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1919 Uppsatser om Online path finding assistance - Sida 22 av 128

Offline är som att sitta i ett trångt betongrum och online är som att sitta på en äng med klarblå himmel: om datorspel, chatt, identitetsskapande och värdegrund

Det övergripande syftet med denna studie är att undersöka vilka värdegrundsfrågor som tonåringar tangerar, när de spelar datorspel eller chattar. Syftet med undersökningen är även att ta reda på om det är möjligt att använda sig av ungdomarnas egna datorerfarenheter i en mediepedagogisk värdegrundsundervisning. Undersökningsgruppen är en årskurs åtta från en högstadieskola. Studien genomfördes med hjälp av ostrukturerade fokusgruppintervjuer med tre grupper, bestående av en grupp killar, en blandad grupp och en tjejgrupp. Studien visar på att ungdomar berör flera punkter inom värdegrunden.

User innovation på brand communities : en studie av salesforce.com

Bakgrund och problemformulering - Vi har valt att studera och analysera i vilket avseende det sker user innovation på ett forum skapat av företaget Salesforce. Forumet är ett brand community för användare som utvecklar Salesforce tjänster. Frågeställningarna behandlar om det sker olika typer av user innovation och vad det är som driver användarna till att innovera på det forum vi har valt att studera. Vår studie syftar till att bidra med en bredare kunskap och förståelse kring ämnet då det finns begränsad forskning kring user innovation inom online brand communities idag.Teori - Begreppet brand communities förklaras utifrån Muniz och O?Guinns (2001) synsätt som innebär att ett online brand community är en samlingsplats på internet dedikerat till ett specifikt varumärke.

Undersökning av elektroniska scorekort på golfmarknaden : Var ligger problemet för fortsatt utveckling?

This is a Master´s Thesis based on my own idea instead of that of a company. It is a survey that focuses on finding out more about which part of the development process that is blocking the establishment of electronic scorecards on the golf market. Why has it not been introduced on the market in a larger scale yet, considering the technology we possess today? This question is investigated through interviews with the Swedish Golf association, and three companies that have chosen different paths to implement an electronic scorecard. The interviews focuses on finding out what developers and the association believe to be the main problem, before taking the next step in releasing electronic scorecards on a larger scale.

Vattnet i vår kropp : Förskolebarns tankar om vattnet innom oss

AbstractThis study deals with preschool children's ideas about water in our body. Ten children with the age of four to five were interviewed individually, the interviews were qualitative. The children were also asked to draw their answers and answer questions about a picture that represented the excretory system. The results of my study show that children did not have any knowledge about the water being vital for us. Preschool children had no knowledge of why it is important to drink water.

Användarutbildning på webben

User education is an important aspect of university libraries' service to its users. This Masters' Thesis is about online user education. The aim of this study is to analyse five Swedish online user courses in relation to information literacy and learning theory. The web-sites were explored through textual analyses to find how concepts of information literacy and learning theory are expressed. The theoretical framework is based on Carol C Kuhlthau's three levels of user education, Paul Ramsden's three theories of teaching in higher education and Christine Bruce's different aspects of information literacy.

The Purchase Decision Process Revisited: The Role of the Internet on Swedish Consumer Behaviour

The aim of the thesis was to provide further understanding on how Swedish consumers use the Internet as an information source in their purchase decision process. The subject was investigated from different perspectives: gender, product type and information type. The authors used a quantitative approach, and a survey (n=120) was conducted. It was concluded that men and women are equally influenced by traditional word-of-mouth, but more men than women search for product information online and they are more likely to let their purchase decision to be influenced by it. Women tend more to trust commercial sources.

Mellan fri vilja och datadriven exploatering: En studie om drivkrafter, medvetenhet, makt och ansvar inom onlinecasinomarknaden

This essay examines the limits of marketing strategies in the online casino industry, focusing on how data-driven and advanced marketing practices influence consumer behavior and contribute to problematic gambling consumption. By observing the online casino industry, the study identifies how companies use sophisticated data analysis methods and psychological techniques to attract and retain customers, raising significant ethical and social issues. The study highlights three key perspectives: the consumer's, the producer's, and the legislator's. From the consumer's perspective, it explores how various consumer behaviors, from responsible gambling to problematic overconsumption, are influenced by marketing and gaming experiences. This includes an analysis of how cognitive limitations and psychological biases can lead to irrational decisions and an increased risk of gambling addiction. From the producer's perspective, it examines how gambling companies use marketing strategies and technologies to increase profitability and what incentives they have to take social responsibility according to modern Corporate Social Responsibility (CSR) principles. It appears that companies do not see CSR as a business goal beyond the risk of current and future regulatory compliance requirements and policy changes. From the legislator's viewpoint, the current regulatory framework for the gambling industry is discussed, including the changes that occurred in 2019 when the special monopoly form we had in Sweden was transformed into a license market.

