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1721 Uppsatser om Perceived Zero-sum game - Sida 22 av 115

Historien längs tuvor och slingriga vägar : En jämförande studie av tematisk och kronologisk undervisning i historia för gymnasieskolan

In the following study the author compares two methods of teaching history, the thematic approach and a more traditional chronological approach. Aiming at distinguishing the perceived notions of strength and weaknesses of each method, from the perspective of teaching, the author uses semi-structural interviews with four teachers in order to shed light on the reasons why each method is chosen. The perceptions of the thematical and chronological method in teaching history are further compared with the result in students? grades. The result shows that the thematic method is perceived as being better at teaching the student about causality and different understandings of changes in history, which would have positive impact on higher grades.

Posthumanism i förhållande till digitala spel

Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera.

Technology-to-Performance Chain: Game Model

Uppsatsens titel: Technology-to-Performance Chain: Game ModelInlämningsdatum: 2006-05-26Ämne/Kurs: INF 630 kandidatuppsats, 10 poängFörfattare: Marcus BjörckDennis JonovskiHandledare: Hans-Christian StoltzNyckelord: TPC, TTF, GameFlow, tid, upplevelseSyfte: Att ge spelutvecklare en grundläggande och överskådligmodell som är anpassningsbar inom spelutveckling.Metod: Vi har använt oss både av kvalitativa och kvantitativa metoderpå en grund som kan liknas vid en abduktiv ansats. Primärdatainsamlas genom en pilotstudie, en enkät samt två intervjuermed spelutvecklare från spelutvecklingsföretag.Teori: TPC och GameFlow ligger som underlag för vår teoretiskareferensram och grundar formandet av en ny modell vid namnTPC G. Vidare ger TPC G en gemensam bild av hur de tvåförstnämnda teorierna integreras med varandra.Empiri: Utifrån enkäten och intervjuerna har det framkommit attupplevelsen är det primära för användaren av datorspel och attdetta ger svar på hur bra egenskaperna kombineras i spelet.Resultatet av enkäten visar att många datorspelsanvändareupplever tidsåtgången som besvärande. Då tidsaspekten är enavgörande faktor för hur datorspelet uppfattas som helhetmedför detta problem även för spelutvecklare.Slutsatser: Genom att applicera TPC G hjälper systemutvecklingsmetodikspelutvecklare att uppfatta hela utvecklingsprocessentidigt i utvecklingsfasen. I modellen ses även tidsaspektensom en avgörande faktor där spelarnas och utvecklarnasuppfattning inte överensstämmer..

Marmorering i nötkött : påverkan av ras och foderintensitet

The water tower in Uppsala city forest was built in the late 1950's in what is now a nature reserve. The unique place was supposed to be visited by people, which is currently not the situation. This bachelor thesis aimed to perform an analysis and make a design proposal for the environment surrounding the water tower. The analysis was performed using the methodology previously described by architect Arne Branzell. The methodology focuses on how a space is perceived by a person moving through it.

Rätten att välja fel - Självbestämmande för personer med intellektuella funktionsnedsättningar

The purpose of this paper was to look at the perception of self-determination for adults with intellectual disabilities from their perspective. We wanted to examine the experience of the space available for self-determination in some key areas of life, and how their own thoughts and ideas have been addressed by others. Through interviews with six people with intellectual disabilities, we have found that a single definition of self-determination is elusive. The key seems to be that you get the opportunity to do what you want, to have your voice heard and to receive and take responsibility. The space for self-determination is perceived by respondents as both large and small.

Ger det fria arbetet frihet : En studie om balans mellan arbete och privatliv

This qualitative study treats the construction and maintenance of balance between work and private life and how flexibility in the workplace is perceived. The study was conducted using semi-structured interviews and these have been conducted in five large companies around Gothenburg. The analysis and results are based on the phenomenographic method approach and the final results were four themes: Balance, Flexibility, Combining family and work and lifelong learning with related subcategories. The result shows that the construction and maintenance of balance between work and personal life is something that is tied to the indi-viduals and the current situation in life. Two of the most common strategies to maintain a dis-tinction proved to be planning as well as other activities, in order to move the focus away from the work.

