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3943 Uppsatser om Two-Level Games - Sida 39 av 263
Nu är det mål igen : En studie om målsättning hos innebandyspelare i herrlandslaget
The purpose of the present investigation was to identify how knowledge about goal-setting is developed and applied in practice of male players in the Swedish national floorball team, by using a qualitative methodology. Participants were 6 players playing for the Swedish national team. They were asked to respond to the interview questions in relation to their perception of setting goals for a successful outcome in sports, how their goal- setting process has developed and how they deal with goal setbacks and goal attainment. Results revealed that Swedish national players in floorball employed goal setting often for both individual and team goals in practice and competition. In addition, many interesting findings regarding the process of goal setting emerged in the result.
Jag var rädd för att lämna honom
This case-study examines the correlation between young men and democratic instability in group discussions with two analyzing methods in one. One part of the method used is deliberative democracy which aims to explain how democracy works within the frames of discussion in ordinary citizens groups. In this study the citizens is upper level secondary school students. The other part of the method used is the theory pulled by many scholars lately, the demographic impact on democracy. With these two combined in one this study compare the theory of young men as more active in political violence and as a destabilising factor of democracy on country-level with the results of the study in deliberative democracy in small group discussions.
Ett levande klassrum : Undersökningar kring hur reenactment och historiska lekar kan implementeras i historieundervisning på högstadiet
In today?s history teaching in Sweden, role-play and historical re-enactment receive littleattention. Even though many students find history as a subject boring and irrelevant, verylittle is done to improve the mode of teaching. My theses is that this could be done bypresenting new ways of teaching and at the same time find a way to make more studentsinterested in history. The main aim is to investigate if there are ways to offer students anexperience of history by carrying out different interactive exercises with a touch of roleplayand historical recreation.
Försäljning under ansvar; en kvantitativ studie om hur skrämselpropaganda i butiksmiljö kan påverka kunders attityd
Warning-labels as a mean of communicating social responsibility in the store. Previous studies have shown conflicting results regarding the effectiveness of warnings-labels as a way of communicating health hazards to customers and making them more conscious about the risks and changing their behavioural intentions. The focus of this study is to shed some light on how the customers react to warning-labels with different levels of fear in the store atmosphere. The results of this study tells us that liking of the retailer and its image as being socially responsible is not enhanced by the usage of a warning-label. If the retailer decides to use a warning-label, in spite of this fact, the recommendation is to use a high level of fear if the purpose is to make the category seem more risky and make the customers want to change their behaviour.
Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar
Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system.With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder..
Hållbar utveckling- En textanalys av miljöpolicy i lokal och nationell kontext
Sustainable development is a concept that has been interpreted in a multitude of ways in different contexts. This essay argues that the discourse of "ecological modernization" has strongly influenced the way in which the concept of ?sustainability? has been constructed in Swedish environmental policy. This interpretation of the concept of sustainability offers the possibility of combining economic growth with ecological sustainability which stands in contrast to the assumptions of Deep Ecology and Green Theory. The aim of this essay is to explore how the concept of sustainability is being formulated in environmental policy both on a national level and in the city of Malmö.Considering these issues in a specific context, this essay focuses on city planning that is as an important instrument to promote urban sustainability both on national and local levels.
Bristidentifiering & effektivisering av materialförsörjningen på SAAB Microwave Systems
Saab Microwave Systems (SMW) is a business unit within Saab AB that manufactures and develops different types of radar- and sensor systems for naval, airborne and ground based forces as well as within the market for civil security. In addition to the manufacturing of radar and sensor systems they also provide different types of service concepts. The business unit has 50 years of experience within the area of developing radar systems and is considered to be one of the market leaders. When applying an assemble-to-order production strategy with products at this level of cost price the product lead-time is vital and becomes an important part of the strategy within marketing and sales. Within SMW there is a new department called Supply Management (SM) that provides the supply of incoming and outgoing material. Within SM there are four sub-departments working with activities such as planning, purchasing, receiving inspection, storage and distribution.
Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Analysmetod för Level Design i enspelarläge : En studie av tempoväxling av Half-life 2 serien samt implementation av resultatet i ett eget verk
Denna rapport behandlar en analysmodell som använts för att analysera Half Life 2-seriens level design. Utifrån denna analys av Half Life 2-serien skapades sedan ett verk baserat på de data som samlats in. Verket kallas Project 25. Målet med Project 25 var att skapa en spelupplevelse som level designmässigt är så lik den kommersiella spelserien Half-Life 2 (Valve Corporation, 2004), Half-Life 2 Episode 1 (Valve Corporation, 2006) och Half-Life 2 Episode 2 (Valve Corporation, 2007) att en spelare inte skulle kunna uppleva någon skillnad i kvalité.Denna rapport är indelad i tre delmoment. Först gjordes en förundersökning där tempoväxlingen i Half Life 2-serien analyserades, sedan skapades själva verket och slutligen utfördes en kvantitativ enkätundersökning i syfte att försöka verifiera om verket uppfyllt sitt mål eller inte.
