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  • 51.
    Alexandersson, Andreas
    University of Skövde, School of Humanities and Informatics.
    Generisk Affärsmodell för E-tjänster2009Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Intresset för e-tjänster och affärsmodeller har ökat det senaste decenniet, med anledning av Internets snabba utspridning och att allt mer webbaserade organisationer vuxit fram. Det råder dock viss missuppfattning över koncepten, vilket kan härledas från de många olika definitioner som finns för både affärsmodeller och e-tjänster. I detta arbete ses e-tjänster som webbaserade tjänster som erbjuds genom användningen av Internet. För affärsmodeller finns två inriktningar: (traditionella) affärsmodeller och e-affärsmodeller. Många blandar ihop dessa och gör därmed ingen skillnad på begreppen. I detta arbete ses en e-affärsmodell som en affärsmodell som används för webbaserade organisationer, där Internet används som teknik. Det finns mycket litteratur om affärsmodeller. Dock behandlar den i mindre omfattning affärsmodeller för e-tjänster, och det finns följaktligen ingen riktlinje över hur en affärsmodell anpassad för e-tjänster ska se ut. Detta arbete granskar litteratur inom området e-tjänster och affärsmodeller för att analysera vilka konsekvenser e-tjänsters karaktäristik har för utformning av affärsmodeller anpassade för e-tjänster. Resultatet av arbetet är 12 komponenter som affärsmodeller anpassade för e-tjänster bör innehålla.

  • 52.
    Alexandersson, Marina
    et al.
    University of Skövde, School of Humanities and Informatics.
    Carlén, Anne-Sofie
    University of Skövde, School of Humanities and Informatics.
    Arbetslaget tar mark: En studie av förändringsarbetes komplexitet2009Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    During our previous study entitled ”Development or complication? An interactive study of a developing project in a upper secondary school.” (Alexandersson & Carlén, 2007) we noticed the complexity of developing projects. Along with the teachers and school management we decided to follow up their developing project in this study of deeper character. The purpose of the study was to understand what happens in a team work practice related to a developing project focusing on critical aspects that can appear in such a process

     

    Our empirical approach was hermeneutic and our method was action research. We used reflexive interviews which are open and offer flexibility during the interviews. Interpreting and reflection characterized our analysis work

     

    The result indicates several different aspects that effects developing project and we have identified three critical aspects which we find particularly important to take into consideration in developing project.

     

    • That the organisation prevents the pedagogical attitude.
    • That management by objectives requires transformed leadership.
    • That co-operation and developing project contributes teachers’ critical reflection and power of their domain.

     

    We establish that a common understanding of the mission throughout the school organisation is necessary in order to implement restructuring that renew teaching format require. Another condition for renewed teaching format is to relinquish tasks to make place for new ones.

  • 53.
    Alf, Jeanette
    University of Skövde, School of Humanities and Informatics.
    Sjuksköterskans IT-kompetens2005Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Sjuksköterskornas omvårdnadsdokumentation skall fungera som stöd, arbetsverktyg och arbetsunderlag i vårdarbetet. Utvecklingen av informationsteknologi (IT) i vården har inneburit en möjliggörande faktor som har medfört nya arbetssätt, organisationsformer och arbetsprocesser. Utvecklingen och användningen av informationssystem (IS) i vården är det mest centrala informations- och kommunikationsverktyget för sjuksköterskorna i den dagliga patientbehandlingen. Det är viktigt att sjuksköterskor skaffar sig en utbildning inom IT, vilket innebär kunskap och skicklighet och stödjer dem i deras praktik, administration och forskning. Betydelsen av att sjuksköterskorna innehar en IT-kompetens i vården idag kan inte nog understrykas. Syftet med undersökningen var att hitta olika tillvägagångssätt som gör att sjuksköterskans IT-kompetens kan höjas. Intervjuer och observationer genomfördes för att undersöka problemområdet. Resultatet visade att det är av stor vikt att organisationerna för de olika verksamheterna inom Hälso- och Sjukvården utvecklar en strategi angående sjuksköterskans IT-kompetens för att precisera vilka IT-kunskaper som krävs för att kunna hantera den stora mängden av informationsflöde i vården

  • 54.
    Alfjorden, Håkan
    University of Skövde, School of Humanities and Informatics.
    Webbaserad redigering på icke-kommersiella organisationers webbplatser2004Independent thesis Basic level (degree of Bachelor)Student thesis
    Abstract [sv]

    Icke-kommersiella organisationer har fått en ökad betydelse för samhället vilket har medfört samhällsgranskning och kritik mot dessa organisationer. Utvecklingen kan leda till förändrade attityder för organisationerna med minskad kredibilitet som följd. Detta har en avgörande betydelse för deras utveckling och fortlevnad eftersom de interagerar med och är beroende av samhället. Ett alternativ för att bemöta den bristande kredibiliteten är Internet som via webbplatser tillhandahåller kommunikation med samhället både enkelt och ekonomiskt. Det har dock visat sig att icke-kommersiella organisationer ofta brister i uppdatering av dessa. Det finns således ett behov för dem att finna enkla och lätthanterliga verktyg för att administrera sina webbplatser. Ett möjligt sådant verktyg är det webbaserade redigeringsverktyget phpwiki. Denna studie undersöker hur detta verktyg kan integreras på en icke-kommersiell organisations webbplats för att underlätta administration. Undersökningen genomförs som en aktionsforskningsstudie baserat på ett antal cykler av observation, reflektion och analys dels ur ett praktiskt, dels ur ett teoretiskt perspektiv.

    Det praktiska resultatet från studien är dels en integrerad version av phpwiki på webbplatsen, dels en manual för hur det webbaserade redigeringsverktyget phpwiki kan integreras på en icke-kommersiell organisations webbplats. Studien påvisar att phpwiki är ett alternativ för att bemöta bristande kredibilitet i form av dåligt uppdaterade webbplatser. Den bekräftar även kritik som riktats mot aktionsforskning men påvisar samtidigt att bra modeller, tekniker, ramverk och kunskap kan förebygga detta.

  • 55.
    Alfredsson, Svante
    et al.
    University of Skövde, School of Technology and Society.
    Högberg, J. Li
    University of Skövde, School of Humanities and Informatics.
    Energy release rate and mode-mixity of adhesive joint specimens2007In: International Journal of Fracture, ISSN 0376-9429, E-ISSN 1573-2673, Vol. 144, no 4, p. 267-283Article in journal (Refereed)
    Abstract [en]

    Fracture behaviour of adhesive joints under mixed mode loading is analysed by using the beam/adhesive-layer (b/a) model, in which, the adherends are beamlike and the adhesive is constrained to a thin flexible layer between the adherends. The adhesive layer deforms in peel (mode I), in shear (mode II) or in a combination of peel and shear (mixed mode). Macroscopically, the ends of the bonded part of the joints can be considered as crack tips. The energy release rate of a single-layer adhesive joint is then formulated as a function of the crack tip deformation and the mode-mixity is defined by the shear portion of the total energy release rate. The effects of transversal forces and the flexibility of the adhesive layer are included in the b/a-model, which can be applied to joints with short crack length as well as short bonding length. The commonly used end-loaded unsymmetric semi-infinite joints are examined and closed-form solutions are given. In comparison to the singular-field model in the context of linear elastic fracture mechanics, the b/a-model replaces the singularity at the crack tip with a stress concentration zone. It is shown that the b/a-model and the singular-field model yield fundamentally different mode-mixities for unsymmetric systems. The presented closed-form b/a-model solutions facilitates parametric studies of the influence of unbalance in loading, unsymmetry of the adherends, as well as the flexibility of the adhesive layer, on the mode mixity of an adhesive joint.

