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Magasin i nya medier - Konkurrent eller komplement till pappersversionen?Holmberg, Max January 2013 (has links)
Det papperslösa samhället har varit ett begrepp i över trettio år, men än läser vi tidskrifter och magasin i pappersform. Vi konsumerar dock dagligen allt mer information och mycket av denna är i digital form. Tidskriften är en produkt som liksom CD-skivan är möjlig att helt och hållet digitalisera. Kanske är det en anledning till att upplagorna minskar för många tidskrifter i Sverige? Denna rapport syftar till att nå en fördjupad förståelse för hur svenska tidskrifter möter den digitala utvecklingen i fyra kanaler; webbplats, Twitter, Facebook och applikation för iPad (digital utgåva). Med deduktivt angreppsätt gjordes en innehållsanalys av information som publicerats i de fyra kanalerna. Observationerna kompletterades med sekundäranalys av offentlig statistik. 20 olika tidskrifter undersöktes, 10 stycken med ökande tryckt upplaga och 10 stycken med minskande tryckt upplaga.Resultaten visar inget tydligt samband mellan hög aktivitet/närvaro i digitala medier och enminskande upplaga. Det är vanligare att tidskrifter med minskande upplaga finns på Twitter.Att ha ett Facebook-konto är lika vanligt i båda urvalsgrupperna. Att publicera en digital utgåva av en i huvudsak tryckt tidskrift är relativt ovanligt förekommande. / The paperless society has been a concept for more than 30 years now, yet we still readmagazines in printed form today. But we also consume a lot more information today than weused to, and this information is increasingly in digital form. The magazine is a physical product that just like the CD is possible to turn completely digital. Maybe this is a reason for the rapid decline of printed circulation among Swedish magazine publishers? This report aim to increase the knowledge of how Swedish publishers meet the digital development in four different channels, website, Twitter, Facebook and digital edition for iPad.A content analysis of the information in the four different channels was conducted on 20different magazines, 10 with an increasing printed circulation and 10 with a declining printedcirculation.The results show no clear indication that there is a connection between high digitalpresence/activity and declining printed circulation. It is however more common amongmagazines with a declining circulation to be present at Twitter. Publishing a digital edition of a printed magazine is still relatively uncommon among Swedish magazines.
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Comparing Picture Exchange and a Voice Output Communication Aid in Young Children with AutismLorah, Elizabeth Rishel January 2012 (has links)
The Center for Disease Control estimates that one in 88 births result in a diagnosis of autism (CDC, 2012). Of those individuals diagnosed with autism approximately 25-61% fail to develop vocal output capabilities (Weitxz, Dexter, & Moore, 1997). The use of Augmentative and Alternative Communication (AAC) systems, such as Picture Exchange (PE) and Voice Output Communication Aids (VOCA) has been demonstrated as effective for those individuals to acquire a mand repertoire (Mirenda, 2003). The focus of the current study was to compare mand acquisition using PE and the iPad as a VOCA, in terms of acquisition rate and participant device preference, and with regard to collateral effects on vocalizations and disruptive behaviors. Additionally, the study evaluated the effectiveness of a teaching strategy using constant time delay with full-physical prompts (Sigafoos, Doss, & Reichel, 1989) in the acquisition of a mand repertoire using PE and the iPad as a VOCA, in five preschool aged children with autism. Finally, the devices were assessed in terms of their social validity. Three participants acquired the ability to communicate using the iPad as a VOCA more readily and two participants acquired the ability to communicate more quickly using PE, while the overall rate of independent manding was higher for four participants using the VOCA. The results of the study also indicate that the use of a constant time delay procedure with full-physical prompts was effective in the acquisition of both PE and the VOCA device. Regarding