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758 Uppsatser om Virtual classroom - Sida 18 av 51

Effektivisering av byggproduktion med VDC och förstärkt verklighet : Streamlining construction work with VDC and augmented reality

Virtual Design and Construction (VDC) is currently used more and more within construction design and planning as well as construction as a streamlining tool aiming to improve communication and decrease the number of construction defects. VDC is constantly developing, but what comes next? The augmented reality (AR) technology is currently not used within construction in Sweden but should be considered as the next step in line regarding the integration of reality and digital information. Using this technology design can become reality even before it?s actually built.The purpose of this study has been to carry out an inventory of the existing AR technology and its shortcomings, and also to identify possible applications within the construction phase.

Svårigheterna med försäljning av kläder på Internet

This thesis has enlightened how consumer behavior is when buying clothes via the Internet and the problems and difficulties that could face the companies. This study was conducted through interviews with people that have bought clothes through the Internet, traditional catalogues and real stores. The conclusions showed that the Internet is as suitable as traditional catalogues for buying clothes. Another dimension were put to the aspect of availability to a virtual mall in the design of the catalogues. Finally, it is in the best of the e-business companies interest to study how e-catalogues should be structured and designed for the consumers..

Vad kännetecknar en bra respektive mindre bra lärare? : En studie om gymnasieelevers syn på ledarskapskompetens i klassrummet.

The purpose of this project is to examine students' pespectives on quality in teaching. The characteristics that are described to denote a 'good' and 'less good' teachers are linked to ideas about types of corresponding leadership styles in the classroom. The report is based on surveys of students in Upplands-Bro high school outside Stockholm. In order to get better insight and further knowledge of the subject, the student accounts have been related to current discussions in the literature about good leadership and teaching quality.Following the methodology of grounded theory a pilot study was constructed to design the research instruments. In the pilot study I collected students' perceptions on quality-related categories in teaching and leadership which then formed a bases for a survey which was distributed to a larger student sample. The survey includes questions that relate to the middle order, which is based on three criteria that make up the characteristics of a 'good'/ 'less good' teacher and the leadership style that suits students descriptions of good teacher characteristics.The results of the study show that a good teacher should have subject knowledge, be good at writing and illustrating the curriculum on the whiteboard and explain and clarify their instruction through good communication.

En studie av den gestaltande handlingen : att förstå upplevelsen av en egen gestaltningsidé

The action where form is given to inner thouhts and ideas is a creativ course of events which is difficult to grasp. The main purpose is to research how such an action can appear and function. The method which is used to research this purpose is the qualitative interview. The respondent?s inner descriptions and thoughts about a particular phenomenon is what the qualitative interview aims to elicit.

Virtuellt musikaliskt lärande - Hur en gitarrlektion fungerar över Internet

Den här studien har genomförts för att undersöka hur en gitarrlektion fungerar över internet och hur den upplevs av dess användare. Undersökningen har genomförts genom att jag och två av mina gitarrelever har utforskat två olika gitarrhemsidor. Vi har tagit lektioner från dessa sidor. Där visas materialet genom video, ljud och med eller utan tabulatur. Därefter har mina elever intervjuats där de bland annat har fått svara på frågor om vad de tyckte om hemsidan, lektionen och lärarens kvalitet och hur det kändes att inte ha en lärare närvarande vid lektionstillfället.

Säg det! : En undersökning om hur rektor kan synliggöra lärares undervisningsförmågor likväl som läraren kan synliggöra elevens lärande ? en parallellprocess

-------------------------- 4AbstractThis study is a qualitative case study in order to delineate how visible learning processes in the classroom. The study draws its theory from researcher John Hattie's findings about effective teaching. Data collection is taken from a class in grade 2 in a medium-sized Swedish municipality. The result demonstrates how the communication takes place in the classroom based on the teacher's strategies and planning in relation to pupils' interests and their own initiative. Is there a mutual feedback between teachers and students while teaching? From five perspectives, and the definition of what visible learning is all about, the results shows many good examples of excellent teaching.

Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt

Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games.The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research.

Inkludering - Utopi eller verklighet?

The aim of this paper is to shed some light on to what extent the process of making reality of Inclusion, as stated in International Declarations and in Government policies, has reached the actual educational activities in the school system. My chosen method is a case study, in which I have combined a survey with interviews in order to retrieve enough data for my analysis. I have also studied a number of policy documents and relevant literature. My analysis concludes, for the school that I have chosen to study, that there is still a lot to be done before inclusion becomes a reality. There are many obstacles to overcome, for instance; a constant struggle to obtain enough resources and to reach relevant levels of competence within the personnel.

