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10757 Uppsatser om Computer-based - Sida 1 av 718

Datorbaserad examination: En studie om användarhinder och systemacceptans bland lärare

The aim of this thesis is to examine how teachers use computer based assessment in their work and what user barriers they experience while working with computer based assessments. The result of the thesis is meant to provide an understanding of which factors affect the use of computer based assessments and how a company who provide computer based assessments applications can increase the rate of use amongst teachers.To investigate this, the author examined a company in Sweden who provide a computer based assessment application for both universities and high schools. The study was carried out at two different schools, a university and a high school, both located in Stockholm. In total nine teachers were interviewed. The author also conducted observations at the company whose computer based assessment application was examined.The author?s findings suggest that a lack of functions within the application and lack of costumer support from the company all negatively impacted the teacher?s use of the application.

En laptop till varje elev : en studie om gymnasieskolans satsning på datorer i undervisningen

The aim of this study is to highlight the computer as a learning resource in the education and give us knowledge about how the students uses the computer in year one in a selected High School where one computer per student were introduced in autumn 2011. The aim is also to contribute to the discussion about how the computer can become a natural learning resource for all students in all subjects, including the students in need of special support.How are the High School students using the computer?Are there differences in computer use, whether the student is in academic or vocational program?Are there differences in computer use between boys and girls?Do the student experience that the digital competence is increasing together with if they experience the computer as aid?In what degree do the teachers encourage the students to use the computer?How much do the students use the computer to learn mathematic?The study is based on a survey of all students in year one in a municipal High School.The result of the study is showing that the students first of all use the computer to play music, surf the Internet and to be logged in on social media (eg. Facebook). The students have learned to use the computer for the tasks they need, although the teachers don?t encourage the students to use the computer in any higher means, not in mathematics and not in other subjects.

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Synt och sånt : Datorbaserat musikskapande på folkbibliotek, en studie i förutsättningar och praktik

Recent papers and bills from the Swedish Government deal with the possibilities  of giving all Swedish citizens the possibility of their own creative actlvities in the cultural sector. This work is about where such actlvities shall be placed in order to make them obtainable  for all. As an example of creative work this work takes Computer-based music-making. At the public library in Odense, Denmark there is a weil functioning sound workshop where the public gets the opportunity of making music with some assistance from the staff. This work shows  that also in Sweden  the public libraries are the most suitable  institutions  for placing studies for Computer-based music-making  for the public depending  on the public libraries'  traditions in adult education.

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.

Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?

How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.

Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv

This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.

Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013

This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.

Från DOOM till Krakel Spektakels ABC - Datorspel och lekfulla datorprogram för barn och ungdom på svenska folkbibliotek

This thesis is an attempt to study computer games and playful computer programs for childrenand youth at Swedish public libraries. The main method used, is qualitative interviews.The main reason the libraries in the study offer computer games and playful computer programsto their users, is that every member of the society shall have opportunity to use newtechnology such as computers and computer programs. The users of this media are for themost part boys. The librarians in our study wish to have pedagogical games and programswithout violent themes at their libraries. Lending computer games and computer programs isnot of any priority for the libraries..

Hälsa och datorkonsumtion bland pojkar i årskurs nio : En komparativ tvärsnittsstudie

The aim of this study is to investigate the prevalence of computer consumption among boys in ninth grade, and to see if there were any differences with regards to physical activity, sleeping habits, breakfast habits and BMI. The study has cross sectional design with a comparative and a quantitative structure and is based on a former study called ?Food & Health 2007?.  The respondents were represented by 181 boys in ninth grade, recruited from ten different schools in the county of Uppsala, who were answering questions about media consumption, breakfast habits, physical activity and sleeping habits. Daily computer consumption was reported up to one hour for 12 % of the respondents, one to three hours for 65 % and over three hours for 42 %. The boys who had a high physical activity level were less frequent in computer consumption while those who had a low physical activity level spent more time by the computer.

Säg att du är min syster : En narrativ analys med feministisk kritik av berättelserna i Genesis 12, 20 och 26 och av den utsatta kvinnan som motiv.

This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.

Att vinna eller försvinna när alla får varsin dator : En-till-en-satsningar och dess inverkan på delaktighet, självbild och lärande för gymnasieelever i behov av särskilt stöd

The purpose of this study was to investigate how high school students felt that the computer helped or hindered participation and self-esteem in the learning situation and if the students experienced any differences between when they had been relatively alone in using a computer compared to when everyone had their own computer. The starting point was the national one-to-one projects made to give every student access to a personal computer and how it affected students in special educational needs and previous research. The theoretical approach was based on socioculture/activity theory and theories of self-esteem. Ten high school students in grade one at a senior high school that previously had started up a one-to-one project was interviewed. The results showed that the students primarily used the computer to write and to search the Internet, but even as a alternative or compensatory tool.

Analys, design och implementering av Orbit ones dokumenthanteringssystem

This report describes the development of a system for controlling documents. The report starts with a problem description which the company wants an intranet-based solution for. The report then continues to describe the development phase for the different parts of the system which results in a complete system. The company that wanted this system is called Orbit One and is located in Ronneby, Sweden. They have had a problem with old documents circulating in different versions and in different binders. Now thanks to their new system they can access their documents easy and on demand through their intranet..

De autistiska barnens dataprogram - hur bör de vara?

This report presents a study of the basic criteria for computer programmes that may be consideredadequate for aiding children with autism in their education and upbringing. I have based thisstudy on descriptions, opinions and proposals from people who deal with treatment and/orother issues concerning children with autism, as well as relevant literature.The study has been carried out in a major Swedish metropolitan municipality. The intervieweeswere civil servants from this municipality and representing different institutional endeavourson the issue of autism.I used a combination of both quantitative and qualitative techniques, as there was need for bothstandardization and qualitative variation. The main aim of the study was to seek suggestionson how computer programmes should be. That is, if they are to be considered appropriate föraiding children with autism develop their personality.The general conclusion of this study is that computer programmes, that may be consideredappropriate for the above mentioned purpose, should have certain characteristics of whichpedagogic usefulness and user suitability are of primary importance..

Karakterisering av bioslam för modellering av biogasproduktion

The report aims to investigate how well a certain type of affordable embedded single board computer can hold up against today's more expensive computers in a computer system by doing various tests on a system with the specified requirements. The system has a Raspberry Pi as the single board computer which task is to control a camera based on coordinates obtained from a server as well as capture and stream a video signal on a network.The researches were conducted to check how much network traffic a single-chip computer sent in different video formats and how much CPU utilization was required. Studies were also made to ensure the accuracy of the camera control. The researches have been experimental, where several tests have been performed and analyzed.The results show that a sufficiently good accuracy can be obtained from the camera steering unit, in which two different servos have been investigated. When the video format MJPEG and H.264 are used, the single-chip computer is able to transmit a video signal up to 1280x720 at 15 fps.

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