Spelling suggestions: "subject:"communmunication 1echnology"" "subject:"communmunication atechnology""
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Social media Influencers In whom we trust? Kritisk tänkande inom influencer marketing hos generationen ZBoélius, Markus, Persson, Chotima January 2019 (has links)
No description available.
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Exploring the experiences of cyberbullying in a sample of Saskatchewan adolescents2013 June 1900 (has links)
As technology advances, it appears that the adolescent age group is becoming more aligned with the various forms of communication that are available such as cell phones with texting, instant messaging on the Internet, as well as social networking websites like Facebook, Instagram, and Twitter. Bullying with these forms of communication technology has become known as Cyberbullying (Li, 2006). Communication technology use across Canada has been steadily increasing over the past few decades (Statistics Canada, 2010). With this increase, it is not surprising that adolescents are increasing the amount of time that they spend with communication technology (i.e. cell phones and Internet) whether it is school related use or socializing. Communication technology makes it more difficult for victims of cyberbullying to avoid the bullying and potentially increases the side effects that a victim may feel.
This study explored how adolescents experience cyberbullying. More specifically, in order to set the context for the study, it was explored how adolescents use communication technology (i.e. internet, cell phone, etc.) and whether there are differences between genders. Then, with specific focus on cyberbullying, how adolescents respond to the cyberbullying experience (as victim or perpetrator) and what views or attitudes adolescents had regarding cyberbullying were explored.
Anonymous questionnaires regarding cyberbullying and student life satisfaction were completed by 334 students in Grade 11 and 12 in a southern Saskatchewan high school. Approximately 33 percent of participants indicated being a victim of cyberbullying, 20 percent reported cyberbullying others, and almost 60 percent witnessed cyberbullying. Females reported experiencing stronger feelings in response to being cyberbullied than males and also felt more guilt than males when cyberbullying others. Those females who had experienced cyberbullying victimization tended to hold more negative attitudes towards cyberbullying (i.e., thinking cyberbullying is harmful) than males. Males who tended to bully others more frequently tended to have more positive attitudes toward cyberbullying (i.e., thinking cyberbullying was a normal part of adolescence) than females. Participants also offered potential solutions on how to stop cyberbullying that included increasing education and awareness as well as using blocking and privacy features of Internet devices. Other findings indicate that participants who were not involved in cyberbullying, either as a victim or cyberbully, were more likely to report higher levels of life satisfaction than those involved in cyberbullying.
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A study of educational change in the use of ICT : secondary teachers self-perceptions in the 1990sLeeh, David Jhong Kyu January 2002 (has links)
No description available.
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ICT in modern languages : a study of the effects multimedia books have on developing reading skills among Portuguese young learners of EFL (English as a foreign language)Menezes, Maria Helena Pinto Morais Sarmento de January 2000 (has links)
No description available.
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Address Terms in Computer Mediated Communication: Email, Chat and Weblogs /Anglemark, Linnéa, January 2009 (has links)
Diss. Uppsala : Uppsala universitet, 2009.
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Spelkaraktärer : En undersökning om skapandet av minnesvärda karaktärer i spelKarlsson, Benjamin, Holgersson, Emil January 2018 (has links)
Detta kandidatarbete handlar om minnesvärda spelkaraktärer och dess utveckling inom ett fantasytema. Metoderna som har använts för detta arbete är MDA, Matter Matters och Quality of Experience. Vi bekantar oss även med en analysmetod för att analysera hur spelare använder karaktärer som ger oss en utgångspunkt. Vi har format vårt koncept så att spelaren kan ha fria tyglar när det kommer till karaktärens utveckling, detta gör att spelaren kan ändra karaktären efter sin spelstil. För att kunna få en bredare förståelse om minnesvärda spelkaraktärer så vänder vi oss till ett undersökningsformulär vi skapade för att få en inblick i vad andra ser som viktiga parametrar för dessa minnesvärda karaktärer. Som avslut så går vi igenom framtida idéer om detta koncept och om hur vår karaktär kan utvecklas vidare. / This bachelor thesis is about memorable game characters and its evolution within a fantasy theme. The methods used for this work are MDA, Matter Matters and Quality of Experience. We also familiarize ourselves with an analytical method to analyse how players use characters which gives us a starting point. We have shaped our concept so that we can let the player choose when it comes to the characters evolution, which allows the player to change the character according to their playstyle. To get a broader understanding of memorable game characters, we turn to a survey we created to get an insight into what others see as important parameters for these memorable characters. Lastly, we review future ideas about this concept and how our character can be further developed.
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Rhizomatik som metod i en gränssnittsdesignprocessPersson, Johanna January 2018 (has links)
No description available.
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AWE-STHETIC - Sublima intra-aktioner & medietekniskt uttryckEnlund, Linus, Funke, Alex January 2018 (has links)
No description available.
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Sökmotoroptimering - en studie i att förbättra besökarantalet på svt.se/recept / Search Engine Optimazation – A study to increase online visitors for svt.se/receptJohansson, Linn January 2016 (has links)
This report is about how to improve Search Engine Optimization (SEO) on svt.se/recept. The report includes a competitive analysis, a keyword analysis and a survey. The competitive analysis was conducted by looking at five of the biggest competitors and assessing how they preform based on the most important parts of SEO. The results was concluded and analyzed. Keyword analysis was based on selected words to map which ones were the most used and how they are used together with other words on search engines. These keywords were then assembled in an Excel-document. The survey was conducted to get more detailed answers as to how people search for recipes using a search engine. This questionnaire was answered by 66 people and the survey was compiled and analyzed.
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ROOTS : What could emerge out of thinking and acting networked roots as design? / ROOTS : Vad skulle kunna uppstå av att tänka och agera utifrån rotade nätverk som design?Barry, Cecilia January 2017 (has links)
Abstract ROOTS – What Could Emerge Out of Thinking and Acting Networked ROOTS as Design? This bachelor’s thesis uses ROOTS as a method designed to engage in both thinking and acting inside networks, by creating a hydroponic gardening network. As a designer one engages in many different fields of design. The most complicated design is designing networks with function, interlaced and embedded in everyday life. This is known as accountability, to be accountable to ones decisions and to act on many perspectives when designing. Accountability is designing from somewhere, and being aware of where that somewhere stems from. ROOTS visualizes accountability in a network, as accountability entails thinking and acting inside a network, and by doing so one actively engages in thinking about futures and design as a whole. When asking oneself what could emerge out of thinking and acting networked ROOTS as design, one begins to speculate in matters of vast networked complexity. From observation using methods such as ANT, the technologic extension T-ANT and also conducting a study in messiness, information is created and from the information, valuing becomes present, from valuing knowledge grows, from knowledge comes accountability and the network creates another cycle of ROOTS. Keywords: Design, Network, Accountability, Complexity
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