En undersökning av faktorer som hämmar köp från utländska webbsidor : Ett svenskt perspektiv

Flertalet modeföretag använder sig idag av SMS-reklam, en reklamform som enligt studier uppfattas som positiv så länge som den är tillåtelsebaserad. Syftet med denna uppsats är att undersöka om och i så fall vilka skillnader som finns vad det gäller attityden till SMS-reklam och det efterföljande köpbeteendet mellan de som anser sig ha accepterat avtalen kring SMS-reklam och de som ej anser sig ha gett sin tillåtelse. För att uppfylla syftet fick 219 studerande vid Stockholms universitet besvara ett frågeformulär gällande deras attityd till SMS-reklam och deras efterföljande köpbeteende. Resultaten visade, i likhet med tidigare forskning, att de studenter som var medvetna om att ha gett sin tillåtelse till att motta SMS-reklam både hade en mer positiv attityd till SMS-reklam och ett mer positivt köpbeteende till följd av SMS:et. De studenter som inte var medvetna om att de gett sin tillåtelse hade en mer negativ attityd till SMS-reklam och hade ett mer negativt köpbeteende till följd av SMS:et.

?Det här är ett plagiat? En studie av Sportbladets rewrites och hur de förhåller sig till upphovsrättslagen

Authors: Malin Andersson & Mattias ÅsénTitel: ?Det här är ett plagiat?Level: Bachelor of JournalismLocation: University of GothenburgLanguage: SwedishNumber of pages: 44 (without appendix)Sportbladet is Sweden?s biggest sports newspaper online. Their audience, as for all online newspaper?s audience, has big expectations of a steady flow of news. The economic conditions of journalism, together with the interests from the owners, may force newspapers to produce large quantities of news for cheap costs.

Vilka faktorer bidrar till att spelare fastnar i MMORPG spel?

Massiva onlinerollspel är idag mycket populära och försäljningen och spelandet utav dessa ökar markant. I och med detta väcks frågan om vad det är i dessa onlinespel som gör att människor spelar och fortsätter spela. Denna uppsats inriktas främst mot MMORPG:s, Massively Multiplayer Online Role-Playing Games, då författarna anser att det är i denna onlinespelsgenre den största möjligheten att finna och definiera de faktorer, som påverkarspelares vilja att spela, finns. För att ta reda på dessa faktorer skapades en enkät vars frågor utformades med en gameflowmodell i baktanken. Denna enkät lades sedan ut på sex olika onlinespelsanknutna forum, där totalt 105 spelare anonymt deltog.

Utvärdering av arbetsmarknadsprojektet Enter

This thesis purpose is to determine an explanation of the efficiency in a labour-market related project. ?Enter? is an EU-financed project with a focus on long-term unemployed workers in the district Härlanda, Gothenburg. Starting in September 2004, Enter offers individually based coaching and job guidance to totally 110 young persons with problems entering the labour market. The goal is to provide these people courage to find either full or part time employment or to start study.

Barnbiblioteksarbete ur ett genusperspektiv

The aim of this masters thesis is to investigate how childrens librarians deal with gender issues in their work when acquiring and mediating books to children, and how reviews in Bibliotekstjänsts Sambindning can be of help in this aspect. The thesis focuses on children between 6 and 12 years of age and their reading of fiction. Four interviews with childrens librarians and an examination of reviews in Sambindningen have been carried out. The reviews were examined both by finding out with what frequency gender issues are dealt with and by studying 20 childrens books from a gender perspective, comparing my judgement with the one they got in the reviews. The examination of Sambindningen showed that the reviews therein only sporadically bring up gender issues.

Undersökning av Mekaniska Problem med hjälp av Datoralgebra

When investigating mechanical problems it is often more convenient to deal with scalars rather than vectors. In this project methods stemming from the field of analytical mechanics, which lets one derive the equations of motion using scalar quantities instead of vectors, have been used. Two mechanical problems were investigated, a double pendulum with a spring and particles orbit in a sphere. The equations of motion of the two systems were derived with the assistance of computer algebra, using Maple and the external package Sophia. The systems were investigated with regard to periodicity and conserved quantities..

Faktorer som underbygger och motverkar användningen av doping : En genomgång och analys av dopingforskningen 2004-2009

Business across the Internet has increased in recent years and most companies that are selling trips have increased their sales online. Many companies that are selling trips strive for customers to receive and experience a personal service online. The meeting between the client and a webpage service system on the Internet should work. Service encounters are an essential part of the contact between customer and company and play a big part in how the first impression is perceived by the customer. To understand how a service encounter works, meeting face to face, companies need to understand how customers perceive that meeting.

"Smartphonen är som en egen liten hjärna". En kvalitativ studie om specialpedagogers syn på smartphonens användbarhet som pedagogiskt hjälpmedel för elever i behov av särskilt stöd i gymnasieskolan

Purpose: The purpose of the present study is to investigate whether and how nine teachers of special education for older students, primarily at Upper secondary school, consider the smartphone an appropriate pedagogical means of assistance to improve participation and to support students with special education needs within and outside the school environment. Theory: The theoretical framework for the study is the sociocultural perspective on learning. The sociocultural perspective is related to the relational perspective and sociocultural learning theory involves learning and participation in school. It views the human being as socially active within a certain historical and cultural context which actively influences the way we act, how we learn and develop through interaction with others in the social, everyday practice. The latter is of vital importance here.

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