  • 56.
    Ali, Awaz
    University of Skövde, School of Humanities and Informatics.
    Förskollärarens roll och matematiken: Med avseende på språk, material och miljö2011Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    More and more children experience school mathematics as a difficult subject which arouses thoughts and reflections. I think it is important to pre-school to prepare an approach so that children's understanding of mathematics can extend.  The purpose of my study is to highlight the pre-school teacher's role in the process of mathematics in pre-school. I have every reason to be based on the concepts of language, materials and environment to have the knowledge of pre-school teacher's role. I believe that these concepts are so connected with each other and together form the basis for all learning. The study is qualitative and consists mainly of observations as method. The results of the study show that pre-school teachers usually in everyday life put words on mathematical concepts. Through materials such as computer games, manual games, books, building blocks, pearl-plates and also various Montessori materials pre-school teachers prepare a stimulating educational environment for children's mathematical learning. By using the observations of the children pre-school teachers, thus based on the children's interest and curiosity, help children to make progress in mathematical understanding.

    Läs fonetiskt

     

    Ordbok

  • 57.
    Ali, Bayan
    et al.
    University of Skövde, School of Humanities and Informatics.
    Fällgren, Åsa
    University of Skövde, School of Humanities and Informatics.
    Wennberg, Annelie
    University of Skövde, School of Humanities and Informatics.
    Nationella prov - stöd eller hot?: Några gymnasielärares uppfattning om de nationella provens betydelse2010Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to analyse the significance of the national assessment in highschool education, including what the teachers express about the new instructions currently coming from the Swedish National Agency of Education, concerning a more central control of grading the national assessments. This study also covers the teachers individual responsibility when it comes to grading the national assessments. The purpose of the national assessment is to secure that grading and the education level in the country is equal. This is a qualitative study useing the method of a group discussion intervju (focusgroup intervju). Five highschool teachers took part in the discussion with questions that had been decided beforehand. The aim with this method is to give space for open discussions and reflections within the group. The result of the study shows that the respondants had been influenced by the tention between the new instructions from the Swedish National Agency of Education and the teachers autonomy. The study also elucidates the tendencies that exists in the country of grading too positive. The respondants expressed that they are affected  by the new instructions and that their final grading is controlled by the results from the assessments.

  • 58.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Coaching by Gaming: An Instructor Perspective of Game-based Vocational Training2011Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Military organisations have a long history of using games for training. Over the years, they have developed training practices involving role-play, simulations, puckstering and gaming. Most researchers in serious games, i.e. games used for non-entertainment purposes, focus their studies on the learners. This licentiate thesis, instead, takes a closer look on the roles of instructors in game-based training situations, specifically at the Swedish Land Warfare Centre. Through a mix of theoretical and empirical studies, training practices were scrutinised, resulting in a framework for game-based vocational training. A key element of this framework is the coaching by gaming perspective in which instructors give un-intrusive, formative feedback through role-play and gameplay. Another important aspect of the framework involves dynamic debriefing. These insights points to specific needs for system support for instructors involved in game-based training. They also emphasise the fact that serious gaming is a highly contextualised activity made up of more than the game and the players.

  • 59.
    Alklind Taylor, Anna-Sofia
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Facilitating coaching during game-based vocational training2010Conference paper (Refereed)
  • 60.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Letting the students create and the teacher play: Expanding the roles in serious gaming2011In: MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, ACM Press, 2011, p. 63-70Conference paper (Refereed)
    Abstract [en]

    In this paper we describe four player roles in game-based learning and training, namely student player, student author, teacher player and teacher author. By this, we want to emphasise the creative and collaborative nature of gameplay, such as in-game feedback, scenario creation and “puckstering“, that put students and teachers, not on opposite sides of a spectrum, but as members of a community of practice with varying degrees of expertise. Using these four player roles as a basis for analysis, we have observed training sessions for vocational education within military and rescue contexts. The result is multifaceted insights into both the strengths and draw-backs of incorporating these roles into a serious game.

  • 61.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Making the implicit explicit: Game-based training practices from an instructor perspective2012In: Proceedings of the 6th European Conference on Games Based Learning (ECGBL'12), Reading: Academic Publishing International, 2012, p. 1-10Conference paper (Refereed)
  • 62.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics.
    Bergman, Maria Elena
    University of Skövde, School of Humanities and Informatics.
    Carlén, Urban
    University of Skövde, School of Humanities and Informatics.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics.
    Toftedahl, Marcus
    University of Skövde, School of Humanities and Informatics.
    Spelbaserad simulering för insatsutbildning: Slutrapport2012Report (Other academic)
    Abstract [sv]

    Denna rapport är en avrapportering av projektet Spelbaserad simulering för insatsutbildning. Projektet syftar till att:

    • Studera hur serious games kan förstärka lärandemiljön i träning och utbildning
    • Praktiskt testa och analysera användningen av spelteknologi för att ta fram rekommendationer för konstruktion av träningssimulatorer
    • Skapa underlag för utveckling av Räddningsverkets utbildningsmetoder genom samarbete mellan forskare och praktiker

    Serious games och spelbaserad simulatorträning ses som en möjlighet att vidareutveckla undervisnings- och träningsmiljön inom räddningstjänst. Begreppet serious games definieras som att använda spel och spelteknik för att uppnå syften utöver ren underhållning. För att utnyttja områdets potential i största möjliga mån krävs en kombination av att utveckla och anpassa teknik så att den passar för ändamålet, detta kan till exempel innebära att utnyttja de möjligheter som modern spelteknik ger för att logga användarbeteende och resultat. Dessutom innefattar serious games en komponent av speldesign, det vill säga att utnyttja möjligheter som spel ger för att skapa en motiverande och engagerande lärandemiljö. Detta kan till exempel innebära att skapa tävlingsmoment och poängsystem som sporrar till upprepad användning. I projektet har vi utnyttjat såväl teknik- som speldesignskomponenten.

    Projektets syften har uppnåtts genom att producera och utvärdera ett prototypspel för insatsträning samt en modell för hur serious games kan användas i träning och utbildning. De huvudsakliga resultaten består av en spelprototyp av ett webbaserat spel för att träna beslutsfattande på taktisk nivå samt en pedagogisk modell för spelbaserad träning. Prototypen och modellen har testats på en distanskurs för Räddningsledarutbildning i regi av Myndigheten för samhällsskydd och beredskap (MSB). Utvärderingen visar på goda resultat vad gäller systemets användbarhet. Den pedagogiska potentialen har inte kunnat utvärderas fullt ut då prototypen inte blev en tillräckligt integrerad del i kursen där den utvärderades.

    Projektet visar att spelbaserad träning kan vara en möjlighet för pedagogisk utveckling med avseende på både teknik och pedagogisk kontext. I detta sammanhang är det viktigt att poängtera vikten av att genomföra och utvärdera pedagogiska anpassningar i samband med spelbaserad träning. Vidare har projektet har samarbetat med olika konstellationer av lärare och kursdeltagare vid MSB. En viktig lärdom är att tydliga resurser och organisatoriskt engagemang finns på plats i den här typen av samproducerande forskningsprojekt.

  • 63.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Krasniqi, Hanife
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Acceptance of Entertainment Systems in Stroke Rehabilitation2009In: Proceedings of IADIS Game and Entertainment Technologies 2009 (GET 2009), IADIS Press , 2009, p. 75-83Conference paper (Refereed)
    Abstract [en]

    Game-based tools for rehabilitation of different types of physical and cognitive impairments are becoming more and more popular. By introducing an element of fun, these systems aim at increasing patients' motivation to train and, from a further perspective, improve recovery rates. There is, however, a question whether such tools will be fully accepted by the intended target group. Earlier work on user acceptance has mainly focused on utility systems, i.e. systems used mainly in the work place. However, people use systems for different reasons and that makes it difficult to apply the same principles on systems with the main purpose to entertain. Serious games have characteristics from both utility and entertainment systems, which makes it interesting to study the acceptance of these kinds of systems. In this study, we have developed a home-based entertainment system for stroke rehabilitation, with focus on rehabilitation of motor impairments. By analysing the gaming behaviour and interview responses of five stroke patients, we investigate factors influencing user acceptance of this specific type of system. The results show that current models of acceptance are not sufficient to fully explain acceptance of serious games in general and serious games for rehabilitation in particular. Besides well-known factors, such as perceived usefulness, perceived ease-of-use and perceived enjoyment, other, more specific, factors also play a vital role in the acceptance of the system.

