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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
211

Comparing HTML5 Based Apps With Native Apps

Rebreniuk, Oleksii January 2013 (has links)
With the advent of HTML5 as the new standard, web pages became an alternative to native Android and iPhone applications, what made it possible to reduce time and cost of app development and maintenance processes.This thesis is aimed for finding, analyzing and documenting experience and criteria that have weight in a selection of the technology for development of search apps. To achieve this, were developed and compared three alternative client apps (Web-based HTML5, Android and iOS).The results of the thesis provides recommendations for selection the appropriate alternative for the successful development strategy, overview of the problems which may occur during development process, pros and cons of a plain Web-based solution, a Web-hybrid solution, and native Android/iOS solutions that are evaluated for a search intensive apps.
212

Mobile development : Linnaeus University App for Exchange students

Jiménez Tarrés, Víctor January 2014 (has links)
Every year approximately a thousand of exchange students arrive to Växjö looking forimproving their university experience. The main problem is that this amount of peopleis very difficult to handle and organize. Sometimes, students don’t have enoughsupport, missing important information, missing interesting events and so on. In consequence, the students can develop a bad feeling about the universityorganization giving a bad feedback to the future potential incoming students. This is abad aspect to Linnaeus University because it is losing future students. In order to solve the problem, different surveys have been done to the internationalstudents, and even to the Växjö International Students (VIS) organization. The findings from these surveys are very interesting, and it is possible to identify andgroup different problems in order to make the solution easier. Furthermore, a good solution is found, improving the situation we were before. The solution found will fit in the hand of each student and will bring us in a better situationfor the university and their students.
213

Quality Assessment of Web Pages : is it worth the trouble?

Collin, Imad January 2017 (has links)
No description available.
214

Migration av appar till Windows Phone 8 / Migration of apps for Windows Phone 8

Johansson, Peter January 2013 (has links)
Fler människor börjar använda olika mobila operativsystem i mobiltelefonen samt appar som enbart fungerar på plattformen. Det leder till att app-leverantörer måste utveckla varje app till varje specifik plattform vilket är dyrt. De vanligaste operativsystemen som används idag är Android samt IOS men hösten 2012 släpptes Windows Phone 8 vilket innebär ytterligare en plattform att ta hänsyn till. I sammarbete med företaget Sogeti Jönköping fokuserar studien på att hitta en metod som gör det möjligt att migrera appar mellan plattformar och till Windows Phone 8. Studien innefattar också att identifiera för och nackdelar med olika app-typer genom en litteraturstudie och intervjuer samt att testa om migrationsmetoderna fungerar praktisk genom en implementation. Resultatet har påvisat att det finns två stycken olika metoder för migration vilket är PhoneGap och Xamarin. Genom implementationstester har Xamarin visat sig vara mest lämplig att använda i ett framtida större app-projekt. / More people are starting to use different mobile operating systems in their mobile phones and apps that only work on the specific platform. This leads to app-developers must develop each app on each specific platform which is expensive. The most common operating systems today are Android and iOS, but during fall of 2012 Windows Phone 8 was released, which means yet another platform to consider. In cooperation with the company Sogeti Jönköping this study focuses on finding a method that makes it possible to migrate applications between platforms and Windows Phone 8. The study also includes identifying the pros and cons of different app-types through a literature review and interviews, as well as testing whether the migration methods work through a practical implementation. The results have shown that there are two different solutions to migration which is PhoneGap and Xamarin. Through implementation tests Xamarin was the most suitable for future app-projects.
215

Customer Aquisition and Retention by Gamifying User Experience : Gamifying the team messaging app Briteback

Cersowsky Weström, Liska January 2016 (has links)
Studies have shown that many problems office workers face today arise from digital communication and collaboration, with information overload being the biggest obstacle to being effective and productive. Briteback is a new messaging app for teams, which was launched in November 2015, and which aims to solve these problems by providing users with a platform where they can manage all their work-related communication, in an attempt to structure office workers’ communication and to relieve communication related stress. As the app is a new competitor on the market, Briteback is evaluating the possibility of using different marketing strategies to position itself against competition, and to deepen their customer’s engagement and loyalty. According to several studies, gamification is a promising marketing strategy which can be applied to all kind of contexts. Given this background, this study examines what elements a gamification concept could include to assist Briteback with its marketing strategy to acquire new customers, as well as to deepen customer engagement and loyalty. The gamification concept resulted in an achievement based model, where users of the app can collect badges and learn more about the app and its features, as well as how to use these most effectively. Users can compete against each other for a leaderboard position and earn a VIP club membership to gain early access to new features. Usability tests at the end of the design process showed that study participants rated the overall usability of the gamification concept with a score of 75.6. It is concluded that the developed gamification elements have great potential of assisting Briteback with its marketing goals.
216

Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.

