Sökning: "group playing"

Visar resultat 1 - 5 av 275 uppsatser innehållade orden group playing.

  1. 1. Positional differences of physical peak intense periods in Swedish elite football : A pilot study of under 19 and first team players

    Master-uppsats, Gymnastik- och idrottshögskolan, GIH/Institutionen för fysisk aktivitet och hälsa

    Författare :Adam Eriksson; [2024]
    Nyckelord :Most intense periods; Peak period; External load; Rolling avrage; Match; Official game; Positional differences; Position data; Youth soccer players; Academy players; Senior soccer players; professional soccer players; Elite players;

    Sammanfattning : Syfte: Syftet med denna studie är att med hjälp av multivariata parametrar undersöka skillnader i fysisk extern belastning under den mest intensiva perioden (MIP) av match för spelare på ungdomselit och seniornivå samt att identifiera eventuella skillnader mellan positioner och halvlekar.Metod: En kvantitativ retrospektiv studie tillämpades, där spelare från ett seniorlag (SEN)spelandes i högsta divisionen i Sverige samt fotbollsspelare från ett ungdomselitlag (U19)från samma klubb spelades i näst högsta divisionen för åldersgruppen deltog i studien. LÄS MER

  2. 2. Dual Cultural Influences and Career Paths: : Second-Generation Iranians in Sweden

    Kandidat-uppsats,

    Författare :Khazar Amini; [2024]
    Nyckelord :Cultural Capital; Field; Habitus; Identity Formation; Iranian Culture; Second-generation Iranians in Sweden;

    Sammanfattning : Nearly four decades after the peak influx of Iranian immigrants to Sweden around 1985-1990, recent academic inquiry has begun to shift its emphasis towards their second generation. These individuals, born to parents who arrived during that period, are now achieving notable positions across various sectors of Swedish society. LÄS MER

  3. 3. ”Det kändes mer som att vi var ett band …” : Elevperspektiv på kamratrespons i ensembleundervisning på gymnasiet

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Musikhögskolan i Malmö

    Författare :Max Nordström; Malin Näslund; [2023]
    Nyckelord :ensembleundervisning; feedback; gymnasieskolan; kamratbedömning; kamratrespons; lärande; musikpedagogik; utbildningsvetenskap; ensemble lessons; high school; learning; peer assessment; peer response; Educational Science; Music Education; Performing Arts; Social Sciences;

    Sammanfattning : The interest in conducting this study arises from our thoughts and findings from two main areas. Firstly, our positive experiences from peer response in other subjects than music, and secondly, our positive experiences from playing in bands where the feedback between members plays a key role. LÄS MER

  4. 4. Effectiveness of audio in games as a learning tool for improving memory retention

    Kandidat-uppsats, Stockholms universitet/Institutionen för data- och systemvetenskap

    Författare :Jonathan Arnfjell; Filip Hallberg; [2023]
    Nyckelord :Video Games; Education; Learning; Memory;

    Sammanfattning : This thesis researches the impact of audio in video games as a tool for enhancing memorization through an experiment. Existing research has found that videogames have the potential to be used as learning tools, however there's a lack of research exploring what aspects of video games make them useful in a learning setting. LÄS MER

  5. 5. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Engelska

    Författare :Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Nyckelord :Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Sammanfattning : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. LÄS MER