Sökning: "digital spare time activity"

Hittade 4 uppsatser innehållade orden digital spare time activity.

  1. 1. Fallstudie om Prediktivt och Tillståndsbaserat Underhåll inom Läkemedelsindustrin

    M1-uppsats, KTH/Hållbar produktionsutveckling (ML)

    Författare :Numan Redzovic; Anton Malki; [2022]
    Nyckelord :Reactive Maintenance; Preventive Maintenance; Condition-based Maintenance; Predictive Maintenance; Industry 4.0; Internet of Things; Simulation; Big Data; Big Data Analytics; Digital Twin; Artificial Intelligence; Cloud Storage; Maintenance systems; CMMS; ERP systems; EAM systems; SAP; IBM Maximo; SKF; SPM Instruments; Sensors; Analytics; Ventilations Systems; Shock pulse sensor; Vibration sensor.; Avhjälpande Underhåll; Förebyggande Underhåll; Tillståndsbaserat underhåll; Prediktiv underhåll; Industri 4.0; Internet of Things; Simulation; Big Data; Big Data Analys; Digital Tvilling; Artificiell Intelligens; Molnlagring; Cybersäkerhet; Underhållssystem; CMMS; ERP system; EAM system; SAP; IBM Maximo; SKF; SPM Instruments; Sensorer; Analys; Ventilationssystem; Stöt Pulsgivare; Vibrationsgivare.;

    Sammanfattning : Underhåll är en aktivitet som varje produktion vill undvika så mycket som möjligt på grund av kostnaderna och tiden som anknyts till den. Trots detta så är en väl fungerande underhållsverksamhet väsentlig för att främja produktionens funktionssäkerhet och tillgänglighet att tillverka. LÄS MER

  2. 2. The consequences of digital extramural activities for the formal classroom

    Uppsats för yrkesexamina på grundnivå, Malmö universitet/Institutionen för kultur, språk och medier (KSM)

    Författare :Anna Leffler; [2021]
    Nyckelord :ESL; extramural; gaming; informal learning; primary school;

    Sammanfattning : The purpose of this independent project is to give teachers of young ESL-students a collected knowledge of what kind of digital extramural activities the students often do on their spare time and what consequences this have for the formal primary classroom and students’ vocabulary skills. The studies used are found on EBSCO’s ERIC and SwePub, peer reviewed, published between 2010 and 2020, and all available in full text through Malmö university. LÄS MER

  3. 3. Listening comprehension : Digital technology and its effect on the L2 learner’s listening comprehension.

    M1-uppsats, Umeå universitet/Institutionen för naturvetenskapernas och matematikens didaktik

    Författare :Sofi Larsson; Ove Lundberg; [2019]
    Nyckelord :Second language acquisition SLA ; digital technological development; digital spare time activity; Andraspråksinlärning; digitalteknologisk utveckling; digital fritidsaktivitet;

    Sammanfattning : The rapid development of new technologies and how these are affecting school age children is in this day and age an area of growing importance. In the context of second language (L2) acquisition, it has been noted that spare time activities of a digital nature impact those pupils who spend more time on activities such as online gaming in the target language than average (Sundqvist 2019, 95-103). LÄS MER

  4. 4. Examination of primary school children's playing habits through digital puzzle games, and the impact of non-educational commercial puzzle games on the development of logical thinking in primary school children : An ethnographic case study with Supaplex

    Magister-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Fatma Kübra Tuğsal; [2018]
    Nyckelord :Supaplex; development of logical thinking in children; attitude to problem-solving; games roles in development of logical thinking; ethnographic case study;

    Sammanfattning : Supaplex is a single player video-game released at the beginning of the 90's which known as a challenging puzzle game developed for MS-DOS and Amiga. Although Supaplex did not get an intense interest and did not become a "POP" icon like PacMan or Super Mario or Sonic during the 90's, it was quite popular among people who like puzzle games such as Boulder Dash. LÄS MER