?MMORPG? - en studie av dataspelsberoende
En problematik kring dataspelsberoende växer fram allt mer i media och i denna uppsats utforskas fenomenet MMORPG (massive-multiplayer-online-roleplaying-games). Syftet är att undersöka MMORPG i förhållande till beroende. Den empiriska datan utgörs av intervjuer med fyra personer som själva anser sig vara beroende av MMORPG. Resultatet visade att MMORPG är utformade både i spelmekanik och i spelkultur till att bidra till en ökad konsumtion, dvs. ett ökat spelande.
Svårklassryttares förberedelser för dressyrträning : för bäst lärande
SUMMARYThere was no previous study in what high level dressage riders had for ideas of how to best prepare for their training sessions with an instructor. Neither any study of how high level dressage riders seemed to be more or less susceptible to the instructions from their instructor during their training sessions. If the sport had more knowledge about this, it might result in more riders on a higher level. The purpose of this study was to find out how high level dressage riders are preparing themselves for the best result for an instructor led training session and how they could bring as much as possible instructions from the coach. The two questions of the study were: How are high level dressage riders preparing themselves for a training session with an instructor, practically and mentally, and how can they affect their susceptibility to instructions?The study was carried out both by reviewing existing literature and studies in general education and pedagogy in the riding education, and by a qualitative interview study of six dressage riders who rode on a difficult level at the competitions, during the year of 2009.
Småbarnslitteratur sedd ur ett genusperspektiv
The purpose of this Masters thesis is to investigate if gender stereotypes are mediated to children between 0-3 years through books suitable for their age. This thesis concerns books that are available in public libraries. The content will be analysed by using a combination of methods, both content analysis of all the books in our study and a qualitative analysis of a smaller number of these books. With inspiration from both Robert Connell and Yvonne Hirdman and their theories of gender and gender stereotypes, this material was read and we wanted to examine if books for very young children might establish stereotypes. Our analysis showed that many known stereotypes are common in these books.
Automatisk nivåreglering av strålkastare
To be allowed to sell Z-suspended vehicles with dipped beam Xenon or LED lighting, Scania have to develop automatic headlight level control. This master?s thesis aims to be the foundation to that development.The thesis consists of several parts; a market analysis of how competitors to Scania and the general vehicle industry solve this problem; several available principles for detecting the amount of control needed; the construction of a test station for sensors, a control unit and components connected controlled by the control unit; a further theoretical and practical development of one principle ? one rotational sensor connected between the chassis and the back drive axis; a state flow model programmed in Simulink that produces the control signal for the headlight leveling from the sensor input.Lastly the thesis gives some recommendations to the further development and implementation of automatic headlight level control on Scania vehicles..
Erfarenhetsöverföring vid svenska utlandsstyrkan : Vilka faktorer påverkar och hur?
The purpose of this paper is to identify the factors affecting the experience transfer at the rotation of the missions. This is to identify the respective influences are inhibitory factor, which contributes to a less efficient transfer, or if it contributes to a more efficient handover. The method used for the production of this paper is a qualitative case study of squad leaders who have done service in Kosovo or Afghanistan. Through interviews with focus on the transfer of experience, both on individual and organizational level, the factors that affect are being identified. The model used is expressed in a general perspective, where each factor is categorized as inhibitory or contributing to success, and if it appears on an organizational or individual level.
Medverkan och inflytande : om brukarnas roll i socialtjänstens kunskapsutveckling
The main purpose of this essay was to study the program "Nationellt stöd för kunskapsutveckling inom socialtjänsten" ("National support for knowledge development within the social services") from the National Board of Health and Welfare on the basis of how such a development, as represented by the program, could affect clients' possibilities to participation and influence within the social services.To respond to the purpose I used the following questions at issue:* How is client participation and client influence defined in the program?* What arguments for and/or against client participation and client influence are stated?* Which patterns and similarities/differences are possible to discern between the municipalities and universities that participated in the program when it comes to client participation and client influence?The study was conducted as a document analysis. I studied documents from the program both on a national and a local level. The essay uses empowerment theories and theories concerning client participation and client influence. The main conclusions were that on the national level the authors of the documents spoke with caution about their view on client participation and client influence and expressed that it had to be balanced against the rights of the citizens and the social workers for example.