preference, four participants demonstrated a clear preference for the VOCA device and one for PE, when presented with the option to respond with either device. With respect to collateral effects, the data were largely inconclusive. For one participant there was an overall increase in vocalizations, for one participant there was an overall decrease in vocalizations, for the remaining three there was no systematic change in their rate of vocalizations during or following communication training. Regarding disruptive behaviors, an overall decrease in the occurrence was seen for two participants, for the remaining three the rates of occurrence did not change systematically following communication training. Finally, in terms of social validity, both the VOCA device and PE were found to be acceptable communication tools, with educators reporting that they would not only include such training within their classroom routines, but would also recommend its use in the future. / Educational Psychology
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The Use of iPads® to Promote Leisure Activities for Adults with Autism Spectrum Disorder (ASD) and Intellectual Disability (ID)Nepo, Kaori Gunji January 2017 (has links)
Adults with autism spectrum disorder (ASD) are characterized by difficulties in social interactions and functional communication skills, and the presence of repetitive behaviors and restrictive interests (American Psychiatric Association, 2013). These characteristics can adversely affect the daily functioning of individuals with ASD and pose problems for them in obtaining and maintaining stable employment. In addition, their limited ability to engage in leisure activities can also diminish their quality of life (Garcia-Villamisar, & Dattilo, 2010; Patterson, & Pegg, 2009). Employing an iPad2®, the present study used a multiple-probe design across six participants to investigate the effects of a most-to-least prompting procedure on independent leisure engagement with iPad2® apps. Data on the duration of leisure engagement was also addressed. In addition, this study examined the impact of a visual schedule on the participants’ independent transitioning between leisure activities on the iPad2® as a part of daily routines. The results suggest the intervention was effective in increasing the level of independence and leisure engagement of the participants. However, differences in screen touch-sensitivity and limited compatibility between apps caused difficulties for some of the participants at times. In addition, the caregivers of the participants responded to a survey regarding the social validity of the interventions, including their social perceptions of the use of these commonly available devices, and the stigma associated with these devices. The results indicated the caregivers felt the interventions with the iPad2® were effective improving participants’ independence and leisure engagement. They also thought the individuals would stand out less in the community with the use of the iPad2®. / Special Education
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F-3 lärares erfarenheter kring digitala verktyg i skrivundervisning / F-3 teachers' experiences of digital tools in teaching writingHrnjic, Almedina, Muarem, Zehra January 2024 (has links)
Studiens syfte var att undersöka vilka upplevelser grundskollärare i årskurs två och tre har kring användningen av iPads eller Chromebooks i skrivundervisningen för de yngre åldrarna. Studiens teoretiska perspektiv bygger på New Literacies och Multiliteracies. Vi använde oss av en kvalitativ metod i form av semistrukturerade intervjuer där vi genomförde intervjuer med sex verksamma lärare i F-3. Resultatet visar att lärarna har olika upplevelser kring användningen av iPads eller Chromebooks i skrivundervisningen. Majoriteten av lärarna ansåg att iPads/Chromebooks var ett hjälpmedel men valde ändå att fokusera på det traditionella tillvägagångssättet, skriva med papper och penna. Dessutom har lärarna varit tydliga med att när man ska använda sig av ett digitalt verktyg, i deras fall iPads eller Chromebooks, är det väsentligt att veta vilket syfte det digitala verktyget ska ha för att kunna använda dess fulla potential. Studien avslutas med ett förslag på framtida forskning.
