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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
111

Safari ethnography expeditionary film, popular science and the work of adventure tourism /

Staples, Amy J. January 2002 (has links)
Thesis (Ph. D.)--University of California, Santa Cruz 2002. / Typescript. Includes bibliographical references (leaves 445-478).
112

Group development and activity sequencing in adventure programming a facilitator's experience as an outdoor adventure leader /

Bishop, Catharine F. January 2004 (has links)
Thesis (M. Ed.)--Bowling Green State University, 2004. / Includes bibliographical references (leaves 74-78).
113

Σχεδιασμός, ανάπτυξη και αξιολόγηση ενός εκπαιδευτικού παιχνιδιού περιπέτειας για φορητές συσκευές

Χατζημηνάς, Νικόλαος 25 January 2010 (has links)
Στόχος της εργασίας είναι ο σχεδιασμός, η ανάπτυξη κι η αξιολόγηση ενός πρωτότυπου εκπαιδευτικού παιχνιδιού περιπέτειας για κινητές συσκευές. / Objective of this project is the designing, the development and the evaluation of an educational adventure game for mobile devices.
114

A participação de idosos em atividades de aventura na natureza no âmbito do lazer : valores e significados /

Dias, Viviane Kawano. January 2006 (has links)
Orientador: Gisele Maria Schwartz / Banca: Maria Regina Simões / Banca: Sebastião Gobbi / Resumo: Este estudo, de natureza qualitativa, tem como objetivo, analisar a participação e as emoções de indivíduos idosos em atividades de aventura na natureza, identificando o significado dessas vivências para esta população, os parâmetros relacionados aos motivos de aderência, as relações de valores referentes a essas experiências na vida dos idosos e as principais dificuldades encontradas nessas práticas. O estudo foi realizado em duas etapas, a primeira relacionada a uma revisão de literatura a respeito das temáticas propostas e a segunda, a uma pesquisa exploratória, utilizando-se como instrumento uma entrevista estruturada. A amostra intencional do estudo foi formada por 15 indivíduos idosos, com faixa etária acima de 60 anos, de ambos os sexos, praticantes regulares dessas atividades, oferecidas por empresas de ecoturismo, da cidade de Brotas/SP. Os dados coletados foram analisados descritivamente, por meio da técnica de Análise de Conteúdo Temático e indicam que, nos motivos de aderência, a família e amigos foram os responsáveis por levarem essas pessoas a praticarem essas atividades, seguidos da curiosidade em conhecê-las e do fato de estarem em contato com a natureza. Também foi mencionada a busca de novas experiências e a necessidade de fazer uma atividade física. Referente ao indicador sobre valores, tanto o significado como as modificações na vida dos idosos, foram altamente positivos, não só na mudança de atitudes e auto-estima, como na auto-percepção. Já as emoções sentidas antes da vivência foram ligeiramente negativas, decorrentes da expectativa e da ansiedade. As emoções durante e após foram semelhantes e positivas. Em relação às dificuldades encontradas pelos idosos para essas práticas, o deslocamento para as cidades que as oferecem, o alto custo das mesmas e alguns equipamentos... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: This study, of a qualitative nature, aimed to analyze the participation and the emotions of elderly in adventure activities in nature, by identifying the meaning of these experiences, the values related to these experiences in the life of the elderly, and the main difficulties found in these practices. The study was carried out in two phases, being the first one related to a literature revision regarding the thematic proposals and the second referring to an exploratory research, using a structured interview as an instrument for collection of the data. The sample of the study comprised 15 aged individuals, with age above of 60 years, of both sexes. They were selected intentionally, based on previous experience, offered by eco tourism companies, of Brotas/SP. Data were descriptively analyzed, by Content Analysis and indicate that referring to adherence family and friends were responsible for introducing them into these activities, followed by the curiosity to know them and the fact of being in contact with nature. Referring to values, the meaning such as the changes of the elderly were positive, even in attitudes, self-steam and awareness. Regarding to emotions before the activities they were slightly negative, derived from expectation and anxiety. Emotions during and after the activities were similar and positive. In relation to difficulties, the displacement to the cities that offer this activities, the increasing cost of them and of the equipment, together with the lack of information and of adapted activities, the prejudice regarding the elderly and the fear were mentioned by the elderly. Based on these data it becomes a challenge to amplify awareness and insertion of the elderly in regular... (Complete abstract, click electronic address below) / Mestre
115

Videogames as Reconstructionist Sites of Understanding the Affordable Housing Crisis

