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8824 Uppsatser om Play research - Sida 10 av 589
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.
Hur och varför media konstruerar ledarskap - Ett kliv in på redaktionen för att utvärdera tänkbara förklaringsmekanismer
In modern leadership research, leadership is often viewed as a social construction, and under this paradigm various researchers let the media play a central role in constructing leadership. Meanwhile, the question of how the media actors do this is left unanswered. We explore the question of how and why the media construct leadership, from the vantage point of the media actors themselves, and the conditions they work under. Different mechanisms for media construction of leadership are identified in previous research. Through interviews with business journalists at Veckans Affärer, we find recognition for some of the explanatory mechanisms: namely that personification of a CEO facilitates the work of journalists (and sells papers), that personal drama captures reader demand, and that the CEO of a listed company consciously cultivates his or her personal parallel self.
Bevarande av de svenska lantraserna, populationsgenetiska och molekylärgenetiska metoder
Today?s community requires an increase in food production. Animals are today bred so that they produce more than their ancestors did. Production has been the most important and breeds with the highest production levels have therefore become popular. Many of the old local breeds have become extinct or are about to become extinct because of this trend.
Att tälja leksaker i förskolan
Denna uppsats har till syfte att undersöka om det är möjligt att som pedagog tälja leksaker i en barngrupp medan barnen leker. Undersökningen har även inriktats mot om det egna förhållningssättet till själva utförandet av att tälja leksaker, kan ha inverkan på barnens lek. En frågeställning har då varit om leksakers utformning har betydelse för barns fantasiutveckling. Den egna utvecklingen av gestaltningsförmågan har också observerats. En kvalitativ forskningsmetod har legat till grund för undersökningen som kan jämföras med en aktionsstudie.
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.
Skolbibliotek och kvalitet. Hur ser rektorer, skolbibliotekarier och skolinspektörer på kvalitet?
The aim of this master´s thesis is to analyse what factors have an impact on the quality of school libraries. The research questions are: How do some school principals, school librarians and school inspectors view quality in school libraries and what has an impact on quality?How do they view some existing quality criteria?How important do they think the integration of the school library into the curriculum is?The theoretical approach is derived from research about school libraries by David Loertscher and by Sharon Markless and David Streatfield. The empirical material has been collected through half structured qualitative interviews. The informants chosen are principals and school librarians from three Swedish primary schools (6-15 years).
EU som global aktör : En fallstudie av klimatförhandlingarna i Köpenhamn
This essay examines the European Union?s (EU) ability to play a leading role as a global actor on the world stage in international relations. Specifically, this essay studies the EU?s role of negotiator in the UN Climate Change Conference in Copenhagen in December 2009. This essay also analyzes explanations for this role. Research is based on case studies, with conclusions drawn using an inductive approach.
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.
Flickor och elektroniska spel: Fokusgruppintervjuer med flickor om deras syn på och användning av elektroniska spel
The aim of this Masters thesis is to examine what part and importance electronic games play in the life of girls, how the girls use electronic games and what the girls think and say about their use of electronic games. We also intend to examine what girls have to say about electronic games at the public library. Our attempt is to illuminate and bring knowledge to those who work within the library with the selection, purchase and conveyance of electronic games. Method used in the survey is focusgroup-interviews with girls in the age between 12-14 years in three different schools. The findings are related to four different perspectives, theory of child development, from a gender perspective, theories of understanding how young people use computer games and theories to understand the purpose of public libraries.
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.
Gitarren i grundskolan : En utvärdering av gitarrundervisningen på högstadiet
What amount of knowledge of guitar playing can be expected after completing upper compulsory school? A qualitative research involving three different music teachers provides their view of knowledge. Their expectations have been compared to a quantitative research involving 58 upper secondary students from the social sciences programme. The idea is to compare their pedagogic intentions to the pedagogic realities of music teachings.The study shows a clear advantage for students who has attended some form of external music tuition as well as for those students who have someone in their families who play an instrumentIf the knowledge primarily is due to extracurricular activities perhaps there is time for a reformation of the music subject so that all may enjoy the education, not merely those who already possesses a curtain amount of knowledge...The experience must not be allowed to submit to the vast forests of chords, by doing so one misses the purpose entirely.
Medielek och digital kompetens i en förskolekontext : Design för meningsskapande
The aim of this thesis is to make a contribution to the field of design oriented theory, regarding young children and their way to digital competence. My research question is: How can a preschool with a certain pedagogical ICT-design give the children affordances for media play and for developing a digital competence?The European Parliament points out digital literacy as one of the Key Competences for life long learning. A digital competence is built on basic ICT (Information and Communication technology) skills. Skills you can develop any time during life, weather you are young or old.
Bibliotekarier och forskare i samspel : Fallstudier på ett företag och ett universitet
Librarians like to think that libraries contribute substantially to the progress of research. However, libraries still seem to have serious problems getting integrated in their parent organization on equal terms with other parts of that organization. The degree of integration of the library is thus the main topic of this thesis and the purpose is to examine how the interaction between librarians and scientists is formed and can be developed. That issue leads to concrete questions concerning what part librarians play in the scientists work and which factors influence the cooperation or lack of cooperation. We have chosen, for reasons of comparison, to make two case studies; one is a branch of a university library and the other is a library in a large pharmaceutical company.
En jämförelse mellan den matematiskt optimala strategin och en ivardagligt spel tillämplingsbar strategi
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.
Vetenskaplig publicering i förändring ? En fallstudie av en svensk högskolas implementering av ett öppet digitalt arkiv
Since the beginning of the 21st century the Open Access-movement, which advocates free online distribution of scholarly information, has gained momentum. Authors can provide Open Access to their work in two main ways: by depositing a copy of their research output in an e-print archive and by publishing in Open Access journals. During the past few years, universities and other research institutions throughout the world have established institutional repositories to manage, preserve and provide access to the intellectual output of the university/research institution. The purpose of this master?s thesis is to describe the implementation of an institutional repository at the Swedish University College of Borås.