Demi, Thorsteinsson January 2017 (has links)
The purpose of this thesis is to investigate the communication within archaeology and cultural heritage through mobile applications, also known as apps. It brings up digital media and apps as a way of communicating and in what ways this could broaden the existing communication within cultural heritage and archaeology towards a changing and digitalized society. The thesis furthermore presents a study that was made with the purpose of investigating how three chosen apps communicating archaeology and cultural heritage are used and experienced and also if there was room for improvement within these apps The study showed that every app was following a similar design since every app was at least partly dependent on that the person testing it was located in a particular place. This was experienced as limiting and this feature got a high amount of negative response from the users. Even though the apps delivered knowledge through popular digital media they still could not reach all the way to the users and the conclusion was made that it most likely was because of the location-based design and because they did not give the users themselves the ability to be involved in the content. The conclusion is that it is not simply enough to digitalize communication because they also have to meet certain goals within quality and interactivity standards. This because modern smartphone users have higher expectations due to the high amount of apps avaliable on todays market. Suggestions are made about investments in working with the gaming inustries to make communication and learning via digital media interactive and with focus on the audience and the user.
217

A Study of Learning Outcomes of a Mobile Travel Application in Tourism Geographic Course

Chou, Chen-Hsiung 05 1900 (has links)
Mobile technologies have been adopted into education more and more. New hardware, such as smart phones and tablets, has increased the popularity of mobile technology. There are also many applications created for the fields of education and tourism. This research chose a travel application from Taiwan to apply into a tourism geographic course at the Taiwan Hospitality and Tourism College (THTC). A quasi-experiment design was applied to this study. Two classes/groups participated in the study. One class was the treatment group which used the travel app through teaching scenarios. The other group was the contrast group which used a lecture format with handouts. Both groups were given a pre-test to determine knowledge of Danongdafu Forest Park (DFP), and Taiwan tourism geography. A post-test was administered after eight weeks of teaching activities. Post intervention scores were compared to pre-intervention scores between the two groups. The results of ANOVA showed that there was no statistically significant learning difference between the treatment group and the contrast group. A paired-sample t-test analysis revealed that after eight weeks of teaching DFP content, both groups gained significantly in knowledge. Furthermore, the learning attitudes and interviews of the treatment group students indicated positive responses utilizing m-learning in teaching scenarios. Students indicated a desire to receive m-learning opportunities for future courses.
218

Communications and Methodologies in Crime Geography: Contemporary Approaches to Disseminating Criminal Incidence and Research

Ogden, Mitchell 01 December 2019 (has links)
Many tools exist to assist law enforcement agencies in mitigating criminal activity. For centuries, academics used statistics in the study of crime and criminals, and more recently, police departments make use of spatial statistics and geographic information systems in that pursuit. Clustering and hot spot methods of analysis are popular in this application for their relative simplicity of interpretation and ease of process. With recent advancements in geospatial technology, it is easier than ever to publicly share data through visual communication tools like web applications and dashboards. Sharing data and results of analyses boosts transparency and the public image of police agencies, an image important to maintaining public trust in law enforcement and active participation in community safety.
219

An explorative study on the doctors and patients perceptions about healthcaredigitalization – A comparative study between 4 countries with different levels of digitalization.

