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1892 Uppsatser om Play patterns - Sida 11 av 127

Valet av Renegade och Paragon i Mass Effect - Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse

The purpose of the study was to examine possible aspects concerning the choice to play as good or evil with a focus on the players´ subjective experience. A form was constructed and the material was interpreted according to Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II were used as an example of the choice to play as good or evil since the choice between Renegade (evil) and Paragon (good) is present. The sample consisted of individuals who had played Mass Effect I and/or Mass Effect II and were over 18 years old. The end result concerning who played a Renegade or a Paragon came to be very uneven (15 out of 16 participants played a Paragon) which means that the result mostly relates to possible aspects concerning the choice to play a Paragon.

Barns kulturskapande : En etnografisk studie om förskolebarns interaktion

AbstractThe aim of the research presented in this thesis is to study how interactional strategies are used by children and what these strategies mean or imply in the preschool cultural context. The theoretical point of departure in the study is the socio-cultural perspective (William Corsaro, Roger Säljö, Jim Wertsch). The study is a contribution to the field of research that focuses upon contextual issues and an overall way of seeing the child. This is in opposition to the strong traditional psychological perspective in the development of the child, where a focus upon the individual dominates in special education. This ethnographic study aims to answer the following research questions; What interactional strategies are co-constructed by the children in preschool play? How do the interactional strategies influence the creation of culture in preschool play? The children, 3-5 years olds, and their play situation were in focus.

Scenografi för en landskapsarkitekt :

Stage Design is design for action and contains décor, side-scenes and properties, as well as costume and grease-paint. The one responsible for this is the Stage Designer, who together with the Director, creates the best conditions for the actors to perform in. The stage, where the play takes place, could be either in a theater, an auditorium, or in another sort of room, at another place, inside or outside, and where the place itself inspires to theatrical performance and expressions. This type of theater is called Site-specific theatre. Two examples of this is the workshop ?Skogen sjunger? (eng.

Att lösa sudoku med SAT-lösare

Yahtzee is a popular dice game around the world. The complexity makes the game interesting to play and analyze. This report compares the effectiveness of the mathematically optimal strategy with a strategy that can be used for casual play. The rules used are those of the Nordic variant Yatzy, in which a few but important rules are different from the American Yahtzee. To evaluate the everyday strategy 100,000 games was simulated in a java program written specifically for this purpose.

"Vi försöker dela upp oss. Vi tanter tycker bättre om att baka. IP, fotboll och gympasalen tar hellre dom manliga" : En studie om förväntningar på manliga lärare och könsskapande i grundskolans tidigare år

With this thesis I wanted to find out how a teacher-team in Stockholm reason about and whether they have specific expectations of male teachers in the early school years. Interviews with five teachers from pre-school to grade 3 and in after-school have shown that specific expectations of male teachers is something obvious. Are male teachers expected to enter into the role of male role models to contribute with masculinity and a male perspective? However, the informants are not able to define how a male role model is or should act. Men and women are often defined as two separate, and often as opposite, groups.

"Lets Play!" : En studie av kunskapsöverföring mellan digitala spel och musikinstrument.

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

Genus i det kreativa arbetet

The purpose of this work was to observe fifth grade students in their creative work, how they act and how gender roles appear in the creative work. The background to this work is that I want to examine whether there is any difference in gender roles, when students are working creatively and on their compliance with, the sexes, typical similarities and differences that exist.Observational study showed that girls and boys in the class I observed, in general, has followed traditional gender patterns that exist in our society. With typical gender patterns, I mean that girls are expected to be quiet, talented and helpful and the boys are expected to speak loud and more often than the girls. The girls were, on balance, quieter and more tranquil than the boys who had difficulties to sit still and wanted to be seen and heard more widely..