Konstskapandets betydelse för konststuderande individers välbefinnande och stresshantering

Syftet med detta examensarbete var att klargöra om de konstskapande aktiviteterna vid Sunderby Folkhögskolas Konstskola har hälsofrämjande effekter på Konstskolans elever och hur dessa i så fall yttrar sig. En enkät baserad på en svensk version av Perceived Stress Scale (PSS) användes för att mäta individuella aktuella stressnivåer och genom semistrukturerade intervjuer söktes svar på frågorna: Vilken stressreducerande och rehabiliterande potential har Konstskolans ordinarie utbildning? Finns det skillnader i studenternas relationer till stress, kreativitet och livskvalitet/välbefinnande idag jämfört med innan konststudierna? samt Har bakgrundsvariablerna betydelse för de studerandes stressnivå och hur de upplever och värderar stress? Resultaten visade på ett svagt negativt samband mellan stressnivå och ålder respektive omfattning av tidigare konstnärlig aktivitet. Intervjuerna bekräftade hälsofrämjande effekter av konstskapande aktiviteter i termer av utveckling av copingstrategier, kreativitet och välbefinnande..

Does it matter?

Swedish: Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet finns representerade i digitala spel och hur dessa framställs. Arbetet har även fokus på de reaktioner samhället har visat i samband med att spel som behandlar ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur diskussionen av detta kan leda till en utveckling inom spelmediet. Informationen som användes för att undersöka ämnet och dess reaktioner finns sammanställt under ett forskningsmomentet, vilket sedan utvecklas till flera noveller. Dessa noveller har sedan användes i en undersökning som genomfördes av 11 stycken deltagare.

AI för Hive

Strategies for the board game Hive was implemented and evaluated in this project. The report covers the rules as well as the system that was implemented in order to build strategies. The strategies are evaluated based on how they perform against each other. Two search algorithms were implemented: Minmax and Alpha-Beta Pruning. Alpha-Beta with depth 4 had the best performance against other strategies as well as in individual tests..

Förståelsen av hedersrelaterat våld : En litteraturstudie i ljuset av postkoloniala teorier

The murders of Pela Atroshi, Sara Abed Ali and Fadime Sahindal, started a debate concerning the underlying motives of honour related violence. This paper aimed to describe and explain in what way honour related violence is perceived in publications by academics, public authorities and voluntary organisations to name a few. Different types of literature were thematically analysed as well as analysed using a model by Lorentzon. The scope of this paper was narrowed down to Swedish conditions and excluded men as victims of honour related crimes.The conclusion suggests a definition of honour related violence as a result of general patriarchy with different features. For example, men?s honour is connected to women?s behaviour and retaining of virginity.

E-handel: en studie om konsumenters köpbeteende vid köp av böcker online

The purpose of this thesis is to increase the understanding about consumer buying behaviour when purchasing books online. In order to acquire data for the study we used a questionnaire that 75 students where asked to respond. The respondents were students at the University of Technology in Luleå. Our findings suggest that the following factors are the most commonly cited reasons for deciding to complete the purchase: trust, perceived risk, price, convenience, design of the website and experience. The following factors are the most commonly cited rea-sons for deciding not to complete the purchase: trust, perceived risk, price and the design of the website.

True Passion : En studie om varumärket Kosta Bodas profil och image

The purpose of this essay is to increase the understanding of how the management´s core values reflect the brand´s profile and image. To be able to fulfill that purpose, we used three problem statements that questioned how consumers, retailers and the employees of the company Kosta Boda perceived the brand. To accomplish this, we used a qualitative method. We started collecting theories about the topics: brand, image and profile that gave us a good foundation to build our qualitative interviews on and to increase the understanding for the topics. To collect imperical data, we interviewed consumers, retailers and employees at Kosta Boda both by email, phone and face-to-face interviews.

Alla ska va med... : En essä om storarbetslag, modularbete och dess förutsättningar och konsekvenser

I begin my essay with a story that illustrates how a preschool activity organized on a modular work can be perceived. I describe how the environment has been rebuilt and modified to accommodate one large group of children instead of two smaller groups as before. Management´s justification for the change is that it is carried out to give the children better conditions for their learning, but my understanding is that it also hampers preschool-teachers´ abilities to implement their assignment.I try to understand what benefits module work by examining what well-known researchers believe is important for children´s learning in environmental and preschool teacher´s importance. When I use what I have learned to analyze my story, my opinion is that the change of the preschool activity not have just a positive impact but also entails that preschool teachers find it difficult to be present and in interaction with the children as several well-known researchers notes is important for children´s learning. I discuss how a large and rich environment at the same time can be perceived as incalculable for teachers, which can result in not all of the children being paid attention to in the preschool activity.


Undervisningsbehov vid ischemisk hjärtsjukdom - en litteraturstudie om patientens uppfattning

The aim of this study was to determine the self-perceived learning needs in patients with Coronary Heart Disease (CHD). CHD is the leading cause of death worldwide. Poor compliance is one of the causes of rehospitalisation. Patients suffering from CHD need education in order to manage their disease and prevent readmission to hospital. As hospital stays diminish the time available for patient education is limited.

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