Sökning: "fun"

Visar resultat 6 - 10 av 70 avhandlingar innehållade ordet fun.

  1. 6. Spela snyggt och ha kul : Gemenskap, sammanhållning och musikalisk utveckling i en amatörorkester

    Författare :Gunnar Heiling; Musikhögskolan i Malmö; []
    Nyckelord :HUMANIORA; HUMANITIES; Pedagogy; aesthetic; group-coherence; social community; frame-factor theory; situated learning; non-dualistic; learning; Music; brass band; didactics; Pedagogik; didaktik;

    Sammanfattning : In a Swedish brass band a program for change was pursued which aimed to improve the artistic level of playing of the ensemble without replacing less competent members. At the time for the study the band comprised 34 members, four of whom were female. LÄS MER

  2. 7. En vandring längs välviljans väg : en studie om idrott och internationellt utvecklingsarbete genom de skandinaviska exemplen LdB FC For Life i Sydafrika och Open Fun Football Schools i Moldavien

    Författare :Niklas Hafen; Josef Fahlén; Malmö högskola; []
    Nyckelord :MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; Fotboll; Utveckling; Integration; Fred; Hälsa; Jämställdhet; HIV AIDS; Millenniedeklarationen; Agenda2030; Internationellt utvecklingsarbete; CSR; Idrott; Sport for Development and Peace; Idrottsvetenskap; Sport Science;

    Sammanfattning : The aim of this doctoral thesis is to analyze Sport for Development and Peace (SDP) initiatives from the initiators, sponsors and donor’s perspective through the Scandinavian examples LdB FC For Life in South Africa and Open Fun Football Schools in Moldova. On this basis, it seeks to explore the relationship between rhetoric and practice surrounding both projects. LÄS MER

  3. 8. Den allvarsamma leken : Om World of Warcraft och läckaget

    Författare :Peder Stenberg; Alf Arvidsson; Billy Ehn; Charlotte Hagström; Umeå universitet; []
    Nyckelord :HUMANIORA; HUMANITIES; Internet; online role-playing games; World of Warcraft; gender; virtual; bodies; computer; participatory play; game; gamestudies; ethnography; online; community; work; forum; role-playing; identity; fan fiction; user; intellectual property; production; user created content; Ethnology; Etnologi; Ethnology; etnologi;

    Sammanfattning : Through more than five years of extensive, participatory research the writer became a fully integrated member of the World of Warcraft community he set out to study. By actually living the grounded practices that constitute the everyday life he concludes that the mundane, often repetitive practice has very little to do with the cyber-utopian claim that one can flee the body and become who they want on the Internet. LÄS MER

  4. 9. Gamifying the news : Exploring the introduction of game elements into digital journalism

    Författare :Raul Ferrer Conill; Michael Karlsson; Henrik Örnebring; Christer Clerwall; Seth Lewis; Karlstads universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Journalism; Digital Journalism; Gamification; News; Institutional Logics; Media and Communication Studies; Medie- och kommunikationsvetenskap;

    Sammanfattning : For over a century, crosswords, puzzles, and quizzes have been present in newspapers. Digital journalism has only increased the trend of integrating game elements in news media, often blurring the traditional boundaries between news and games. LÄS MER

  5. 10. Adolescent Gaming and Gambling in Relation to Negative Social Consequences and Health

    Författare :Charlotta Hellström; Cecilia Åslund; Kent Nilsson; Jerzy Leppert; Per Binde; Uppsala universitet; []
    Nyckelord :MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; Adolescents; Depression; Gambling; Gaming; Health; Musculoskeletal symptoms; Negative social consequences; Psychosomatic Symptoms.; Family Medicine; Allmänmedicin;

    Sammanfattning : The aims of the thesis were to study relationships between the effects of online gaming and gambling and negative social consequences and ill health among adolescents and to determine whether gaming and gambling activities occur together.The papers in this thesis used epidemiological methods to obtain self-report information from Swedish adolescents aged 13–18 years. LÄS MER