Patienters upplevelser av att leva med stroke - en litteraturstudie

Background: Living with stroke not only means coping with physical limitations, but a stroke also leads to other losses, which in various ways may change an individual?s life. A nurse can play a significant role in regards to consequences in the ordinary day of life for patients with stroke. Aim: The aim of this literature study was to describe patients? experiences living with stroke.

En finansiell transaktionsskatt - lösningen på finanssektorns dilemma?

Interaction is an important part of children?s development. The school is a main arena in which children learn to interact, mainly through their playing. This study aims at investigating the role of interaction in a leisure school didactic setting. The aim of the study is to gain a better understanding for how the pupils develop though use of social interaction.

En datadriven Play- och online video-marknad : SVT Plays mo?jligheter till sto?rre utnyttjande av data

Big data och datautnyttjande blir allt mer popula?rt bland videotja?nster pa? internet. SVT Play a?r en av de Play-tja?nster som har mo?jlighet att utnyttja mer data a?n de go?r fo?r tillfa?llet. I detta arbete var ma?let att underso?ka hur SVT kan fo?rba?ttra sitt datautnyttjande och genom det utveckla SVT Play.

LEKKROKAR- ?Något att hänga upp leken på?

The research of today shows that natural environments are importantfor children's physical and mental development. It alsoshows that children often opt out of the traditional equipmentplaygrounds have to offer. By breaking the boundary betweenthe playground and park, is it possible to create a new spacethat will encourage rather than demand play? Through gatheringinformation and talking to landscape architects, designers,and children, I realized that today's parks already have environmentsand objects that could be used for playing. But whatthey need is something that makes the environment even moreinviting for children to play.

Musik, hjärna, fantasi och lek - Om en Rytmikpedagogs bidrag till lärararbetet i grundskolans musikämne

To describe your profession can sometimes be hard. Everyone knows what a music teacher is and what her work includes. But what about a eurhythmic teacher - who knows what she does? By experience my answer is: not many. Inthis essay I have outlined differences in method and lecture planning between a eurhythmic and a music teacher, to be able to find out the answer to my research question - what a eurhythmic teacher can contribute to the school subject music.I chose an observation research where I observed a mixed class with children from fourth and fifth grade.

Nedskrivningsprövning av goodwill - En studie av de WACC antaganden som gjordes av svenska noterade bolag under åren 2007-2009

PurposeThe purpose of this study is to examine the companies on Nasdaq OMXS Large and Mid Cap to see if there are interesting patterns regarding their WACC assumptions, used when performing impairment tests on goodwill, during 2007-2009. If so, can we explain these patterns? MethodWe have gathered information about the WACC assumptions presented in the annual reports of the 133 companies that were listed on OMXS Large and Mid Cap during the spring of 2011. To complement this quantitative information we have also conducted an interview with Peter Malmqvist and contacted eight of the companies that were in the study.ConclusionWe can conclude that not all companies present their WACC assumptions in the annual report, even though IAS 36 states that this should be done. Of the 45 companies that were included in our study, eight had lowered their WACC during 2008 and increased it in 2009.

Banbrytande formgivning i Sveriges textilindustri En studie om Astrid Sampes m?nsterproduktion

The main focus of this study are the textile prints created by Astrid Sampe (1909-2002). Her fabrics can tell us more about her than a biography ever could. They can reveal how we experience patterns, why we are attracted to them and how our preferences can evolve over time. This study examines four different patterns, and the thesis aims to define Sampe and her textile prints using three different theories and a formal aesthetic analysis. Modernistic and postmodernism theories are relevant when explaining the period where the fabrics were created and how Sampe's ideas were conceived during her lifetime.

DEM - En konspirationsteoretisk tapetkollektion

I?ve previously been working with patterns for wallpaper and wanted to try anotherapproach.I wanted to use a strange story as a base to develop a wallpaper collection from. Theaim was to make a collection that is more than wallpapers. The seed to this idea Igot from an article about mysterious deaths among birds in Chicago published inmetro. They had flown into a large building.

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