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Psychological determinants of stroke outcome in miceCraft, Tara K. S. 14 September 2006 (has links)
No description available.
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Pattern Language: Identification of design opportunities for the child with Autism Spectrum Disorder (ASD) to develop his/her social skillsDadgar, Majid 20 October 2011 (has links)
No description available.
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Irakiska flyktingars integrering i Sverige under 80-talet : En kvalitativ studie om fyra irakiska flyktingars resa för att integrera sig i det svenska samhälletDraszka, Anastasia January 2021 (has links)
The war between Iraq and Iran started 1980 and ended 1988. During the war it came approximately 11 811 Iraqi refugees to Sweden. In this essay. I will explore how Iraqi refugees who came in the 1980s have integrated themselves in the Swedish society. To enhance this understanding, I used previous research material presented in the essay but, most importantly, I also used a qualitative method with organized interviews. The interview material consists of 4 individual interviews for 90 minutes each, and all interviewees are highly educated men in the ages of 62-66 years. I structured the interviews in line with 3 framing questions with the purpose to understand how the interviewees’ first time in Sweden was, especially considering potential difficulties of learn the Swedish language; how the interviewees perceived opportunities and challenges in establishing themselves on the employment market; and finally their thoughts and feelings about their own integration. I have used three different models/theories when analyzing the results. Firstly, I used symbolic interactionism as an explanatory model for interpersonal interaction, communication, subjective interpretation of situation and group affiliation. Secondly, I used the postcolonialism as an explanatory model. Postcolonialism describes a power structure that exists in the society where “white” people are perceived as being the superior race while “black” people are perceived as being the subordinate race, which is a legacy from colonialism. Thirdly, I used folkloristic narrative analysis, which helps to understand how people, with the help of stories from the past, position themselves in reality when the story is meaningful.
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Peer interaction during collaborative writing at the 4th/5th grade level /Nunn, Grace Gaeta January 1984 (has links)
No description available.
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An empirical test of the superordinate goal as a means of reducing intergroup conflict in a bargaining situation /Hunger, J. David January 1973 (has links)
No description available.
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The Stress-Buffering Role of Social Report and Self-Efficiency Among First-Year Graduate StudentsCecchini, Mary T. 01 January 1986 (has links) (PDF)
No description available.
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Establishment of play in Million program environmentsDiep Olsson, Emelie, Lindersköld, Siri January 2012 (has links)
Utgångspunkten för denna kandidatuppsats är att den byggda miljön påverkar våra liv och vårt handlingsutrymme. Den byggda miljön kan möjliggöra eller begränsa olika typer av aktiviteter. Leken är en av de mest grundläggande aktiviteterna i vår sociala utveckling och är en del av den sociala interaktionen med andra människor. Leken förknippas ofta med barn, men leken förkommer och är viktig för alla ålderskategorier.Syftet med studien är att ta reda på hur den byggda miljön kan skapa möjligheter för leken att etableras. Vi undersöker om man kan planera och styra leken och vad leken kan tillföra i ett miljonprogramsområde.Många av de miljonprogramsområden som byggdes i Sverige under 1960- och 70-talet är ofta problemtyngda och den byggda miljön lider av ett eftersatt underhåll. Området Gårdsten i Göteborg är ett område som genomgått ombyggnadsprojekt med inriktning på hållbarhetsfrågor, med de sociala frågorna i huvudfokus. Vi har genomfört en fallstudie av området och genom analys utvärderat hur den byggda miljön skapar förutsättningar för lek. / The basis for this candidate essay is that the built environment affects our lives and our freedom of action. The built environment can facilitate or limit different types of activities. Play is one of the most basic things in our social development and is part of the social interaction with other people. The play is often associated with children, but the play is as important for all age groups.The purpose of this study is to investigate how the built environment can support the opportunity for play to establish itself in one place. We investigate to what extent you can plan and control the play and what play can supply to a Million Programme area.Many of the Million Programme areas that were built in Sweden during the 1960s and 70s are often problematic and the built environment suffers from deferred maintenance. The area Gårdsten in Gothenburg is an area that has undergone renovation projects with a focus on sustainability issues, with social issues in the main focus. We have conducted a case study of the area and through analysis evaluated how the built environment can create conditions for play.
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Motivational Aspects of Gameplay: The Roles of Indirect Engagement and Social Presence in PlayLjungberg, Christofer, Hansson, Torsten January 2012 (has links)
Our thesis revolves around how intrinsically motivational incentives can be created by using gameplay elements and features instead of creating motivation with extrinsically mediated rewards. We find problems with achievement systems being too focused on rewarding players extrinsically instead of adding to the increase in motivation along with the gameplay experience. Using theories from the psychology field on motivation we created a foundation from which we started to design a game that creates motivation through its features and mechanics. From the feedback we received on our user testing and interviews, all within an iterative design process, we found that users responded more positively to our suggested improvements concerning the high score list feature in particular, followed by general gameplay features like visual feedback.From the summarized data we have collected we have noticed that one of the main features people wanted in games was feedback on what and how they were doing, whether it was an action or where their competition was.
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TaS - Take a SeatEriksson, Andreas, Lund, Johanna, Lundh, Fredrik January 2008 (has links)
Humans have always been fascinated by the thought of bringing non living objects to life. Wewanted to explore the possibilities of trying to create an artefact that the audience wouldconsider possess emotional states and have a life of its own.TaS is a interactive chair that functions as a social entity. The idea is to try and enhance thebond between human and artefact, based upon the emotional connection. We try and produce,enhance and maintain this bond through curiosity based interaction.Bachelor thesis in Interaction Design by Andreas Eriksson, Johanna Lund and Fredrik Lundh,spring term 2008, Malmö University, K3 School of Arts & Communication.
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Enhancing Game Jam Experiences: Finding more productive and focused group work interactions through establishing a frameworkHansson, Torsten January 2014 (has links)
The thesis will focus on the methods of establishing group work objectives and in turn create focused groups that spend more time being productive and enjoying their efforts than having to go through trivial yet troublesome organization and structure sorting evaluation periods.
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