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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.
31

Brädspelets Roll På Fritidshemmet : En kvalitativ studie om barns perception av brädspel i en fritidsmiljö / The role of board games in the leisure-time centre : A qualitative study of children's perception of board games in a leisure environment

Roos, Caspar, Myrgren, Måns January 2022 (has links)
This study's aim is to shine a light on students' attitudes on board games in the leisure time centre. Do students in middle school know the social benefits of board games, and what resources do they need to experience board games? The study looks into students' attitude on the importance of an engaged teacher in leisure time centres and also an engaged adult person in other similar environments. Vygotsky's theories around mediation and proximal development are the foundation of the study and terms such as cognitive development and social development are central for the analysis. The empirics consists of pair interviews with ten (10) students in the age range 9-13 which has been analysed from a content analysis perspective. The conclusion is that the sociocultural perspectives’ different ideas are very much present while pupils play board games in the leisure time centre, and that there is a mainly positive attitude toward board games. However, the study cannot prove that students experience the same learning as studies prove exists.
32

Bättre brädspel : En utforskande fallstudie om hur slutanvändaren kan integreras i den grafiska formgivningens skapandeprocess av ett brädspel och vilka utmaningar detta medför / Better board games : An exploratory case study on how the end-user with focus on graphic design can be integrated into the creation process of a board game and the challenges it entails

Bengtsson, Jennie January 2021 (has links)
En grafisk designer är van att arbeta i en klassisk rak metod, och skapa sina designlösningar med tanke på användaren i tron om att de är experter på att visuellt kommunicera. Samhället kräver dock mer hållbara och användbara produkter och tjänster, vilket tyder på att slutanvändarintegrering kan vara en lösning som ger bred feedback på en potentiell lösningsmetod. En grafisk designers uppgift är att visualisera sin uppdragsgivares uppdrag, göra en målgruppsanalys och leverera en produkt eller tjänst efter en brief; detta inom designerns konstnärliga stil samt expertis. Hur blir det då att inkorporera en slutanvändare i en process där man som grafiker ofta gör individuella beslut? Denna uppsats undersöker vilket värde slutanvändarintegrering skapar och i vilken grad det används idag inom brädspelsbranchens skapandeprocess. Uppsatsen utmanar också genom att presentera barriärer för implementering av en slutanvändar-baserad designmodell. Med utgångspunkt i ett intervjumaterial destilleras ett standardiserat arbetsflöde för brädspelsdesign fram, vilket leder till en bättre förståelse för när och hur slutanvändaren framgångsrikt kan inkorporeras i processen. Detta jämförs sedan med egenutförda användarcentrerade designmetoder där brädspelet ”Green Guardians” har designats men hjälp av speltestningsgrupper bestående av slutanvändare. Intervjumaterialet ger en bred och generell förståelse för hur brädspel skapas, med ett fokus på vad moderatorn studerar under ett speltestningstillfälle. Det sammanfattade resultatet redovisar integrering av slutanvändare som en vital och tillförlitlig del av skapandeprocessen av brädspel. Däremot finns för lite forskning på hur teori och metod tillämpas i praktiken. Dessutom påvisar resultatet att det inte är vanligt att få feedback om brädspelets grafiska utformning och utmanar denna teori med påståenden om att den grafiska designern ser sig som expert, och att kommunikationsproblem kan stå som barriär. Uppsatsen ger därför förslag på hur interaktionen kan förbättras mellan moderator och speltestare för att brädspelet ska utvecklas optimalt.
33

Víc než jen zábava: Deskové hry z historicko-sociologického pohledu / More than just fun: Board games from a historical-sociological perspective

Koukalová, Tereza January 2021 (has links)
The aim of the work was to present the history of board games from a historical- sociological perspective. The theoretical section described the history of board game development, taking into account their role in society. Subsequently, the results of qualitative research conducted among members of the board players community in the Czech Republic were interpreted in practical part. These were complemented by the results of the questionnaire investigation. This gave a comprehensive view of the evolution and transformation in the board player community, as well as the board game itself. So the work presented not only a thousand-year history of board games, but also focused on contemporary board games and their players.
34

