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1337 Uppsatser om Music games - Sida 21 av 90

Från färdighetsträning till vokalt uttryck : Om sången i grundskolans läroplaner

The subject singing in elementary school changed its name to music in 1955 and with the name change followed a change in the content of the topic. In my study, I examine the perspective of how song as a subjekt has changed in the basic school curriculum texts. As a complement to text analysis, I used interviews in which two music teachers with long service in primary school were interviewed. My survey shows that there has been a clear change of the contents of concept song from being a pure skill where the aim was the vocal line benefits in different contexts and is today a vocal expression that can be embodied in many different ways. Curriculum texts have not been crucial to the changing content of the concept song.

Måla med musik, komponera med färg : En retrospektiv studie av den kreativa processen, bland bild, musik och synestesi

The relationship between color and music, and their relation to the human being and our surrounding universe has been subject of studies, theories and experiments since the old ages. From the ancient China and Persia to the present times, philosophers, scientists and artists have tried to explain these connections between color and music and also tried to find answers to this ancient enigma.The invention of the color organ c. 1730, an instrument that was intended to display color in addition to the musical auditive experience, was the first attempt to materialize the practical correlation between notes and color. This correlation has its foundation in the ideas of Isaac Newton, who through his book Optics published only a few years earlier, conformed the beginning of a new art culture: ?Visual music?, in which image and sound are the fundamental elements in the creative process.The ?visual music? concept is not only grounded in the ideas of music and sound, but also in the extraordinary creative capability of certain individuals.

Neuromuskulär återhämtning efter matchspel hos professionella fotbollsspelare

During football games neuromuscular fatigue occuring following eccentric movements such as sprint, jump and run that occur during games. To avoid injury, overtraining and performance decreases, it is important to know when players are recovered. The aim of the pilotstudy was to investigate physiological changes that occur during football matches and if they affect the recovery pattern after several games in professional football players. The method was divided into two sub-studies in which 12 professional footballers, in substudy 1 performed counter movement jump (CMJ) and drop jump (DJ) from 40 cm and fill out a recovery form for muscle soreness 36 hours before, 12-16 and 60-64 hours after 11 different competetive games. Blood samples were taken on the players in connection with one match to examine the activity of muscle enzyme creatine kinase (CK) and lactate dehydrogenase (LDH) of the players.

Serious Games, körsimulatorer och lärande : En studie om strukturerande verktyg - som stöd vid återkoppling

Uppsatsen fokuserar på hur körinstruktörer använder IKT som en strukturerande resurs vid sin undervisning och hur de uppfattar ett datorbaserat utvärderingsverktyg kopplat till ett dataspel i en körsimulator. Syftet med studien har varit att förstå hur externa verktyg (artefakter) används pedagogiskt för att överföra kunskap och om individen kan bli oberoende av dessa verktyg. Studien genomfördes genom intervjuer som kopplades till testkörningar i en körsimulator. Körsimulatorn ingick i en större studie (Spel och trafiksäkerhet) där ett dataspel (serious games) utgjorde testpersonens upplevelse av bilkörning i en virtuell värld. Svaret blev att körinstruktörer har externa verktyg såsom leksaksbilar, penna och papper för att underlätta kommunikationen vid utvärdering av elevernas körning och att användandet av dessa verktyg som metod är likartad med användningen av metoden med körsimulatorns utvärderingsverktyg, samt att individen till sist automatiserar metoden och då blir oberoende av de pedagogiska verktygen och kan använda sina kunskaper när den kör bil..

Hur bra är kulturskolans lokaler? : En undersökning om vad musik- och kulturskolans lärare anser om sina undervisningslokaler

The purpose of this dissertation is to examine how teachers in the municipal Music schools Schools of arts (kulturskolor) estimate the quality of their teaching rooms, which factors that are significant for their opinion, and if they have experienced any tendencies of improvement in the quality of their teaching rooms. The examination is built on a questionnaire, which was sent to a number of music- and ?culture schools? in Sweden. From the answers you can read that the majority (66%) of the teachers are satisfied with their teaching rooms, even if a relatively large part (33%) seems to be unsatisfied. The single factor that are of most importance for their opinion are how much of their teaching they spend in rooms that doesn?t belong to the music- or ?culture school? and also are used for other kinds of education.

Verkfrågan-katalogisatörens huvudvärk. En studie av regelverket vid katalogisering av musiktryck med utgångspunkt i begreppet verk.

The aim of this thesis is to explore the concept of the work and the problems with the definition of it. The concept is an important starting-point when it comes to cataloguing musical works and creating uniform titles. Another aim is to find out other difficulties that are frequent in cataloguing printed music. In the theoretical part of this thesis Functional Requirements for Bibliographic Records FRBR and the Swedish cataloguing rules KRS are important tools. The FRBR-model and the four entities work, expression, manifestation and item are described.