  • 64.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Gamers against All Odds2009In: Learning by playing : game-based education system design and development : 4th International Conference on E-Learning and Games, Edutainment 2009, Banff, Canada, August 9-11, 2009 : proceedings / [ed] Maiga Chang, Rita Kuo, Kinshuk, Gwo-Dong Chen, Michitaka Hirose, Springer Berlin/Heidelberg, 2009, p. 1-12Conference paper (Refereed)
    Abstract [en]

    The goal of the project presented in this paper is to enable motor rehabilitation to stroke patients in their home environment and to utilise game enjoyment to achieve frequent training. Stroke patients have an average age above 70 years, which implies that they typically do not belong to a gaming generation. In addition, these patients suffer from motor, and many times cognitive impairments, which make traditional games extremely difficult to use. Nearly all work in this area has been conducted in a clinic environment where it is possible to overcome some of these difficulties by letting professionals assist and guide patients.

    In this paper, we present the challenges faced, the system itself and the result from a study where five patients were equipped with a game console in their homes for five weeks. The focus of this paper is on analysing the gaming behaviour of patients, which includes the amount of time they spent, the type of games they selected and their comments on the gaming experience. The conclusion from this analysis is that their behaviour resembles that of gamers. They spent significant voluntary time, and it has been possible for patients, with no prior experience of computer games, to enjoy gaming in their homes where they had no professional assistance.

  • 65.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Johannesson, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Lebram, Mikael
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    The Birth of Elinor: A Collaborative Development of a Game Based System for Stroke Rehabilitation2009In: 2009 Second International Conference in Visualisation / [ed] Ebad Banissi, Muhammad Sarfraz, Farzad Khosrowshahi, John Counsell, Richard Laing, Chris Moore, Andrew J. Cowell, Ming Hou, Gui Yun Tian, Mohammad Dastbaz, Mark Bannatyne, Jian J. Zhang, Vittorio Scarano, Rosario De Chiara, Ugo Erra, Anna Ursyn and Haim Levkowitz, IEEE, 2009, p. 52-60, article id 5230709Conference paper (Refereed)
    Abstract [en]

    Elinor is a game based tool for rehabilitation of stroke patients to be used in their home environment. The application is the result of a creative and exploratory development project in which researchers in the serious games area and experts in stroke rehabilitation collaborated in order to develop a motivating, easy to use and relatively inexpensive tool for relearning functions lost due to a stroke. Elinor can be viewed as an integrated system for stroke rehabilitation in that it is both a system, controlled by movements, for training of its primary user group and a system for monitoring the training by medical expertise. In this paper, we will describe the Elinor application itself, the development process and the initial evaluation of it in order to identify implications for serious games.

     

  • 66.
    Alklind Taylor, Anna-Sofia
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Backlund, Per
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Niklasson, Lars
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games2012In: Journal Simulation & Gaming, ISSN 1046-8781, E-ISSN 1552-826X, Vol. 43, no 5, p. 648-672Article in journal (Refereed)
    Abstract [en]

    Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have overconfidence in the pedagogical power of games and simulations, particularly where the instructor is taken out of the gaming loop. The authors propose a framework, the coaching cycle, that focuses on the roles of instructors. The roles include instructors acting as game players. The fact that the instructors take a more active part in all training activities will further improve learning. The coaching cycle integrates theories of experiential learning (where action precedes theory) and deliberate practice (where the trainee's skill is constantly challenged by a coach). Incorporating a coaching-by-gaming perspective complicates, but also strengthens, the player-centered design approach to game development in that we need to take into account two different types of players: trainees and instructor. Furthermore, the authors argue that the coaching cycle allows for a shift of focus to a more thorough debriefing, because it implies that learning of theoretical material before simulation/game playing is kept to a minimum. This shift will increase the transfer of knowledge.

  • 67.
    Allansson, Sofie
    University of Skövde, School of Humanities and Informatics.
    Vad händer när man framhäver skillnaderna mellan 2D- och 3D-grafik istället för att dölja dem?: Reflekterande uppsats till examensarbete i medier2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsen är en reflekterande uppsats som behandlar ett verk som skaptas inom ramen för examensarbete i medier vid Högskolan i Skövde. Verket består av en datoranimerad speltrailer för det fiktiva spelet ”Ashes”, med ljudeffekter och musik. Trailern är 80 sekunder lång, renderad i 3D med tydliga inslag av 2D-grafik, med ljudeffekter och musik. Uppsatsen inleds med idén till verket och de mål som satts upp för arbetet. Därefter beskrivs verkets kontext i form av film, äventyrsgenren och existerande spel. Spelen beskrivs i förhållande till frågeställningen. Efter det förklaras hur det fiktiva spelet ”Ashes” förhåller sig till kontrasten 2D/3D, samt en genomgång av scenerna i trailern. Genomgången av de arbetsmoment som har ingått i framställandet av trailern belyser den tekniska och kreativa processen bakom verket. Den centrala slutsatsen som presenteras i uppsatsen är att skillnaderna mellan 2D- och 3D-grafik går att använda och utnyttja som ett verktyg för speldesign och historieberättande.

  • 68.
    Alm, Annelie
    University of Skövde, School of Humanities and Informatics.
    Förmågan att spegla känslor, avslöja lögner och gradera säkerhet: finns det ett samband dem emellan?2011Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Underlättar kongruens mellan sinnestillstånd och påstående (vad gäller dess värdeladdning) vid bedömning av ett påståendes sanningshalt? Denna fråga uppkom via studier av embodiment och lögner, forskning från de båda områdena påvisar nämligen att olika ”kroppsliga signaler” kan hjälpa oss att avslöja om andra människor ljuger. Frågan har undersökts via en faktoriell design med repeterade mätningar där deltagarna försattes i olika sinnestillstånd varpå de utsattes för olika stimuli och fick göra olika bedömningar. Resultatet visade att kongruenta betingelser varken underlättar eller påskyndar vid bedömning av ett påståendes sanningshalt, däremot erhölls ett signifikant resultat som indikerade att kongruenta betingelser ökar människans konfidensnivå (högre grad av säkerhet vad gäller att en korrekt bedömning gjorts) vid bedömning av falska påståenden.

  • 69.
    Alm, Fredrik
    University of Skövde, School of Humanities and Informatics.
    Wireless Protected Setup (WPS): Prestandajämförelse mellan Reaver och Bully2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Wireless Protected Setup (WPS) is a security protocol for wireless networks. Its design contains a serious security flaw that could allow an attacker access to a password-protected wireless network. An attack can be executed using various tools available.

    In this report, the software-tools Reaver and Bully are compared in performance against WiFi’s WPS-protocol, where Bully previously has been shown to be more effective and predicted faster to execute a bruteforce-attack. A practical laboration has been executed in order to determine differences in speed that can be seen between the tools Reaver and Bully in a bruteforce-attack. The experiment was done by measuring the time it took both tools to test 100 PIN-numbers against a router without protection for WPS.

    The result shows that Bully performs a bruteforce-attack in higher speed compared to Reaver. However, with the higher attack-speed that Bully uses, some stability issues may follow, opening the topic of future discussion regarding priorities of speed vs. stability for successful attacks.

  • 70.
    Almqvist, Maria
    et al.
    University of Skövde, School of Humanities and Informatics.
    Danielsson, Anna
    University of Skövde, School of Humanities and Informatics.
    Förebyggande arbete mot mobbning: Lärares erfarenhet av styrkor och svagheter i arbetet med metoderna Friends och Mombus2009Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this study is to examine how six teachers, who work in two different schools, assess the methods Friends and Mombus in terms of bullying prevention. The Curriculum for elementary school (Lpo 94) emphasizes that it is the employees of schools who carry the main responsibility for preventing bullying among pupils. One of the main results of this study is that teachers, in addition to their work with Friends or Mombus, also need to use alternative methods to prevent bullying. Examples of these alternative methods include “Emotional Intelligence” as well as “friendship massage”. The result section also stresses the importance of anti-bullying teams when it comes to preventing harassments. At present there are no studies which have evaluated the results the Friends and Mombus methods have achieved. Since the methods are used in many schools in Sweden, the lack of evaluations is noteworthy. This study ends with a discussion on the complexity of bullying prevention. Further research is needed to clarify the results of different anti- bullying methods.