Reducing Unnecessary Sign-ups by The Development Solution of Super-client Driving Multiple Sub- clients( SDMS)

Zhao, Xiaolin January 2021 (has links)
Nowadays more and more web applications are becoming part of everybody’s daily life. Lots of Internet users are bothered by having to create new accounts on websites. But at the same time, it is believed that sign-up as well as sign-in is a good registration solution which is difficult to replace.  In this thesis we considered a certain scenario in which a number of people need a short period of co-operation for certain tasks by using a web application. If everyone creates an account, it will be significantly annoying since it will increase everyone’s work and extend the working period. Due to such consideration we have supplied a possible solution that one user with an account works as a super-client, and then generates short-lived login codes or links for others who work as sub-clients. This solution is called SDMS which is short for Super-client Driving Multiple Sub-clients.  The thesis work contains the description and analysis of SDMS as well as designing and developing an example application. The example application is an online board game assistance platform, whose user scenario exactly fulfils the case of multiple users co-operating for a certain task that has been mentioned in the previous paragraph. Finally, we draw the conclusion that SDMS could improve the user experience in certain scenarios. / Numera blir allt fler webbapplikationer en del av allas dagliga liv. Massor av Internetanvändare stors av att behöva skapa nya konton på webbplatser. Men samtidigt tror man att både registrering och inloggning ar en bra registreringslösning som ar svar att ersatta.  I denna avhandling övervägde vi ett visst scenario dar ett antal personer behöver en kort period av samarbete for vissa uppgifter genom att använda en webbapplikation. Om alla skapar ett konto blir det väldigt irriterande eftersom det kommer att oka allas arbete och förlänga arbetsperioden. Pa grund av sådan övervägande har vi tillhandahållit en möjlig lösning att en användare med ett konto fungerar som en superklient och sedan genererar kortlivade inloggningskoder eller lankar for andra som arbetar som underklienter. Denna lösning kallas SDMS, vilket ar en förkortning for Super-client Driving Multiple Sub-clients.  Examensarbetet innehåller beskrivning och analys av SDMS samt utformning och utveckling av en exempelapplikation. Exempelapplikationen ar en online brädspelassistansplattform, vars användarscenario exakt uppfyller fallet med att flera användare samarbetar for en viss uppgift som har nämnts i föregående stycke. Slutligen drar vi slutsatsen att SDMS kan förbättra användarupplevelsen i vissa scenarier.
35

Archeion - Custodians of History : A Gamified Approach to Archival Outreach & Education / Archeion – Historieväktarna : Ett spelifierat tillvägagångsätt för arkivmedvetenhet och lärande