?Närmast i tiden är det ju blåssidan som gått ned.? : En studie om musiklärares och rektorers syn på barns instrumentval och kommunala musik- och kulturskolors rekryteringsmetoder

The purpose of this study is, on one hand, to obtain an understanding of how children in municipal music- and culture schools choose instruments and what forms of recruitment methods they are subjected to, and on the other hand, how you can make them continue to play once they have begun.To acquire this information, I have interviewed five music teachers and two principals at municipal music- and culture schools in Värmland. The questions treated, among other things, what affects children?s instrument preferences, recruitment methods and what you can do to keep interest for the chosen instrument alive.The result of the study shows some apparent tendencies. Even though some of the instruments have trouble recruiting students and other instruments have trouble keeping them, the old methods, which obviously do not work in a satisfactory manner, are still being used. Instead, increased commitment at the occasion of recruitment, more group teaching which strengthens the social bonds through role models and a will to have the courage to change the organization when it does not work, is required..

"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.

Ämnena Bild och Musik ur ett historiskt perspektiv

This research project is about how the subjects` art and music has been described under the 20th century in the Swedish school until today. The purpose with this research project is to do a text analysis that describes these subjects now and the last century, to illustrate the differences between today and the last century. Hence the size of this subject I have chosen some random samples out of the 20th century until today. I started to take these random samples from the first lyric I found about these subjects, and continued with these random samples in other lyrics from the middle of the 20th century until the year 2006. I just took these random samples from what I had found because I did not found some lyrics from earlier period of the 20th century.

Rum för musik på biblioteket: En fallstudie av Bibliotek 10 i Helsingfors

The aim of this master's thesis is to study how the design of the music library space affects how it is used and its role as an arena for culture. This is done in form of a case study of Library 10 in Helsinki, a public library branch that specializes in music and information technology. The backdrop to the study is the changing context for cultural activity in the information society and the role of public libraries as public space and meeting place. By analyzing the distribution of space in the library, the distribution of functions and artefacts and the spatial use of the room, I interpret the ways in which this distributional logic produces a unique place for music and culture. I discuss the music library design in a space and place perspective, utilizing theoretical tools from cultural geography and the space theories of Henri Lefebvre.

Agent eller assistent? : En studie om kvinnors inflytande i musikbranschen

This paper examines women's positions in the music industry. By quantitativelyinvestigate ten major companies on the swedish music market, the authors have beenable to mapp positions that are dominated by women and as well as men. The essaydiscusses several theories of both gender in organizations and gender in society inorder to analyze the quantitative results.The aim of the paper is to highlight the current segregation of careers in the musicindustry as well as to lay a foundation for further research on why it is segregated.Clear graphs shows the gender distribution between women and men in business butalso the distribution of gender in occupations / positions in similar companies. In theanalysis the authors reflects on the results using relevant gender theories. In theconclusion, the authors explain the result generated by the analysis and illustrates theprevailing segregation that exists in the music industry.This paper has concluded that a seemingly even distribution between men andwomen in business organisations can sometimes be misleading.

Foldback System

This project concentrates on musicians who work in a professional music studio.The task of this project was to design a new headphone system called Foldback system.The advantage of this system is that all involved in a music project could influence their ownlistening during the project. With a couple of adjustments should each and everyone get theirown individual listening from their headphone station.This report shows different methods, theories and results that came along in development ofFoldback system. The project has resulted in a finished product that will be in use atStudiomega..

Joharifönster och spel : att identifiera en målgrupp

This is the report on a study made to find a correlation between the Johari window and the games that the possessor of given Johari window enjoys to play. A Johari window is a graph that shows an individual?s ability to receive and give feedback. One obvious correlation was found between individuals enjoying role playing games and their possessing Johari windows showing a good ability to give feedback. The reasoning behind this is that the ability to give feedback is based on the capability to express oneself to the external environment, and that one would need to be comfortable with expressing oneself to an external environment in order to enjoy interacting with the narrative that takes place within the role playing genre..

eSport: Den professionella sidan och vägen dit

Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.

Musikelevers övningsstrategier : En observationsstudie av tre 18-åriga stråkelever

The aim of this study is to examine which strategies three 18-year-old string students (one violinist and two cellists) use when they practice on their own. The empirical data for the study come from six observations of the students? practicing on certain pieces that were handed out to them. During the observations, the students filmed themselves, and no one else was present in the room during the practicing sessions. The observations were later transcribed and analyzed, which means that its contents were compared and contrasted to results of previous research in the field of practicing.The results of this study show that all three participants first tried to gain an overview of the piece by playing it through from beginning to end.

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