Palamara, Francesca 01 January 2018 (has links)
Division 8 is a prototype single player adventure game that challenges players to solve a story in a sci-fi fantasy world. Based on an Afrofuturist framework, Division 8 is designed to educate, engage and inform players on the affordable housing crisis. The concept of Division 8 is to parallel the section 8 housing vouchers system. In the United States, housing choice vouchers (popularly known as “Section 8”), subsidizes families’ rental payments so they can lease housing that they would otherwise not be able to afford.[1] Unlike games like the Redistricting game and the Westchester game that attempt to capture the housing crisis and housing history of the United States, Division 8 utilizes an interactive narrative to integrate players traveling through the reality of the public housing system. The objective of the game is to explore the convoluted paths and unravel the incentives of characters in the affordable housing crisis. Players will click through different character interactions and dialogue boxes to investigate, analyze and garner information. In making moves, players must consider not only the stories that will assist in solving the puzzle of surviving the housing system, but also the inherent knowledge and subtle clues that are embedded within the game’s framework. The end-state is reached once the player discovers the incentives of characters and ultimately, what decisions lead to the unsuccessful policies of the public housing system.
116

ENTER THE LABYRINTH: A VR PROCEDURAL PSYCHOLOGICAL NIGHTMARE

Unknown Date (has links)
This thesis explores the history of virtual reality and how the medium can help make psychological horror adventure games become a more immersive experience. Project Labyrinth takes inspiration from psychological horror adventure games, Greek mythology, and experimental music to immerse the player in a VR dream/nightmare. Appealing to the senses of sight and sound, the moody visual effects and haunting music, along with the use of procedural generation, create an eerie atmosphere in which the player must explore and problem-solve in order to find their way through the labyrinthine game. The environment changes and evolves as the game is replayed, creating a dream or nightmare-like setting, stirring the sensation of déjà vu. The game was developed in VR using the Oculus Quest, a device that allows the player to freely move about without being tethered to a computer. The Quest’s ability to use hand, body, and room tracking significantly improves an already immersive experience. / Includes bibliography. / Thesis (M.F.A.)--Florida Atlantic University, 2020. / FAU Electronic Theses and Dissertations Collection
117

An Adolescent Journey: Expressive Letter Writing Through a Wilderness Adventure Therapy Program

Crump, Ava M. 01 May 2014 (has links)
This qualitative phenomenological study explored the key themes of an adolescent journey during a wilderness adventure therapy program through expressive letter writing to their parents. Ten complete sets of letters (five boys and five girls) totaling over 400 pages were analyzed by four independent coders until saturation of themes were reached. There were five overarching themes that emerged from the data: impact of wilderness experiences, desires for improved relationships, apology and accountability, negative emotions, and positive growth and coping. These themes were presented in the chronological pattern that they appeared in the letters. The findings represent the adolescents’ experiences written in their own words. This research is the first of its kind and has implications for parents and adolescents who are considering this growing treatment modality of wilderness adventure therapy, and for professionals, especially family therapists, who can use the pattern in assessment and as an intervention tool in working with families.
118

Student Voices: New Experiences, Empowerment, & Moral Development in Physical Education

Hoague, Sarah 26 July 2018 (has links)
No description available.
119

Second Star

Solorzano, Samantha 01 April 2023 (has links)
A parentifed foster teen is transported to the island of Neverland in search of her missing sister, who's held captive by the mysterious, ruthless ruler of the island. A boy, named Pan.
120

An Examination of the Relationship Between Adventure Recreation and Adolescent Identity Development

Duerden, Mathew David 06 July 2006 (has links) (PDF)
The purpose of this study is to examine, using both quantitative and qualitative methods, the effect of a two-week adventure recreation program on early adolescent identity development. The study also investigates the influence of gender and the parent-adolescent relationship on this process. Participants in this study included 44 males and 47 females, ages 11-17 (M = 13.4, SD = 1.03), from three western states. Twenty-two males and 23 females participated in the treatment group and the remaining 22 males and 24 females served as controls. The treatment group completed a two-week adventure recreation program, Camp WILD. The program consisted of three different activity areas: backpacking, exploration (e.g., mountain biking, leadership training, wilderness skills, and environmental education) and white water rafting. The quantitative results supported the hypothesis that the adventure recreation program would promote positive adolescent identity development. The data also indicated only limited differences between the developmental impact of the program on males and female participants and that the child-parent relationship exerted only a slight influence on the interaction between the program and identity development. The qualitative data provided further insight into the mechanisms underlying the positive relationship between the adventure recreation program and participants' identity development.

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