En färgglad studie om spelarbeteenden

This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected..

The Never Ending Story : En läroplansteoretisk studie om GY11-reformens påverkan ur ett lärarperspektiv

New national curriculums are issued in order to change the present state of the educational system in a nation. In 2011 the old curriculum, the Läroplanen för de frivilliga skolformerna (LPF94) was replaced by the Läroplan, examensmål och gymnasiegemensamma ämnen för gymnasieskola 2011 (GY11). As future teachers we are interested in how a new curriculum affects the work of teachers concerning planning, teaching and examination from the teacher?s point of view.We conducted interviews with five teachers working at upper secondary schools (16-19 year olds) in Kalmar county. Our theoretical framework is based on curriculum theory and concepts of Leonard Bernstein: framing and classification.

eSport: Den professionella sidan och vägen dit

Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.

Verifieringsplattform i SystemVerilog

Our task was to create a virtual test bench for verifying memory addresses in our commissioning body?s models. The purpose with the testbench was that it should be created in such a way that it would be easy to change the device under test without any major changes in the testbench.To solve the problem that the testbench had to be able to verify different devices we had to create a general enviroment for how the testbench had to be composed. By doing an analysis of which com-ponents that are usually included in a testbench and which components that were necessary in our project we came up with a generall enviroment for the testbench. Our result was a testbench with the follwing basic functions:* Read from a file that contains read and write operations to the Device Under Test (DUT).* Apply the stimulus to the device* Read the results from the device* Compare the results with wanted values* Generate a log file which contains information about the simulation result..

Prestation, intresse, engagemang, uppskattning : Skillnader i upplevelse av en virtuell lärmiljö mellan matematiskt hög- och lågpresterande elever

Digitala läromedel blir ett vanligare inslag i skolgången då ny teknologi erbjuder tidigare okända pedagogiska möjligheter. Denna uppsats undersöker hur elever som använder ett digitalt läromedel i form av en virtuell lärmiljö för matematiklärande upplever denna lärmiljö. Dessutom undersöks elevernas prestation i lärmiljöns matematiska uppgifter. Skillnader mellan elever i olika årskurser samt elever som är matematiskt låg- eller högpresterande studeras. Matematisk prestation beskrivs utifrån Goods (1981) passivitetsmodell som innebär att lågpresterande elever är mindre risktagande i klassrumsmiljön.Elevernas upplevelse av digitala läromedel studerades i en virtuell lärmiljö bestående av två moduler, en spelmodul och en modul för skriven dialog.

Virtual Training Tool : Mjukvarubaserat utbildningsverktyg

En viktig del hos företag som tillverkar diverse industrimaskiner är att utbilda den personal som förväntas använda och underhålla maskinerna. Detta är för att ge användaren en god förståelse för hur maskinen i fråga fungerar och är uppbyggd. Vid sådana utbildningar är det viktigt att tillhandahålla användarvänligt utbildnings-material.Målet med detta examensarbete är att förbättra användarvänligheten för utbildningsmaterialet hos en viss utbildning för projektets uppdragsgivare. Den utbildning som skall förbättras går i dagsläget ut på att manuellt simulera processer hos en specifik maskin via en hårdvarubaserad simuleringsmiljö.Resultatet blev en lösning i form av en mjukvarubaserad simulator med tillhörande grafiskt användargränssnitt. Användaren kan därigenom på ett säkert sätt simulera maskinens beteende genom ett PC-program och då t.ex.

Varumärkets olika ansikten. - Varumärkesskapande inom tre kontexter

Fallstudie: Swedbank Syfte: Syftet med denna uppsats är att undersöka hur ett varumärke kan framställas inom tre olika kontexter. Denna studie kommer att fokuseras kring aktörerna företag och konsument inom den interna företagsmiljön samt den fysiska och virtuella tjänstemiljön.Metod: Studien utgår från en etnografisk metod, där vi studerar och deltar i olika miljöer. För att erhålla datainsamling utfördes intervjuer, observationer samt dokumentanalys. Teoretisk referensram: Vi kritiserar traditionella brand management teorier kring företagets roll vid varumärkesskapande. Vi presenterar istället brand consumptions teorierna, eftersom dessa framhäver att varumärke skapas utav fler aktörer.

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