  • 71.
    Alvin, Pleil
    University of Skövde, School of Humanities and Informatics.
    Evaluation and assessment of a generic computerized patient record system utilized by physical therapists in a primary care setting2004Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    Within the field of medical informatics, patient medical records are the sole source of information for dealing with clinical activities concerning the documentation, care, progression, and ongoing interactions between the patient and clinicians. Electronic or computer-based patient records (CPRs) have had a presence within health care in some form and magnitude for the past thirty years yet only recently have been incorporated in health care to a larger extent. Due to the wide variation of professions in health care, there is a problem of CPRs not being able to fulfill all the possibilities and demands the individual professionals need, since many CPRs are designed as a generic system, to be used across multiple professions.

    The focus of this report is on the utilization of a generic CPR in a specialist clinical setting, i.e., a physical therapy clinic, and to analyze how the therapists utilize the different components and features in a generic CPR. The purpose of the evaluation was to investigate how viable the CPR was as a documentation tool and to which extent it supported the therapists in their clinical, documentation and delivery of care activities. In this study, a total of seven physical therapists participated in a post-usage evaluation of an existing CPR. The evaluation was achieved by interpretative research with open-ended interviews and observations. The results of the study showed that despite some shortcomings, the generic CPR was an effective tool for the clinicians, not only as a documenting aid, but also enabling them to quickly research the patients' prior diagnosis and treatment history, plan for future care, support decision-making and to communicate with other professionals so as to coordinate treatment and planning.

  • 72.
    Ambring, Erik
    University of Skövde, School of Humanities and Informatics.
    Gameplay Progression: Om skapandet av en jämn progression av spelmoment till dataspelet Testament2009Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det här arbetets slutgiltiga uppgift har varit att skapa ett första utkast till enövergripande plan för en jämn fördelning av spelmoment för spelet Testament, ett spel som utvecklas för Svenska Kyrkan med syfte att användas inom konfirmandundervisning. Med spelmoment menas exempelvis story, miljö, utrustning och liknande.

    Arbetet ger inledningsvis en kort översikt över hur leveldesignen inom dataspel har utvecklats och går därefter in på det mer specifika området gameplay progression, utvecklat av Mike Lopez, som ger en översyn över vad som krävs för att skapa ett spel med en jämn fördelning av spelmoment.Därefter används denna metod för att analysera det redan befintliga spelet The Legend of Zelda: Twilight Princess, för att testa Lopez metod, innan arbetet med att skapa en egen plan tar vid.

    Resultatet av uppsatsen har nått målet med en övergripande plan för en jämnfördelning av spelmoment för spelet Testament, en plan som dock kommer att behöva ses över och omarbetas under det att utvecklingen av det faktiska spelet tar vid, men som ger en bra överblick över vilka delar som fungerar väl och vilka som kan behöva extra arbete i den stundande utvecklingen.

  • 73.
    Ambring, Erik
    et al.
    Immersive Learning Gothia Science Park, Kaplansgatan 18, 54134 Skövde, Sweden.
    Dahlin, Carl-Johan
    Immersive Learning Gothia Science Park, Kaplansgatan 18, 54134 Skövde, Sweden.
    Sjöstrand, Erik
    Immersive Learning Gothia Science Park, Kaplansgatan 18, 54134 Skövde, Sweden.
    Håkansson, Peter
    Tidaholms församling, Church of Sweden, Box 93, Norra kungsv. 6, 52222 Tidaholm, Sweden.
    Engström, Henrik
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Virtual Systems Research Centre.
    Developing the Game Testament: Multiple Perspectives in Serious Game Development2010In: Proceedings of the IADIS International Conference on Game and Entertainment Technologies: Freiburg, Germany 26-30 July 2010 / [ed] Katherine Blashki, IADIS Press, 2010, p. 35-44Conference paper (Refereed)
    Abstract [en]

    This article presents the process of creating the game Testament; an action role-playing game for PC which uses the Old Testament as its setting. The game is primarily designed for confirmation education in the Church of Sweden, with the purpose to create interest in the Old Testament. In this paper we describe our experiences with the process of creating a game  where  the  work  has  been  guided  by  three,  in  some  cases,  contradictory  goals:  the  educational  value,  the  source authenticity and the gaming entertainment.  Our  conclusion  is  that  clear  requirements  for  the  entertainment  must  be  created  as  a  counterweight  to  the  practical aspects' requirements, e.g. education and authenticity. To create requirements  for game experience, it can be useful to identify a game genre and find a game that can serve as a template. One consequence of the fact that a specific goal for entertainment and a very clear requirement on content existed was that a number of fundamental contradictions could be identified  (e.g.  narrative,  game  mechanics,  adaptation).  When  these  inconsistencies  were  encountered,  a  suitable approach could be chosen in order to reach a compromise. If an existing game used as a reference wasn't available, it is likely that the entertainment would have suffered for the benefit of the educational aspects and biblical authenticity.

  • 74.
    Amorim, Joni A.
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Åhlfeldt, Rose-Mharie
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre. Saab Training Systems, Saab AB, Skövde, Sweden.
    Gustavsson, Per M.
    Saab Training Systems, Saab AB Skövde, Sweden.
    Andler, Sten F.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Privacy and Security in Cyberspace: Training Perspectives on the Personal Data Ecosystem2013In: European Intelligence and Security Informatics Conference (EISIC), Proceedings CD / [ed] Joel Brynielsson and Fredrik Johansson, IEEE conference proceedings, 2013, p. 139-142, article id 6657140Conference paper (Refereed)
    Abstract [en]

    There is a growing understanding that privacy is an essential component of security. In order to decrease the probability of having data breaches, the design of information systems,  processes  and  architectures  should  incorporate considerations  related  to  both  privacy  and  security.  This incorporation may benefit from the offering of appropriate training. In this way, this paper intends to discuss how to better offer training while considering new developments that involve both multimedia production and the “gamification” of training. The paper suggests the use in conjunction of two frameworks: the EduPMO Framework, useful for the management of large scale projects  that  may  involve  a  consortium  of  organizations developing multimedia for the offering of training, and the Game Development Framework, useful for the identification of the main components of the serious game for training on privacy by design to be developed as part of the training offering.

  • 75.
    Anders, Patrizia
    University of Skövde, School of Humanities and Informatics.
    A bioinformaticians view on the evolution of smell perception2006Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Background:

    The origin of vertebrate sensory systems still contains many mysteries and thus challenges to bioinformatics. Especially the evolution of the sense of smell maintains important puzzles, namely the question whether or not the vomeronasal system is older than the main olfactory system. Here I compare receptor sequences of the two distinct systems in a phylogenetic study, to determine their relationships among several different species of the vertebrates.

    Results:

    Receptors of the two olfactory systems share little sequence similarity and prove to be a challenge in multiple sequence alignment. However, recent dramatical improvements in the area of alignment tools allow for better results and high confidence. Different strategies and tools were employed and compared to derive a

    high quality alignment that holds information about the evolutionary relationships between the different receptor types. The resulting Maximum-Likelihood tree supports the theory that the vomeronasal system is rather an ancestor of the main olfactory system instead of being an evolutionary novelty of tetrapods.

    Conclusions:

    The connections between the two systems of smell perception might be much more fundamental than the common architecture of receptors. A better understanding of these parallels is desirable, not only with respect to our view on evolution, but also in the context of the further exploration of the functionality and complexity of odor perception. Along the way, this work offers a practical protocol through the jungle of programs concerned with sequence data and phylogenetic reconstruction.

