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286 Uppsatser om Playing - Sida 4 av 20

Kognitiva övningar för trummisar - En studie i hur trumsetselever påverkas av expressiva samt mentala övningar och vilken inverkan mentala övningar och förberedelser har för professionella trummisar

Syftet med arbetet är att ta reda på hur trummisar kan lösa mentala blockeringar i sitt musikutövande. I mitt arbete vill jag belysa vikten av expressivt spel och vikten av mentala aspekter i musikutövandet. Det är viktigt att arbeta med mentala "övningar" precis som det är viktigt med praktiska övningar. Musiker värmer ofta upp fysiskt inför en spelning men hur många värmer upp mentalt? Mina forskningsfrågor är: - Hur kan man påverka trumsetselevers musikaliska utveckling med hjälp av expressiva och mentala övningar? - Vilken roll spelar mentala övningar och förberedelser för professionella trummisar? Jag har intervjuat två etablerade trummisar och trumsetslärare, en vid musikhögskolan i Malmö och den andra en verksam trummis i Stockholm och före detta lärare på Musikhögskolan i Malmö.

?Men snöbollarna är ju mer än tio!? : en vetenskaplig essä om matematik, lek och lärande i förskolan

My aim with the experience-based essay is that I want to explore the implications of mathematics on children's development. I also want to examine my approach in relation to the various mathematical tasks. Why do we think that mathematics is important for pre-school children? What does the research say about how the teacher is thinking about mathematics? Can the teacher combine Playing and learning and create meaningful moments and activities related to mathematics? I also want to explore our policies and the objectives that the teacher should relate to. What is required of me as a teacher in order to meet those goals?My essay is about mine and my boss?s view of the mathematical tasks that I usually perform in the preschool.

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.

Editing, Streaming and Playing of MPEG-4 Facial Animations

Computer animated faces have found their way into a wide variety of areas. Starting from entertainment like computer games, through television and films to user interfaces using ?talking heads?. Animated faces are also becoming popular in web applications in form of human-like assistants or newsreaders. This thesis presents a few aspects of dealing with human face animations, namely: editing, Playing and transmitting such animations.

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.

Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter

The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after Playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.

Vi kallar personlighetstypen för kreativa dagdrömmare : En kvalitativ studie av professionellas erfarenheter och åsikter kring ungas dataspelsproblematik

Dataspelsproblematik är ett eskalerande problem som har visat sig påverka många unga människors utveckling och välbefinnande. Syftet med denna studie var därför att undersöka ungas dataspelsproblematik, vilka konsekvenser ett överdrivet dataspelande medför samt vilken behandling som ges till unga med dataspelsproblematik. Empirin erhölls genom kvalitativa intervjuer med professionella som arbetar med denna typ av problematik vid verksamheterna Game Over och Theory in Action. Resultatet visade att dataspelsproblematik idag inte har en bestämd definition och att det är ett problem som inte är tillräckligt uppmärksammat. Synen på orsaker till dataspelsproblematik hos unga är komplext då det kan tänkas bero på många olika faktorer.

"Det är som med en kropp" : Pedagogers uppfattningar av lek och lärande i gestaltande lekpedagogiska praktiker

This study started with my interest in drama pedagogy practices. The aim is to investigate the teacher's conceptions of children's play and learning activities in drama pedagogy practices. Basically drama pedagogy means children and teachers creating play worlds together, usually based on various literary works, where they portray and play. Previous research shows that drama pedagogy as a method can enrich and develop children's play. Also, drama can be important for children's linguistic, social and aesthetic development.In this study, overall three interviews and two observations at different occasions was carried out.

Chefen hos Matisse : konst för organisationer och ledarskap

My analysis consists of an in-depth study of the experience of a group of development programme participants who were exposed to the use of art and artistic work in organisation and leadership development, resulting in positive effects. My starting point is creativity as a concept according to paediatrician and psychoanalyst DW Winnicott who stresses how important Playing and creativity is for us, even as an adult, for us to utilise our full potential. He believes that we have a psychological space ? a crossover area ? where the outer, objective reality and the inner, subjective reality meet. Playing, creative development and experiences occur in this space.

