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3380 Uppsatser om Role playing - Sida 2 av 226
Genreblandning i digitala spel
Genreblandning har de senaste fem åren blivit en allt större del i hur
datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan
appliceras i en spelproduktion och hur denna produktion och dess genreblandning
uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som
studeras är den mellan genrerna role-playing game, dual-joystick shooter och
minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att
genreblandning mellan de valda genrerna fungerar trots deras olikheter
sinsemellan, men att det är mycket viktigt att spelets övriga element inte
försummas till förmån för genreblandningen. Det framgår även att den grad till
vilken de tre genrerna blandas i spelet respondenterna testar inte är den
maximala..
Ensemblespel : Ett socialt redskap främjar såväl interaktion som integration
Being an immigrant in a Swedish school today might not be easy. It´s quite difficult to be accepted and becoming a part of an already functioning group. Difficulties with the Swedish language doesn´t make it easier. Besides that the requisites of the school curriculum program are very demanding and Swedish students are often in advantage already being a part of the system for many years.By following five immigrant boys in grade 6 during ten ensemble lessons, one concert and individual interviews with the boys as well as with their teacher, this study aims to investigate how ensemble playing can function as a social tool and promote interaction as well as integration.The results in this study show that ensemble playing in fact can function as a social tool. The boys developed abilities in playing an instrument as well as cooperating and analyzing by using the social tool of ensemble playing.The results even show that ensemble playing can promote interaction as well as integration.Above everything was the concert where the boys acted in front of their classmates and were treated with great respect and acceptance..
What can change the nature of a grade? : A study of computer games and how they affect English grades.
The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..
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.
Flöjtglädje : En undersökning om vad flöjtelever tycker är roligt med sitt spel och sina flöjtlektioner.
This is a study of how young flutists experience playing their instrument and having music lessons, especially what they think is most enjoyable. 27 flutists between the ages of 8 and 19 years old, from three different municipal schools of music in central Sweden, were interviewed during spring 2000.Some of the conclusions are that enjoyment coincides with meaningful when you are in a musical context, and when your progress is confirmed by the teacher.The study is to be seen as some examples of different things that young flutists find enjoyable. It is not an enumeration of recommended items in teaching, rather some thoughts about the positive experiences of playing the flute, and how teachers may relate to that..
Lyssna, Tala, Tänka. Övningsteknik ? en huvudfråga?
This thesis is about practising on a different level to get an insight to what techniques might work for me as a double bass player. It is about discovering how to use your brain into playing at your best level. I practised both talking and singing to myself and read a lot about thinking and hearing not only the music but every note before playing. The thesis idea came from not having a technique that worked for me while practising alone. I wondered why it is such a difference between what we do at the lessons and what I do when practising by myself..
Folkmusik på tvären - En studie av spelteknik på den åttaklaffiga traversflöjten i irländsk och bretonsk folkmusik
Title: Playing techniques of the eight-keyed traverso in Irish and Breton traditional music. The dissertation examines basic aspects of playing techniques of the eight-keyed traverso, as it is used in Irish and Breton traditional music. The background material consists of four interviews with four professional flute players as well as literature that considers the subject from different perspectives. The results reveals a consensus between those of the informants that are mainly playing Irish music while the informant that is mainly playing Breton music has a different approach to several of the technical aspects examined.Examensarbetet behandlar grundläggande spelteknik på åttaklaffig traversflöjt inom bretonsk och irländsk folkmusik. Studiens underlag består av intervjuer med fyra professionella flöjtister samt av litteratur som belyser ämnet från olika perspektiv.
Bilder av Trotskij
My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top Role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.
Pedagogers sätt att bemöta barnens initiativ i förskolan
The aim of this research is to develop a better understanding of how preschool-teachers respond to children in preschool, when they show that they want to have some influence. I have concentrated this study on how the preschool-teachers respond to the children in the gatherings and when the children are playing freely indoors, where the questions at issue are:How do the preschool-teachers respond to the children?s initiative for participation in the gathering and while playing freely?There have been four preschool-teachers and 14 children who have taken part in this study. The children who took part are in the ages of three to five. The study was done at a section in a preschool in middle Sweden.The method used in this study is unstructured observations.
Måste det göra ont att spela? - En kvantitativ studie om ergonomi och kontrabasspel
Does playing have to hurt? - A quantitative study of ergonomics and double bass playing. This is a paper about ergonomics and double bass playing. I have studied the prevalence of playing-related pain in professional double bass players, teachers and students. This study is based on a questionnaire with 11 questions about double bass playing and pain.
Globalt mode på en lokal marknad : - En case study av H&M och hur de väljer att profilera sig i deras globala kampanj, Conscious Collection
The aim of this research is to develop a better understanding of how preschool-teachers respond to children in preschool, when they show that they want to have some influence. I have concentrated this study on how the preschool-teachers respond to the children in the gatherings and when the children are playing freely indoors, where the questions at issue are:How do the preschool-teachers respond to the children?s initiative for participation in the gathering and while playing freely?There have been four preschool-teachers and 14 children who have taken part in this study. The children who took part are in the ages of three to five. The study was done at a section in a preschool in middle Sweden.The method used in this study is unstructured observations.
Varelsedesign : en metod
My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top Role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.
Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling
This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how these games can be good for these factors, but also in what respect computer games may prevent the development of young individuals socials skills and learning progress. The study showed that in spite of perpetual prejudices against computer games in the technological age, computer games might actually be good to use as a tool in order to authorize the development of young individuals regarding learning and social aspects.
?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.
Läs: spela!
Abstract
Svanvik, Robin (2013). Läs: spela! En jämförande studie av elevers uppfattningar om datorspel, skönlitteratur och lärande.
Svanvik, Robin (2013). It Reads: Play! A comparative study of students' beliefs about computer games, fiction reading and learning.
This essay is part of a masters degree of pedagogy and investigates the experiences of 10 high-school students concerning playing computer-games-off-the-shelf (COTS) on the one hand, and reading fictional, printed novels on the other.
The aim of this study was to learn more about the students' thoughts about playing COTS and reading novels; also, what differences and similarities there might be between these activities. Furthermore, I wanted to know what they thought they might learn from these activities. The theoretical point of departure for the study is twofold: Firstly, a theory of learning as expressed by Illeris (2007) and, secondly, a sociocultural perspective on learning, represented by Säljö (2000, 2005/2010) which includes the educational benifit of both playing COTS, represented by Gee (2007), and reading fiction, represented by Probst (1990) and Langer (1995).
The method used in this study is mainly qualitative by nature.