  • 76.
    Andersson , Jessica
    et al.
    University of Skövde, School of Humanities and Informatics.
    Frisén, Anna
    University of Skövde, School of Humanities and Informatics.
    Trygg på skolgården?: En kvalitativ studie om faktorer som skapar trygghet och otrygghet enligt yngre elever.2008Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    According to the steering documents it is the teacher's responsibility to make every student feel safe. The aim is that through interviews with students in grades 2-3 from the focus groups show the factors that can provide security and insecurity in a schoolyard, in order to provide identifying factors that affect students' perception of security and insecurity. We also want to examine whether there are specific areas that constitute potential risk zones for students.

     

    We began by doing a pilot study to test the questions. Subsequently we conducted interviews with students in grades 4-5. We have used a qualitative approach with focus interviews. Five focus interviews with five students at each interview were performed.

     

    Our results show several factors that students either felt created security or insecurity. The factors identified as contributing to security was confirmation from friends, the game creates community, the size of the schoolyard and space for play, access to playmaterial, freedom to choose the activity and the teachers' presence. Factors that contributed to the insecurity was a fight, exclusion, vehicular and teachers' absence. Results also show where there is potential danger zones for students. Finally, the conclusions drawn about how security is tied to social interaction and a categorization of student statements from entirely safe to precarious was made.

     

    In the discussion we reflect on the method chosen. Then discussed the results and the literature in relation to the problems that can arise when working with different students. Although the social interaction positive advantages and disadvantages discussed utanförskapets and the pedagogical implications affecting friend relations and conflict resolution. Finally, suggestions for further research.

  • 77.
    Andersson, Anders
    University of Skövde, School of Humanities and Informatics.
    Dynamiska gränssnitt för dataspel2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport beskriver utformningen, implementationen och utvärderingen av en arkitektur för dynamisk hantering av grafiska gränssnitt. Den dynamiska hanteringen handlar om möjligheten att ladda in och ladda ur gränssnitt som är specificerade i dokument utan att starta om spelet.

    Arkitekturen realiserades genom att implementera ett system i C++. Resultatet blev ett fullt fungerande system som klarar att hantera flera gränssnittsdokument dynamiskt. Dokumenten som hanteras av systemet är skrivna i XML format som fungerar väl för beskrivning av gränssnitt.

    Arbetet kommer fram till att förutom möjligheten att beskriva gränssnitt i form att kontroller och deras egenskaper behövs ett system för att hanterade händelser i gränssnittet. T.ex. när en knapp trycks så ska något hända. Därför undersöks möjligheterna för specifikation av händelsehantering i dokumentformatet. Utvecklingen av denna hantering når dock inte långt, detta arbete skrapar bara på ytan av problematiken.

  • 78.
    Andersson, Anna
    et al.
    University of Skövde, School of Humanities and Informatics.
    Lindström Brage, Emelie
    University of Skövde, School of Humanities and Informatics.
    Kärnkraft - en demokratifråga?: En studie om lärares kärnkraftsundervisning och ett rollspel i förhållande till demokratiuppdraget.2011Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The nuclear issue is highly topical after the Fukushima-accident and since the concept

    of democracy is the foundation of the Swedish school, it's pertinent to question how

    different forms of nuclear education is related to the democracy assignment. The

    purpose of this study was to examine how some teachers describe their nuclear

    education in relation to the democratic assignment and to create a roleplay about nuclear

    power using the teachers' thoughts and the democratic engagement. The first part of the

    study is based on interviews with high school teachers in science studies. They

    described their nuclear education and their dictums were analyzed in relation to the

    school's democratic assignment. The interviews revealed, not just factual about nuclear

    education, but also goals that can be linked to the democratic engagement; students

    should be able to argue, participate in public debate and take a position on the nuclear

    issue. Some described the factual knowledge as the primary objective, others as a means

    to achieve other objectives, such as the above. Respondents used different teaching

    methods, most common were traditional theory lessons and discussions. Positive was

    that the teachers pointed out many goals of democratic character, maybe because the

    nuclear issue is a controversial social issue, which may have led to that it's being

    considered a political issue. The study's second part was mainly based on literature and

    advice from experts in role-playing. The results showed that the role play, in theory,

    may develop important democratic skills and knowledge in students.

  • 79.
    Andersson, Ann-Louise
    et al.
    University of Skövde, School of Humanities and Informatics.
    Andersson, Marica
    University of Skövde, School of Humanities and Informatics.
    "Se mig, för här är jag": Lärares resonemang kring innebörden av begreppet individanpassad undervisning i skolår 12009Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Curriculum for the Compulsory School System, the Pre-School Class and the Leisure-time Centre (Lpo 94) is clear in its definition that individualized tuition shall be applied in the school and that the tuition shall come from the individual pupil’s needs. Since research emphasizes that the definition and meaning of the term needs is not clear we found it interesting to research how teachers define the meaning of the term individualized tuition in school year 1 with special focus on the aspect of pupils’ needs. In order to study active teachers’ reasoning and dictums regarding this we chose a qualitative method with interviews as aid to gather data. The collected material has been analyzed and subsequently discussed with reference to research within the area. The result shows that individualized tuition is regarded as a question of conditions. The identification of individual pupils’ needs is what is perceived to be the basis of how the education should be individualized. The difficulty lies in that it is not always easy to identify the needs. The result showed that the possibility to individualize bases itself in the access of resources and the school subject’s nature. The result also show that age integrated classes is an advantage considering the access of resources, since cooperation between coworkers makes it easier to enable individualized tuition.

  • 80. Andersson, Birger
    et al.
    Bergholtz, Maria
    Edirisuriya, Ananda
    Ilayperuma, Tharaka
    Johannesson, Paul
    Gordijn, Jaap
    Grégoire, Bertrand
    Schmitt, Michael
    Dubois, Eric
    Abels, Sven
    Hahn, Axel
    Wangler, Benkt
    University of Skövde, School of Humanities and Informatics.
    Weigand, Hans
    Towards a Reference Ontology for Business Models2006In: Conceptual Modeling - ER 2006: 25th International Conference on Conceptual Modeling, Tucson, AZ, USA, November 6-9, 2006. Proceedings, Springer, 2006, no 4215, p. 482-496Conference paper (Refereed)
    Abstract [en]

    Ontologies are viewed as increasingly important tools for structuring domains of interests. In this paper we propose a reference ontology of business models using concepts from three established business model ontologies; the REA, BMO, and e3-value. The basic concepts in the reference ontology concern actors, resources, and the transfer of resources between actors. Most of the concepts in the reference ontology are taken from one of the original ontologies, but we have also introduced a number of additional concepts, primarily related to resource transfers between business actors. The purpose of the proposed ontology is to increase the understanding of the original ontologies as well as the relationships between them, and also to seek opportunities to complement and improve on them.

  • 81. Andersson, Birger
    et al.
    Berholz, Maria
    Edirisuriya, Anada
    Ilayperuma, Tharaka
    Johannesson, Paul
    Grégoire, Bertrand
    Schmitt, Michael
    Dunois, Eric
    Abels, Sven
    Hahn, Axel
    Gordijn, Jaap
    Weigand, Hans
    Wangler, Benkt
    University of Skövde, School of Humanities and Informatics.
    Towards a common ontology for a business domain: Issues and possible solutions2006In: Open Interop Workshop Enterprise Modeling and Ontologies for Interoperability: EMOI 2006 in connection with CAiSE’06, 2006, p. 12 s.-Conference paper (Other academic)
    Abstract [en]

    To create an understanding of enterprises and the ways they do business, a starting point could be to identify the main actors and the values transferred between them. Business models are created in order to make clear who the business actors are in a business case and to make their relations explicit. The relations are formulated in terms of values exchanged between the actors. The purpose of the work reported in this paper is to create a better understanding of business models by identifying basic notions used in such models. It does so by constructing a common ontology based on three established business model ontologies: e3-value, REA, and BMO. By means of a careful analysis of these ontologies a conceptual schema is created that defines the common concepts. An example is worked out that explains how the common ontology should be understood.

