livesändningar på webben : Interaktion mellan produktion och tittare

Viewer interaction is a common part of live broadcasts on the web and enables production and viewer to communicate with each other. The possibilities in viewer interaction make it easier for productions to create viewer engagement by involving them in the live broadcast through chats and social media. In creating a bond between production and viewer the interaction must be carefully managed to suit both the shows and the viewer?s needs.  A qualitative study has been used to analyze the viewer interaction in two Swedish live broadcasts on the web.

Hejoppa hejopp! : En musiketnologisk studie av musikrepertoar och dess tradering inom lajvkulturen

The aim of this essay is to study and show the contents of the music repertoire that is used in live action role plays in Sweden and study how this repertoire is spread between participants in the culture of live action role playing.Four informants have been chosen and interviewed, three men and one woman of different ages from different places in Sweden. They have all been practicing live action role playing for some years.Some of the conclusions that can be drawn from this study is that the participants of this hobby culture value music that feels old and contribute to the illusion of another world and time. The music repertoire of the live action role playing culture is filled with this music that gives the participants associations in line with the illusion. That is more important than the real age of the music. Another interesting conclusion is that the participants learn and spread the melodies verbally to each other and only the texts spread on the internet..

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..

Jag är viktig : Verksamma lärares tankar och arbete kring flerspråkiga elever

According to international and national literacy studies (PISA, PIRLS) Swedish boys are inferior to Swedish girls when it comes to reading. There can be numerous reasons to that statement. One is that Swedish teachers require more knowledge about communication as an important component in literacy. In spite of this shortcoming, Swedish girls manage to gain sufficient literacy. Why is that? The aim of this survey was to examine if there were any differences between girls and boys regarding communication skills when they begin in school.The main questions taken in account were:Which differences and/or similarities in communication skills are discernible between boys and girls this particular preschool?How do boys and girls communicate with each other in different room contexts on this particular preschool?           To be able to answer the questions, I adopted observations and audio recordings from children aged five.

Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch

The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.

Kommunikationsfärdigheter hos förskolebarn : Funktion, kontext och kommunikativa handlingar i samspel

According to international and national literacy studies (PISA, PIRLS) Swedish boys are inferior to Swedish girls when it comes to reading. There can be numerous reasons to that statement. One is that Swedish teachers require more knowledge about communication as an important component in literacy. In spite of this shortcoming, Swedish girls manage to gain sufficient literacy. Why is that? The aim of this survey was to examine if there were any differences between girls and boys regarding communication skills when they begin in school.The main questions taken in account were:Which differences and/or similarities in communication skills are discernible between boys and girls this particular preschool?How do boys and girls communicate with each other in different room contexts on this particular preschool?           To be able to answer the questions, I adopted observations and audio recordings from children aged five.

Mänskliga rättigheter inom den svenska klädesindustrin : Klädföretagens revision av sina leverantörer i utvecklingsländer

 This essay is about how the educators can use the play as a tool to develop childrens social skills with eachother. The work is based on a qualitative study using a survey, where the educators can tell how they work within the play. I chose to use five different participants in my essay. All of them work in the same preschool, south of Stockholm.In this essay I have two questions. These two are:What do the educators tell about the importance of play for children's interaction?How do the educators tell how they work with the play to develop the children?s social interaction?Previous research shows that play gives the children opportunity to develop socially, emotionally, intellectually and physically.

Ta rast! : En sociokulturell studie om rastverksamhet

The purpose of this study is to highlight play and learning in the lower school ages in organized and non-organized break actives. The premise is that the break is a part of the schoolday and that the school has responsibility to live up to the goals and guidelines of the curriculum even in recess. Leisuretime-pedagogy and the professional competence the pedagogs possess about games and the social relations of children are also in focus in this study. The study is a qualitative study where the empirical material consists of observations in a schoolyard environment during one week and interviews with children. The material has then been interpreted and analyzed using Lev S.

Adaptivt e-lärande av grundläggande programmering med Live-programmering

e-lärande handlar om hur man ska ha tillgång till lärandeinformation vart man än är, oberoende enhet så länge internetuppkoppling finns. Adaptivt test är ett test som kontrollerar användarens kunskaper för att kunna anpassa t.ex. läroinnehållet efter användarens kunskaper. Live-programmering är då användaren kodar i ett program som ger direkt feedback på vad koden gör.Problemet består utav att utforma en algoritm och en datastruktur som kan utnyttja den data som erhålls från en live-programmerings-miljö för att kunna genomföra ett adaptivt test. Undersökningen kommer att ske i en webbläsare med hjälp av live-programmering.Implementationen av arbetet sköts smidigt genom att programmera en hemsida där användaren får testa de olika algoritmerna.

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