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Functions Fun: An iPad Educational Game for Teaching Mathematical Functions and GraphsLiu, Xuan 18 June 2019 (has links)
Teaching and learning mathematical functions and graphs pose significant challenges for teachers and students. Students often have difficulty in understanding a functional relationship between two quantities such as distance and time, temperature and precipitation, and gas price and number of gallons. Teaching students to have quantitative thinking about functions can help them understand the rate of change for complicated functions and later succeed in learning Calculus. Traditional educational methods such as static graph images and some learning tools usually have some limitations. Teaching students the dynamic changes of quantities within the static picture has serious difficulties. Compared to the learning tools, the game-based learning increases interest when students are learning complicated functions. This thesis presents a game-based learning application called Functions Fun, which runs on iPad tablet computers. The game is created to teach / learn the following functions: Linear, Quadratic, Exponential, Logarithmic, Trigonometric, and Polynomial with degrees over four. Each function is covered under a game level. The game setting is a jungle environment. Each game level has its own scene, challenging the player to take an action while teaching a function and its graphical representation. Functions Fun enables students to play and learn functions and graphs in a more effective and entertaining manner. / Master of Science / Teaching functions and graphs plays an important role in mathematics education. Teachers and researchers emphasize the need for students to form the quantitative thinking habits when they are learning different function graphs. This thesis presents Functions Fun, an iPad educational game that aims to help secondary students to understand function graphs by varying two quantities x and y such as distance and time, temperature and precipitation, and gas price and number of gallons. Adventure game is chosen as the game genre and six real-life models related to the following six functions are created: Linear, Quadratic, Exponential, Logarithmic, Trigonometric, and Polynomial with degrees over four. Each function is covered under a game level. The game setting is a jungle environment. Players are rewarded for their accomplishments. Through game effects and animations, students can have a better understanding of how the value changes of variables x and y influence the shape of graphs.
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Digitala aktiviteter i fritidshemmet : Ett utvecklingsinriktat arbete om att erbjuda planerade digitala aktiviteter samt en studie i att undersöka relationen mellan barns deltagande och intresse inom digitala aktiviteter.Gustafsson, Ida January 2024 (has links)
Digitala verktyg är något som elever i dagens samhälle växer upp med vilket leder till att det blir en aktiv del i deras vardagliga liv utanför fritidshemmet. Syftet med arbetet är att erbjuda aktiviteter med digitala verktyg och att undersöka hur aktiviteter med digitala verktyg kan organiseras för att möta elevernas egna intressen. Ett annat syfte är också att undersöka relationen mellan barns deltagande och intresse i digitala aktiviteter. Därför används metodologin aktionsforskning som innebär en avsikt att förändra eller utveckla något i praktiken. De metoder som används för att generera data är intervjuer och videoobservationer. Resultatet visar att planerade aktiviteter med digitala verktyg kan i vissa fall användas som ett sätt att möta elevernas intressen. Samt att eleverna tycks uppskatta möjligheten att kunna påverka sitt deltagande i planerade aktiviteter i fritidshemmet. Resultatet visade även att intressedrivet och kunskapsdrivet är mer förekommande än vänskapsdrivet och prestationsdrivet deltagande när elever deltar i digitala aktiviteter. Det visade också att prestationsdrivet deltagande syntes knappt. Eleverna deltar i digitala aktiviteter mestadels för att de vill vara i en miljö med sina vänner, att de är intresserade av aktiviteten och för att ta med sig sin tidigare kunskap eleverna har sedan när de ska delta. Samt har det visats att olika valmöjligheter leder till bättre deltagande och att knyta kopplingar mellan intresse och fritidshem är en viktig faktor. Utredningen hjälper lärare i fritidshem att förstå i vilken form digitala verktyg kan användas för nytta. Utredningen visar också hur deltagande av barnen ändras när de känner sig intresserade av ämnet.
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VTQuestAR: An Augmented Reality Mobile Software Application for Virginia Tech Campus VisitorsYao, Zhennan 07 January 2021 (has links)
The main campus of Virginia Polytechnic Institute and State University (Virginia Tech) has more than 120 buildings. The campus visitors face problems recognizing a building, finding a building, obtaining directions from one building to another, and getting information about a building. The exploratory development research described herein resulted in an iPhone / iPad software application (app) named VTQuestAR that provides assistance to the campus visitors by using the Augmented Reality (AR) technology. The Machine Learning (ML) technology is used to recognize a sample of 31 campus buildings in real-time. The VTQuestAR app enables the user to have a visual interactive experience with those 31 campus buildings by superimposing building information on top of the building picture shown through the camera. The app also enables the user to get directions from the current location or a building to another building displayed on a 2D map as well as an AR map. The user can perform complex searches on 122 campus buildings by building name, description, abbreviation, category, address, and year built. The app enables the user to take multimedia notes during a campus visit. Our exploratory development research illustrates the feasibility of using AR and ML in providing much more effective assistance to visitors of any organization. / Master of Science / The main campus of Virginia Polytechnic Institute and State University (Virginia Tech) has more than 120 buildings. The campus visitors face problems recognizing a building, finding a building, obtaining directions from one building to another, and getting information about a building. The exploratory development research described herein resulted in an iPhone / iPad software application named VTQuestAR that provides assistance to the campus visitors by using the Augmented Reality (AR) and Machine Learning (ML) technologies. Our research illustrates the feasibility of using AR and ML in providing much more effective assistance to visitors of any organization.