Chefen hos Matisse : konst för organisationer och ledarskap

My analysis consists of an in-depth study of the experience of a group of development programme participants who were exposed to the use of art and artistic work in organisation and leadership development, resulting in positive effects. My starting point is creativity as a concept according to paediatrician and psychoanalyst DW Winnicott who stresses how important Playing and creativity is for us, even as an adult, for us to utilise our full potential. He believes that we have a psychological space ? a crossover area ? where the outer, objective reality and the inner, subjective reality meet. Playing, creative development and experiences occur in this space.

Fiolteknik i folkmusikundervisningen

Title: Violin technique in folk music education. The purpose of this research has been to examine how violin teachers who are folk musicians teach violin Playing techniques. Through litterature studies and qualitative interviews I have studied the relationship between teaching methods regarding violin Playing techniques of the two genres folk music and classical music and how the teachers in the study relate to this. Mywork shows that the teachers use a variety of methods and material from both genres which they have come in contact with through different parts of their education.Jag har undersökt hur fyra fiollärare inom genren folkmusik arbetar med fiolteknik med sina elever. Genom litteraturstudier och kvalitativa intervjuer har jag undersökt relationen mellan undervisningstraditioner för teknikövning inom genrerna folkmusik och klassisk musik och hur lärarna förhåller sig till detta.

Nu gäller det! Varför slutar då ungdomar utöva ishockey?

Idamari Törnberg & Marcus Tillberg (2011).Nu gäller det! Varför slutar då ungdomar spela ishockey? ? En kvantitativ enkätstudie om fortsatt eller avslutande ishockeykarriär efter uttagningarna till distriktsförbundslag i Västerbottens län. (Now is the time! Why do teenagers stop Playing ice hockey? ? A quantitative survey study about continued or ending ice hockey career after tryout to Team Västerbotten) Bachelor Essay in Swedish. Umeå: Umeå University, Department of education.AbstractThis Bachelors thesis is a survey study on why talented teenagers in the county of Västerbotten, Sweden dropout of, or proceed the sport ice hockey.

Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.

The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.

Är Pick and Roll övervärderat? : En studie av den vanligaste spelmetodiken inom internationell basketboll

AimThe aim with this study was to analyse how strategic decisions through schemas of play, in this case the Pick and Roll, effect the end result of a basketball game. Following questions were answered:? How often is the Pick and Roll used? The total sum per team and game?? What field goal percentage generates the Pick and Roll?? How often generates the Pick and Roll turnovers?? How often does the attacking team receive foul during Pick and Roll, and what is the team awarded from the foul situation?? How often is the Pick and Roll interrupted without any effect?MethodTo be able to answer the questions in our study we videoanalysed 2251 Pick and Roll-situations from the European Championships for Men in 2003 through video analysis. We used nine different categories to sort the 2251 Pick and Roll situations.ResultsThe Pick and Roll is executed 62,53 times per game, or viewed as 0,43 Pick and Roll / possession. Points / possession during the games was 1,04 while points / Pick and Roll was 0,60.

Spelet om spelandet : En medieetnografisk studie av barns dataspelande på en fritidsklubb

AbstractTitle: The game of Playing: A media ethnographic study of children Playing videogames on a Swedish after school recreation centre. Spelet om spelandet: En medieetnografisk studie av barns dataspelande på en fritidsklubb.Number of pages: 46Author: Peter BrandbergTutor: Amelie HössjerPeriod: Spring term 2008Course: Media and Communication studies DUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim with this study is to describe how children play video games in an everyday context. In this study this context consists of a Swedish after school recreation centre. By combining three different aspects on the activity this study tries to understand how both the video game and the social and cultural context in which the activity takes place in influences it. This by taking one analyse of the specific game that the children played at the time of the study and how the overall environment is structured into account.

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