  • 82.
    Andersson, Björn
    University of Skövde, School of Humanities and Informatics.
    Effektiv uppdatering av datorspel med hjälp av filskillnader2007Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta examensarbete undersöker om och hur man med hjälp av filskillnader kan effektivisera uppdateringar av datorspel. Flertalet olika tester med deltaenkodning har utförts, detta på olika versioner av filer från kommersiella och aktuella spel. Bland annat har försöken med deltaenkodning jämförts med de officiella speluppdateringarna, och med vanlig komprimering av de aktuella filerna. Resultaten visar att användning av deltaenkodning på de filer som ändrats mellan spelens versioner kan vara mycket effektivare och ta mindre plats än de officiella speluppdateringarna.

  • 83.
    Andersson Bustad, Susanne
    University of Skövde, School of Humanities and Informatics.
    Magiska ögonblick och förlorade möjligheter: En studie i möjligheterna att lära med utgångspunkt i elevernas förkunskaper, svårigheter med lärandeobjektet och variationen i det erbjudna lärandet.2011Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study is based on an interest in trying to understand what is needed to ensure that students actually learn in a learning object, in this study equations. Algebra is an area of mathematics in several studies proved to be a stumbling block for many students. Using letters in mathematis is difficult for most students according to research reports and it is also consistent with my own experince as a teacher. The purpose of this study was to seek answers to what in the lesson content and also during the interview that allowed the students to learn more about the learning object. Based on students' prior knowledge and the difficulties students might have with the learning object and the offer of learning, I try to get an answer to what might have contribut the students to developed knowledge of the learning object. This qualitative study is based on a variation theory perspective. The two students who participated in the study attended the same class in high school. By using the theory of variation patterns, it made it possible for me to describe how students learn new things about the learning object, equations. To gain insight into how the students solved the data and developed new knowledge, I had the lesson content and their statements in the interviews to help me understand the difficulties in solving the equtionatask and what in the lessons that have contributed to new knowledge. The results show that pupils' understanding and difficulties in learning objects are relevant to how they can perceive, discern and assimilate new knowledge. One student was able to experience learning from their prior knowledge and assimilate what he had to develop in the variety in the offer of learning. The offered learning did not give the second student the same opportunity. The results indicates that the knowledge of students' prior knowledge, the difficulties the learning object can create and students' own narrative, I argue on the basis of the study'sresults, it is important knowledge for every teacher to be aware of befor the presentation of the lesson if it will give every student opportunities to learn.

  • 84.
    Andersson, Caroline
    et al.
    University of Skövde, School of Humanities and Informatics.
    Bergström, Helena
    University of Skövde, School of Humanities and Informatics.
    Samlingens funktion och innebörd i förskolan: En kvalitativ studie ur ett lärarperspektiv2010Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The study aims to give deeper knowledge about the circle time in preschool. The studys starting point is teachers understandings about the function of circle time in preschool and what meaning it has for them. The questions of issue in the study are: What function does the circle time have in preschool? and What meaning have the circle time for teachers?To find out more about teachers' understanding about the circle time, a qualitative method with the interview technique was used. Six teachers with various educations from two preschools was asked to participate, choice of preschools and teachers is based on convenience. The result of the study is that the circle time has two meanings, partly as a phenomenon, partly as a working method. Circle time as a phenomenon shows that the teachers describe the circle time as “something” with focus on the content, for example that the circle time has a social function where the group is strengthen. The result shows that the circle time is a working method that teachers use to widen their view on the circle time and to get knowledge about the children that participate. The circle time gives teachers opportunity to afterwards consider their role and the activity itself.

  • 85.
    Andersson, Christoffer
    University of Skövde, School of Humanities and Informatics.
    PELICAN: a PipELIne, including a novel redundancy-eliminating algorithm, to Create and maintain a topicAl family-specific Non-redundant protein database2005Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    The increasing number of biological databases today requires that users are able to search more efficiently among as well as in individual databases. One of the most widespread problems is redundancy, i.e. the problem of duplicated information in sets of data. This thesis aims at implementing an algorithm that distinguishes from other related attempts by using the genomic positions of sequences, instead of similarity based sequence comparisons, when making a sequence data set non-redundant. In an automatic updating procedure the algorithm drastically increases the possibility to update and to maintain the topicality of a non-redundant database. The procedure creates a biologically sound non-redundant data set with accuracy comparable to other algorithms focusing on making data sets non-redundant

  • 86.
    Andersson, Christopher
    University of Skövde, School of Humanities and Informatics.
    Fallstudie för distribuerad installation av operativsystem2009Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Rapporten undersöker om det är möjligt att använda Clonezilla för distribuerad installation av Windows Vista som alternativ till Symantec Ghost. Ett ytterligare krav är att installationen ska vara automatiserad och inte kräva något extra arbete efter installationens slut. Dessutom ska datorerna vara redo att användas i en Windows-domän efter en färdig installation.

    Programmet Clonezilla är av typen open source och är fritt att använda medan Symantec Ghost är en kommersiell produkt som kräver flertalet licenser beroende på antalet datorer. Clonezilla körs i Linux och saknar grafiskt gränssnitt, Symantec däremot har ett eget gränssnitt för att överskådligt hantera datorer och distribuera operativsystem i välkänd Windows-miljö. Båda lösningarna testas under flera praktiska experiment i labbmiljö. De två programmen jämförs och utvärderas gällande prestanda och användarvänlighet.  Resultaten visar på att skillnaden gällande prestanda är marginell. Gällande användarvänlighet är skillnaden för de båda programmen större då Symantec erbjuder ett grafiskt gränssnitt tillsammans med hjälpavsnitt för produkten. Båda lösningarna fungerar för ändamålet och har olika fördelar respektive nackdelar.

  • 87.
    Andersson, Daniel
    University of Skövde, School of Humanities and Informatics.
    Improved accuracy of surrogate models using output postprocessing2007Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Using surrogate approximations (e.g. Kriging interpolation or artifical neural networks) is an established technique for decreasing the execution time of simulation optimization problems. However, constructing surrogate approximations can be impossible when facing complex simulation inputs, and instead one is forced to use a surrogate model, which explicitly attempts to simulate the inner workings of the underlying simulation model. This dissertation has investigated if postprocessing the output of a surrogate model with an artificial neural network can increase its accuracy and value in simulation optimization problems. Results indicate that the technique has potential in that when output post-processing was enabled the accuracy of the surrogate model increased, i.e. its output more losely matched the output of the real simulation model. No apparent improvement in optimization performance could be observed however. It was speculated that this was due to either the optimization algorithm used not taking advantage of the improved accuracy of the surrogate model, or the fact the the improved accuracy of the surrogate model was to small to make any measurable impact. Further investigation of these issues must be conducted in order to get a better understanding of the pros and cons of the technique.

  • 88.
    Andersson, Elin
    et al.
    University of Skövde, School of Humanities and Informatics.
    Hansson, Malin
    University of Skövde, School of Humanities and Informatics.
    Taktil massage i förskolan: Metodens effekter ur ett pedagogiskt perspektiv2012Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose of the study was to investigate teachers' intentions with the use of tactile massage as educational emphasis in early childhood education, with the goal to identify and describe different conceptions as to the effects of using tactile massage in early childhood education from an educator's perspective.

    The study has a phenomenographic approach, an approach that implies that the researcher investigates people's perceptions and variations of a phenomenon. Data collection consisted of interviews with six teachers who used or use tactile massage in early childhood education.

    The result of the study shows that the teachers’ intentions to use tactile massage can be traced to the social, physical, psychological and cognitive effects. Effects that respondents perceive the use of tactile massage.   

    The conclusion reads as follows: that the use of tactile massage causes the teacher who chooses the method tactile massage facing an educational dilemma, which means that the teacher must choose between what is most important, a values perspective or a didactic perspective.