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Vzdělávání žáků s mentálním postižením pomocí iPadů / Education of children with mental disorder with iPadSoukupová, Klára January 2017 (has links)
(in English): The goal of this thesis is to analyze mainly advantages of iPad use during lectures at special primary schools. In addition, the thesis takes a look at disadvantages of this style of education. The theoretical part includes the first four chapters. The main information source for this part is expert literature. The first step presents the basic terms from the field of education. The next step presents important information about mental retardation and autistic spectrum disorders, including the specific aspects of education of children with such mental disorders. Following are the characteristics of the iPad devices and the history of the device and its manufacturer, the Apple company. This part also includes other information and communication technology used for educational purposes at regular as well as special schools. Last chapter of this part excerpts advantages and disadvantages of iPad listed in used expert literature. The practical part uses the method of qualitative analysis, in the form of semi-structured interview to find out which positive and negative effects can iPad usage have for both parties involved - children and teachers. The analysis builds on the foundation laid in the theoretical part, checking how the answeres of the interviewees correspond to the contemporary...
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Multimediální aplikace ve výuce francouzského jazyka / Multimedia applications in French language teachingSacherová, Jana January 2014 (has links)
TITLE: Multimedia applications in French language teaching SUMMARY: This thesis describes the possibilities of using tablets as educational devices within learning French as a foreign language. The work has a theoretical part and a practical part. In the theoretical part the role of information and communication technologies (ICT) in the educational process is defined. Tablet is characterized and classified in the system of didactic tools. Studies that have dealt with the teaching and learning via tablets are presented and programmes that enable equipping schools with these devices are mentioned. The way of teaching is transforming due to the upcoming educational technology and also the teacher's role in the process of education is changing. The practical part provides a critical review of the applications available in the App Store, which can be used for the development of different language skills in French class and beyond. Furthermore the thesis offers methodological instructions as a teacher's support. Through these materials, lessons containing work with authentic French applications could be introduced in class. The contribution of this thesis is thus both a critical review of selected educational applications that can serve as basic information for newcomers to the environment of multimedia...
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Förskolan - en plats för barns digitala erfarenheter : En kvalitativ intervjustudie om några förskollärares arbete med digitala verktyg och barns tidigare erfarenheter av dessa verktygMathsson, Ingela January 2016 (has links)
I denna studie beskriver sju förskollärare på lika många förskolor hur de tänker om hur de använder de digitala verktygen på förskolan med barnen. Vilka digitala verktyg och utrustningar har de på sina förskolor? Får barn användning av sina erfarenheter av digitala verktyg på förskolan? Genom semistrukturerade intervjuer har förskollärarna fått delge sina uppfattningar. Är de digitala verktygen en del av barns vardag på förskolan? Med pragmatismen som perspektiv har analysen genomförts. Resultatet visar att det finns icke påverkbara faktorer och påverkbara faktorer i förskolans verksamhet för användning av de digitala verktygen. Några av dessa faktorer är läroplanen, kollegor, föräldrar, förskollärarnas kompetens och hur verkygen används rent praktiskt. Dessa faktorer har stor inverkan på förskollärarnas arbete med de digitala verktygen. Förskollärarna är medvetna om att barn har tidigare erfarenheter av de digitala verktygen från hemmen men det är inget som lyfts i verksamheten.
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