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1464 Uppsatser om Video game violence - Sida 11 av 98

Skärmfångad video som didaktiskt verktyg

Syftet är att få insikt i om skärmfångad video kan vara ett komplement till undervisningen? Vad kan det erbjuda eleverna i form av anpassning av undervisningen till varje elevs förutsättningar och behov? Hur kan det utformas för att komplettera undervisningen? Detta arbete beskriver vad forskning och undersökning på området kommit fram till och vad regelverken i skolan säger. Jag har med hjälp av sex utvalda elever genomfört kvalitativa intervjuer för att bringa svar på mina frågor. Sammanfattningsvis kom jag fram till att skärmfångad video är ett utmärkt komplement i datoriserade hantverksmässiga kurser som webbdesign, men det krävs att lärarrollen utvecklas. Eleven erbjuds en individuell studietakt och anpassning till dennes förutsättningar och behov. Skärmfångad video skall utformas efter elevernas krav på god bild och ljudkvalité.

Sjuksköterskors hanterande av kvinnor inom psykiatrisk vård som utsatts för våld i nära relationer

           AbstractAims: To explore whether and in that case how nurses question women in the psychiatric care about violence in close relationships and how nurses respond to women who have been exposed to domestic violence.Method: A qualitative descriptive interview study with twelve nurses from four psychiatric wards was carried out in Uppsala. Informants were chosen from a convenient selection. The interviews with semi-structured interview questions were recorded on tape, transcribed and analyzed with content analysis.Results: There is no routine to ask all female patients if they are victims of violence. It happens only in cases where the suspicion arises or is confirmed. It is individually whether and how the nurse asks the woman if she is subjected to violence in a close relationship, depending on patient and nurse.

Karaktärsskapandets potential och begränsningar

This project report describes a supplement for character creation in a tabletop role-playing game ?Dragons and Demons." The purpose of this project is to improve the character creation for the players? trough the narrative elements such as character?s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement?s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game.The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation.

Särskilt kvalificerad kontaktperson : Bedömningskriterier och begreppsanvändning i den sociala dokumentationen

The aim of the study was to examine individual staff experience and management of threats and violence in the acute psychiatric department for children and teenagers in Uppsala. Previous research shows that the experience of threats and/or violence is individual, and that it is difficult to distinguish between these concepts. Research shows that it is particularly vulnerable to work in psychiatry when mental illness is a cause when threats and violence occurs. Threats and violence can result in different consequences for the individual. The study is based on qualitative interviews and the material was collected in the autumn of 2012 at Akademiska sjukhuset.

"Hon är ju tjej, tänker man" : Mäns erfarenheter som offer för våld i nära olikkönade parrelationer

Increasing attention has been given to men?s experiences as victims of intimate partner violence in the Western world, mostly in quantitative research, within different research fields. The aim of this research paper is to explore men?sspecific experiences of intimate partner violence in heterosexual relationships in a Swedish context, through a gender perspective and with a qualitative research approach. The paper begins by briefly mentioning key findings in existing quantitative and qualitative research, focusing on Sweden.

En enda gång kan vara nog : En kvantitativ studie om gymnasieungdomars erfarenheter av våld och/eller våld i nära relationer

The overall purpose of this study is to make a survey of the extent as to which youths have witnessed acts of violence and or violence in close relationships, and which underlying factors, sex, class, and ethnicity ? characterize youths with such experiences. The study also aims to explore their attitudes and strategies and what the consequences are for youths of witnessing acts of violence, with respect to attachment to adults and other social networks. The primary data have been collected in two upper secondary schools. The study includes 101 students.