  • 89.
    Andersson, Erik
    University of Skövde, School of Humanities and Informatics.
    Det politiska rummet: villkor för situationspolitisk socialisation i en nätgemenskap av och för ungdomar2012Doctoral thesis, monograph (Other academic)
    Abstract [en]

    The aim is to analyse the institutional character of, and the on-going communication in, a net community organised by and for young people. This is achieved using terms of conditions for situational political socialisation – a situation in a specific context in which the participants, within the battle between different groups attempting to organise society through interaction and action, adopt political preferences and skills. The thesis builds on agonism, a political theory in which controversy and struggle are viewed as prerequisites for human life that uses language as a political act. The net community, as an institution, contingently depends on political rebirth via action and communication. The use of language creates places that give the institution meaning while at the same time the institution claims the participants and their creation of meaning. Black Heart, the analysed net community, is a quasi-public space for and by young people aged between 14 and 28 years. It is a cultural community where political conversations take place among other kinds of communication. The institutional character of Black Heart and ten politically controversial conversations are analysed, using a case study method that applies web content analysis and computer mediated discourse analysis. There is a strong institutional framework operating in the political text conversations of Black Heart, the participants are governed by the institution and the participants govern each other. The political communication is characterised by revealing and arguing for political interest. To challenge is the dominant category of political action which constitutes political subjects that are offensive, argumentative and polemic. Political communication and the on-going interaction generate an educational situation in which the participants are expected to be content oriented, argumentative, expressive, communicative and polemic.  

  • 90.
    Andersson, Erik
    University of Skövde, School of Humanities and Informatics.
    Irony in the Political: Young people's use of irony in a political text conversation in a net community2010In: Lifelong Learning and Active Citizenship: Proceedings of the twelfth Conference of the Children's Identity and Citizenship in Europe Academic Network / [ed] Peter Cunningham and Nathan Fretwell, London: CiCe , 2010, p. 641-650Conference paper (Refereed)
    Abstract [en]

    The net community1 as a public place expresses current society while creating conditions and providing a framework for societal development and young people’s participation, living and understanding of the wider society. Today young people spend much time on the Internet, specifically in the social media2, and everyday political conversations are minimally researched. My research deals with young people’s conversation in net communities and how these conversations look, and the opportunities this creates for the growth of political citizens: What potential relevance may these opportunities have when young people are faced with existentially controversial and vital issues (about sustainable development)? The question for this paper is limited to a small part of this broader context concerning everyday political conversations in the light of irony. According to previous research, irony is a multifaceted and ambiguous phenomenon and the social media offer new expressions for irony. What does this mean for the text conversation? Irony is shown to be, through an initial observation, a rhetorical resource that visualises adversaries and pushes the conversation forward. My intention is, through a rhetorically oriented discourse analysis, to understand irony by identifying different types of irony and discuss possible implications: How does the use of irony look? What are its consequences for the conversation and the growth of political citizens? The theoretical entrance for this leans on the idea of the political. First I will present the concept of irony; secondly, theoretical and methodological inputs; thirdly, a description of the empirical data and how irony is identified; and finally, I present some preliminary results and conclusions.

  • 91.
    Andersson, Erik
    University of Skövde, School of Humanities and Informatics.
    Rum och plats i didaktiken: Om VAR-frågan i svensk didaktisk forskning och undervisning – exemplet digitalamedier2012In: Utbildning och Lärande / Education and Learning, ISSN 2001-4554, Vol. 6, no 2, p. 16-27Article in journal (Refereed)
  • 92.
    Andersson, Erik
    University of Skövde, School of Humanities and Informatics.
    Stake in the political: Young people´s condition for political socialization in social media2010In: Politics, Culture and Socialization, ISSN 1866-3427, E-ISSN 2196-1417, Vol. 1, no 4, p. 379-396Article in journal (Refereed)
    Abstract [en]

    This article concerns young people’s political acting on their own terms. With a broad understanding of the political life – the political – and a recognition of space and place as central aspects determining young people’s condition for political socialization, the use of stake in a political conversation between young people is analyzed as an approach to describe and discuss aspects of political socialization in a public room within the social media – the net community. The political conversation within the national net community is shown to be built up and maintained by certain discursive conditions and pressures determining the character of the conversation, as well as the conditions to which you are expected to conform as a participant within this place. The findings indicate that young people’s political conversation – their political acting – in social media could be a new form of political communication with its own unique characteristics, creating conditions for young people’s political socialization.

  • 93.
    Andersson, Erik
    University of Skövde, School of Humanities and Informatics.
    Text som kontext - rum, plats och text som social situation2010In: Utbildning och lärande, ISSN 1653-0594, Vol. 4, no 1, p. 76-96Article in journal (Refereed)
    Abstract [en]

    The ability to express oneself in text has come to be an even more pressuring task due to new media. The use of text in the new media and the school looks slightly different and create different claims on which kind of text activity that are advocated. Language activity and use of text in different spaces and places has become a constituent principle in the western society of today – language and the use of text is seen as the ontological condition for social life. The historical and conventional media notion of public and reception has been replaced by a more complex communication situation due to the digital media. Related to this context and the linguistic turn, three concepts; text action, text conversation and the pedagogy of place are developed and exemplified by a national net community. The theoretical contribution makes it possible to understand and approach the use of text and the complexity this use in different spaces and places articulates. The national net community is discussed in relation to the school exemplifying two different public spaces where new media is put forward illustrating a social situation consti-tuted of text – young people’s use of text practically becomes context. How can we understand and approach this new educational situation?

  • 94.
    Andersson, Erik
    University of Skövde, School of Humanities and Informatics.
    The political voice of young citizens: Educational conditions for political conversation - school and social media2012In: Utbildning och Demokrati, ISSN 1102-6472, E-ISSN 2001-7316, Vol. 21, no 1, p. 97-119Article in journal (Refereed)
    Abstract [en]

    Political conversation is a prerequisite for social cohesion in society. Due to digital media, a new educational situation has been shaped that creates different conversational possibilities in which the political conversation can take place. The analysis of two cases, the international students' questionnaire used in the ICCS 2009 and findings from research in a Swedish net community, represents two spaces - school and social media - containing specific educational conditions for political conversation. These two spaces are used to problematize and discuss, in terms of political socialisation, educational conditions for political conversation in school. The Political Voice of Young Citizens is shown to be framed by different conditions depending on where, when, and how the political conversation is institutionally arranged and directed.

  • 95.
    Andersson, Erik
    University of Skövde, School of Humanities and Informatics.
    Värdebasen i Den Tionde Dagen: om normer, praxisteori och värden i lokal skolutveckling2006Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In a local school development project the principles of values and norms are studied. The focus of the study is set on the moral of the collective (norms), the praxis theory (norms and valuations) and the value foundation within the context of a local school development project. The value base is compared to the value discourse in the national curriculum. In a greater perspective the study is about understanding the essence of school development. The ontological and epistemological perspectives make the value objective theory. Values become objects for assimilation and guidance of humans as social beings in the world. The values are found in the intersubjectiv construction, in the social community, where values come to exist. The research is in the areas of pedagogy and philosophy. The main technique used for collecting empirical materials is focus groups.

    Pedagogical and ethical value discourses come in to sight and are expressed by the teachers. The pedagogical values Development, Participation and Autonomy are all of great importance in the practice of teaching. On the one hand the teaching fundament is constituted by the pedagogical values, the duty of teaching. The ethical values Respect, Development, The duty to do the assignment, Freedom and The integrity of the individual, are, on the other hand all units of importance in the construction of a good school. In teaching praxis the ethical values legitimate the things that are going on. In the organization of The Tenth Day the ethical values stand for the duty of educating children. In the context of local school development pedagogical and ethical values show the existing understanding of the national curriculum. In this wholeness teachers’ values in the pedagogical deed and values for the pedagogical deed exist. If those two perspectives are used they will create a teaching praxis that contains the interaction between teachers as well as between teachers and their pupils. This interaction constructs the value base as a whole.

    The theoretical contribution of this study contains a new perspective of approaching school development. They are closely related to the praxis and they also show the underlying values in an organization by defining the central concepts/ideas and using them as tools.