Carbonaro, Daniele, Elsaied, Mostafa, Semerci, Mustafa January 2021 (has links)
The digitalization process in healthcare services has gained momentum nowadays. This study aims to explore how digitalization in the healthcare sector is perceived by doctors and patients. In addition, our thesis objective is to make a comparison between 4 countries with different levels of digitalization. These countries are Egypt, Turkey, Italy, and Sweden.  In our thesis, we conducted an exploratory study depending on both qualitative and quantitative data with the purpose of investigating doctors and patients’ perspectives.  Based on the results of our study we can conclude that Sweden might be considered the most digitalized country out of the four studied countries while Egypt might be addressed as the least digitalized country. For Italy and Turkey, many steps were taken towards digitalization, however, the digitalization process still needs to be further developed. Patients from the four countries ensured the reliability and effectiveness of the digital tools in healthcare. Nevertheless, concerns and questions regarding privacy and data security have been highlighted in our research.  Regarding Covid-19, doctors and patients from all the four countries agreed on the fact that the digital healthcare system markedly improved, and the importance of using digital tools has been highlighted during the pandemic.
220

Att appa eller inte appa - det är frågan : Gymnasieelevers användning av appar och annan pedagogisk teknologi - med fokus på elever i läs- och skrivsvårigheter / To "App" or not To "App" - That Is the Question : Students with reading and writing disorder: their use of apps and other supportive educational technology

Knutsson, Lena, Rahm, Jannice January 2016 (has links)
Datorer till varje elev blir allt vanligare i gymnasieskolan. Med datorn följer oändliga möjligheter till undervisning och lärande men också många dilemman för lärare. Det finns ofta en övertro på att modern teknik ska ”fixa” dessa pedagogiska dilemman och att lärare med automatik ska veta hur tekniken ska användas. Forskning kring elever i läs- och skrivsvårigheter berättar att det finns många fördelar att vinna med användning av teknologiska verktyg i undervisningen. Motivation, ökat självförtroende, ökade möjligheter till lärande och bättre skolresultat för elever i svårigheter men också för övriga elever. Pedagogiska appar är uppbyggda enligt teorin kring scaffolding och kan, rätt använda, utöka varje elevs ”zone of proximate development”. Syftet med detta examensarbete är att genom en enkät riktad till elever i gymnasieskolan undersöka deras användning av teknologiska verktyg, pedagogiska appar samt deras uppfattning kring nyttan av dessa. Resultatet visar att nästan alla elever använder PC, tillhandahållna av skolorna, men att det främst är inom ämnena svenska och engelska de använder stöd i form av stavningshjälp, uppläst text mm. Användning och kännedom av och kring appar och stödjande program är lågt, även om många av eleverna anger att de har svårigheter att stava så anger endast 10% att de regelbundet använder sig av stöd för stavning. Användningen är alltså låg även fast resultatet också visar på att eleverna upplever positiva effekter av användningen av teknologiska verktyg i form av bland annat ökad motivation och kontroll. Resultatet ger upphov till en mängd frågor rörande orsaken till det låga användandet. Bland annat: har lärarna för låg teknisk kompetens? För låg kännedom kring vilken app som passar bäst och hur den används? Köper skolorna in fel verktyg? Ger vi elever i svårigheter de stöd och kompetenser som möjliggör ett gott studieresultat samt ett framtida fungerande samhällsliv? / A computer for every student is more and more common in high school. With the computer come endless possibilities for teaching and learning but also many dilemmas for teachers. There is often an over-reliance on technology to “fix” these educational dilemmas and that teachers automatically will know how to use this new technology. Research on students with reading and writing disorder show that there are many advantages to gain with the use of educational technology. Motivation, increased self confidence, more possibilities for learning and better school results for students in need but also for other students. Educational apps are constructed according to the theory of scaffolding and can, if used correctly, increase every student’s ”zone of proximate development”. The purpose of this essay is, through the means of a survey aimed at high school/ upper secondary students, examine their use of educational technology and apps and also their perception of the possible gain of these. The results show that nearly every student use a computer/PC made available from their schools. However it is almost exclusively in the subjects Swedish and English they use any support in the form of spelling apps or text read out loud. Usage and knowledge of apps and other supportive software are low. Even if many students answer that they have difficulties in spelling only 10 % say that they regularly use any support when spelling. So the usage is low although the study also shows that the students perceive positive effects from using educational technology, taking the form of increased motivation and control. Our result gives rise to a number of questions concerning the cause of the low usage. Among others: Do teachers have too little technological knowledge and competence? Do they know too little about how to use apps or what app to use? Do schools buy the wrong technological tools for their students? Do we really give students with reading or writing disorder the support and knowledge that would achieve school success and later a working social life?

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