Med Tron Som Vapen : Legitimering av våld och död hos en japansk religiös sekt

This study was performed to investigate how the Japanese sect Aum Shinrikyo was legitimating its violence and killing acts. By analyzing the leader and members of the sect, and applying this information on two theoretical models, this paper tries to give an explanation of both single acts of violence and killing, and two terrorattacks.The result shows that Aum Shinrikyo was able to legitimate violence and killing acts through its ideology. In their opinion, cosmos was a place with several levels and everyone wanted to get as high as possible. Those who were killed by the sect would never be able to get to a higher level by living, since they would do too many bad actions. The murderers also got better karma since they helped the person to a better place.The legitimating of violence and killing acts in Aum Shinrikyo can be explained as a duty that is holy, which agrees with the theorists about religious terrorism..

"Ni måste se det här klippet" : En studie av gymnasieungdomars Youtube-vanor

The purpose of this study is to show and explain how and why Swedish young people use Youtube.We conducted a written survey, asking approximately 120 students between the ages 16 and 18. The survey was carried out in the classrooms in order to receive answers from as many students as possible. We then interviewed six of them to gain further knowledge of why they use Youtube the way they do.The survey showed that Youtube is used by all of the students and very frequently by most of them. Comedy and music videos are by far the most popular genres that are viewed. In most cases watching video clips on Youtube is a social activity, often combined with both talking about clips and sending and receiving video links to and from friends.

Prospects of a Challenger - A case study of Microsoft and the Console Industry

Purpose: The purpose of this thesis is to give a contribution to the studies of what strategies those are of importance for challengers in consumer technological markets aiming for the market leader position. To be able to investigate this phenomenon we have chosen to study Microsoft?s second position in the video game console industry. In addition, we want to illuminate Microsoft?s competitive advantages, how Microsoft can take advantage from Sony?s setbacks and what strategies those are of importance for Microsoft in the battle of becoming the market leader.

Förståelsen av hedersrelaterat våld : En litteraturstudie i ljuset av postkoloniala teorier

The murders of Pela Atroshi, Sara Abed Ali and Fadime Sahindal, started a debate concerning the underlying motives of honour related violence. This paper aimed to describe and explain in what way honour related violence is perceived in publications by academics, public authorities and voluntary organisations to name a few. Different types of literature were thematically analysed as well as analysed using a model by Lorentzon. The scope of this paper was narrowed down to Swedish conditions and excluded men as victims of honour related crimes.The conclusion suggests a definition of honour related violence as a result of general patriarchy with different features. For example, men?s honour is connected to women?s behaviour and retaining of virginity.

Omvårdnadspersonalens erfarenheter av att möta aggresiva och utagerande patienter - en litteraturstudie

Violence and aggression is a common problem for staff in different care units. Caregivers often feel frustrated and unsatisfied in their work with these patients. Even caregivers with long experience finds it valuable to get education in management of violent patients. The aim of this literature study was to illuminate staffs experience in meeting with aggresive and violent patients. The method that was used was a literature research, where earlier research findings were read, analysed and put together.

Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle

In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness..

Impressions of reality

Impression of reality deals with the subject of wearing a mask. It is an exploration of the idea that we are all playing different roles, on a stage in front of an audience. The aim was to work conceptually with text, photo and video as a way of exploring a subject. The goal was to create and edit the material so it would be interesting for the visitor at the graduation exhibition. The content was created through experiments based on questions such as the following examples; What is a mask? How can content control form? What is originality? The process resulted in a publication and a video installation with the ambition of highlighting the idea of the world as a theatrical construction.

Sjuksköterskors erfarenheter av att fråga patienter om våld i nära relation

Aim: The aim of this study was to examine nurses experiences of asking patients aboutintimate partner violence and what the nurses believed could be of help or hindrance whenasking the question.Method: The study design was qualitative. Nine nurses from four different divisions wasinterviewed. The participants worked at a Swedish university hospital with an action plan fortaking care of violated women. Data were collected through semi-structured interviews usingan interview guide. The results were analyzed using qualitative content analysis.Main result: The question about intimate partner violence raises a variety of feelings amongnurses, for example anger and empathy.

Heuristiker för digitala spel : En studie om Game Approachability Principles

Detta arbete har utformats för att besvara frågeställningen: ?Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel??. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet.

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