  • 96.
    Andersson, Erika
    et al.
    University of Skövde, School of Humanities and Informatics.
    Rynning, Linda
    University of Skövde, School of Humanities and Informatics.
    Karlsson, Marie
    University of Skövde, School of Humanities and Informatics.
    ”Tjugo olika elever innebär tjugo olika sätt att lära”: en studie om elevinflytande och lärstilar2008Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna kvalitativa empiriska studie utfördes i grundskolans första år och syftade till att undersöka och jämföra elevers och lärares uppfattningar om elevers inflytande och olika sätt att lära i undervisningen av bokstäver. För att kunna undersöka detta har intervjuer med både elever och lärare använts som datainsamlingsmetod. Studiens resultat visade att elevers och lärares uppfattningar skiljde sig åt när det handlade om elevers olika sätt att lära – lärstilar. Lärarna tyckte att de varierade sig när det handlade om lärstilar men eleverna tyckte inte att denna variation var tillräcklig. Åsikterna om elevernas inflytande över undervisningen stämde däremot överens. Lärarna ansåg att eleverna var för unga för att kunna ta hela ansvaret för sitt lärande och eleverna hade därför inte något större inflytande. Dessa områden behandlas även i diskussionsdelen. Slutsatser som kunde dras under arbetet med studien var att eleverna efterlyste mer kinestetiska inslag i undervisningen och att lärarna behövde blir mer medvetna om elevernas olika lärstilar.

  • 97.
    Andersson, Eva
    et al.
    University of Skövde, School of Humanities and Informatics.
    Landestedt, Lisa
    University of Skövde, School of Humanities and Informatics.
    Skolan som samarbetspartner: En kvantitativ studie om föräldrars tankar kring skolan.2013Independent thesis Advanced level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Everyone has in some extent their own experiences of school; it means that thoughts and attitudes vary depending on who is asked. Awareness, communication and commitment are essential elements for the cooperation between home and school. The school has over time been characterized by different power configurations that contributed to the teachers' authority was granted. Today, school and parents both are responsible for children’s education, therefore it´s pedagogues’ personal characteristics that becomes the authority. The purpose of this study was to investigate how parents of children in grades 1-3 think about the collaboration between home and school. The study is based on parent surveys in three counties in central Sweden. The result shows that parents wants to bee involved in their child's schooling, conversations about school is a priority. The result indicates both similarities and differences based on respondents' gender, age and educational level. The compilation also reveals that schools profiling shines through in respondents' language. The study shows the pedagogues´ difficulties to meet all parents' views, while their opinions must be addressed. Pedagogues’ can´t possibly meet all the parents at the same time, while their views should not be taken for granted.

  • 98.
    Andersson, Evelina
    University of Skövde, School of Humanities and Informatics.
    "Un análisis lingüístico-contrastivo de Dinero fácil, traducción al español de la novela sueca Snabba cash, de Jens Lapidus"2010Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [es]

     

    Andersson, Evelina. 2010. "Un análisis lingüístico-contrastivo de Dinero fácil, traducción al español de la novela sueca Snabba cash, de Jens Lapidus"; 43 sidor, Spanska / Uppsats C13, 15 hp/ECTS, språkvetenskaplig inriktning. Skövde: Högskolan i Skövde. [Handledare: David Mighetto, Docent, fil. dr]

     

    1.   Introducción

     

    1.1.   Síntesis Esta tesina trata de cómo cambia un texto al ser traducido. Son muchos los factores que influyen el trabajo de traducir. No solamente las distintas formas de lexicalizar un contexto, sino también el significado de las palabras, que dependiente de las diferencias de la cultura fuente y meta pueden dar distintos sentidos al lector. Quizás hay palabras o contextos que necesitan aclaración para los lectores meta, los lectores de la traducción.

    Este estudio se basa en la novela Snabba cash (2006), de Jens Lapidus y la traducción de ésta al español, Dinero fácil. La novela fue traducida por la traductora María Sierra en 2009. Snabba cash es una novela policíaca que según mi opinión se diferencia de otras novelas del mismo género, sobre todo en cuanto al estilo. La trama gira alrededor de las discotecas lujosas de Stureplan, la clase alta y la vida diaria de los suburbios de Estocolmo, todo enlazado por la cocaína. Mi intención con esta tesina es encontrar diferentes tipos de cambios léxico-pragmáticos entre la novela y la traducción y prestar atención a la jerga de la droga. Además, es interesante ver cómo maneja la traductora el ambiente cambiante de la sociedad alta a los bajos fondos de Estocolmo.

    En el primer capítulo presento mi hipótesis, objetivo y propósito, trasfondo científico, corpus y método. El segundo capítulo contiene la elaboración cuantitativa y la presentación de los resultados, presentados en forma de tablas. En el tercer capítulo analizo los resultados para finalmente llegar a las conclusiones del último capítulo.

     

    1.2.   Hipótesis

    La hipótesis es que la traducción al español de la novela Snabba cash trae consigo cambios semánticos y pragmáticos que en la traducción se muestran en forma de adiciones, omisiones, inexactitudes y reelaboraciones del texto. Aun cuando el ambiente donde tiene lugar la narración es una ciudad grande y en un entorno del narcotráfico, otra hipótesis es que las adiciones de tipo pragmático son más frecuentes que las adiciones semánticas, debido a que la trama de la novela se desarrolla en Estocolmo y de ahí que esté muy orientada hacia la sociedad y los valores de Suecia de hoy en día.

     

    1.3.   Objetivo y propósito

    El objetivo es leer paralelamente la novela original y la traducción en español para encontrar cambios e inexactitudes entre los dos textos. Partiendo de las teorías del marco teórico fundo cinco categorías propias como punto de partida en la investigación. Después categorizo las diferencias entre Snabba cash y Dinero fácil para llegar a los resultados acerca de los tipos de cambios más frecuentes en la traducción. De esta manera podré confirmar o no la hipótesis. Además, por propio interés, y suponiendo que la novela contiene jerga de droga, elaboro y presento en el capítulo 2 una tabla con palabras de la jerga de la droga encontradas en el corpus analizado.

     

  • 99.
    Andersson, Fredrik
    University of Skövde, School of Humanities and Informatics.
    Procedurellt genererade provinskartor för strategispel: En jämförelse mellan Voronoidiagram och Cellular Automata2013Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Procedurell generering är ett område som vuxit mycket på de senaste åren men som också är ett gammalt område. Kända koncept inom detta område är kart- och terränggenerering. Koncepten används för att skapa både verklighetstrolig terräng och för att skapa spelkartor för spelaren att utforska.Detta arbete använder sig av procedurell generering för att undersöka skillnaden mellan två kända metoder; Voronoidiagram och Cellular Automata vid skapandet av en provinskarta. Tre kartor från varje metod evalueras genom att importeras i spelet Crusader Kings 2 och sedan spelas med hjälp av spelets artificiella intelligens. Kartorna evalueras genom att titta på tre olika faktorer för hur intressant kartan är och prestandan för att skapa en karta. Resultatet visar att det både är lite skillnad mellan de två metoderna som jämförts men också att det är väldigt liten skillnad mot standardkartan. Prestandamässigt är det dock Voronoidiagrammet som är överlägset med ungefär dubbel tidseffektivitet jämfört med Cellular Automata.

  • 100.
    Andersson, Gustav Erik
    University of Skövde, School of Humanities and Informatics.
    Design från intressen: Hur intressen kan påverka utformningen av ett stridsfordon till att framstå som vänligt sinnat och eget2011Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta examensarbete behandlar hur individers mål, ståndpunkter och attityder kring ett föremål kan användas i föremålets design för att individerna lättare skall kunna identifiera sig med föremålet ifråga samt betrakta det som eget och/eller vänligt sinnat. Denna metod för design av föremål testades genom design och modellering av ett stridsfordon, vilket sedan utvärderades i en enkätundersökning tillsammans med ett redan existerande västerländskt stridsfordon. Syftet med undersökningen var att undersöka vilket av stridsfordonen som målgruppen ansåg vara lättast att identifiera sig med/framstod mest som egen.

    Undersökningen visade att stridsfordonet som designats med tanke på målgruppens  mål, ståndpunkter och attityder också i större utsträckning upplevdes  som vänligt sinnat/egen.

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