Ek, Christoffer January 2024 (has links)
This thesis aims to create a gamified board game that archives can use as an educational tool that can help them promote archival outreach while at the same time providing its players with archival knowledge. The board game - Archeion - was made from scratch using the Research through Design method, which was further backed up by the observations and focus group interviews conducted before, during, and after each playtest. The theories of gamification, engagement, and archival pedagogy were used in this thesis to strengthen the educational aspects of the board game and also to provide it with engaging and pedagogical elements to make it more enjoyable. Acquaintances with no prior knowledge of archives, archival science students, and library and information science students were chosen for the playtests as they were able to provide the thesis with feedback that could improve the educational and pedagogical aspects of the board game. The playtests revealed that the players had learned new things about archives and that they had gotten a deeper understanding of archival concepts and practices. They expressed emotions such as curiosity, excitement, and fear throughout the gameplay sessions as the game mechanics and player choices changed the narrative of the game for either better or worse. The game mechanics were made to inform the players with archival knowledge at a slow pace to not overwhelm them with information. This made it easier for the players to understand what happened in the game while learning bits and pieces of archival science that they found interesting. When the game ended, most players kept talking about archives and wanted to know more about the archival concepts and practices mentioned in the components of the game. The results have shown that board games can and should be used as educational tools as they can transform a boring assignment into an enjoyable pastime. / Uppsatsen syftar till att skapa ett spelifierat brädspel som arkiv kan använda som ett pedagogiskt verktyg för att främja arkivmedvetenhet samtidigt som det ger spelarna arkivkunskap. Brädspelet - Archeion - skapades från grunden med hjälp av metoden forskning genom design, vilken ytterligare stöddes av observationer och fokusgruppsintervjuer genomförda före, under och efter varje speltest. Teorierna spelifiering, engagemang och arkivpedagogik användes i uppsatsen för att stärka brädspelets pedagogiska aspekter och även för att förse det med engagerande och pedagogiska element för att göra det mer underhållande. Nära bekanta som inte hade någon tidigare kunskap om arkiv, samt studenter i arkivvetenskap och studenter i biblioteks- och informationsvetenskap valdes som speltestare eftersom de kunde ge en återkoppling som kunde främja och förbättra de pedagogiska aspekterna av brädspelet. Speltesterna avslöjade att spelarna hade lärt sig nya saker om arkiv och att de hade fått en djupare förståelse för arkivkoncept och -praxis. De uttryckte känslor som nyfikenhet, spänning och rädsla under spelsessionerna eftersom spelmekaniken och spelarnas val förändrade spelets handling till antingen det bättre eller sämre. Spelmekaniken är utformad för att informera spelarna om arkivkunskap på ett långsamt sätt för att inte överväldiga dem med information. Detta gjorde det lättare för spelarna att förstå vad som hände i spelet samtidigt som de lärde sig delar av arkivvetenskap som de fann intressanta. När spelet tog slut fortsatte de flesta spelarna att prata om arkiv och ville veta mer om de arkivkoncept och -praxis som nämndes i spelets komponenter. Resultaten har visat att brädspel kan och bör användas som pedagogiska verktyg då de kan förvandla en tråkig uppgift till en underhållande sysselsättning.
36

Gestalt-assesseringshulpmiddel vir die laerskoolkind in terapie

Botha, Elmari 30 November 2006 (has links)
Text in Afrikaans / During the initial stages of Gestalt play therapy qualitative assessment is vital within the therapeutic relationship, to gain information about the child in order to strengthen this relationship, enhance awareness and for further interventions. Research confirmed the lack and problems with current assessment tools, within various helping professions, which were addressed in this study. The board game, as a Gestalt assessment tool, was compiled for the primary school child and focuses on the therapeutic relationship, sensory stimulation and the process of the child (Schoeman-3-aspect model). Information was gathered by a literature review, semi structured interviews with two professionals and by observing the application of the board game. Valuable information was gathered concerning the child and was strengthened by literature. Relevant conclusions and recommendations were made. This board game can be effectively used by play therapists in the initial stages of assessment with the primary school child, for relationship building, sensory stimulation and determining the child's process. / Social Work / M.Diac.
37

Využití deskových her pro výuku českého jazyka na 1. stupni ZŠ / Using board games in the Czech language lessons in primary school

Hyklová, Lucie January 2019 (has links)
My diploma thesis on the Using board games in the Czech language lesson in primary school is divided into two parts. The first part deals with theoretical starting points based on experiential and constructivist pedagogy. It focuses on the game from several points of view - as a free activity and joy during life and as a didactic method in which pupils' education is realized, a class climate is formed and a board game is applied. Further there are described places where you can play board games outside the school environment. The second part is devoted to the production of my own board games and their subsequent use in the teaching of the Czech language in the fourth year of primary school. In conclusion, I reflect on their suitability for teaching, highlight their advantages, possible pitfalls and suitable variations and forms of gradation. KEYWORDS Game, board game, Czech language, experiential pedagogy, constructivist pedagogy, activation methods, pupil, teaching, primary school, own experience and enjoyment
38

Designing a board game rulebook – It is harder than you would think

Björkman, Hanna January 2019 (has links)
This thesis has explored how to create a board game rulebook, for the board game Curators, in order to facilitate learning the rules as well as reminding players of the rules. This was done via research through design. The design of a rulebook incorporates many parts of design theory, from layout and typography to the use of color, gestalt principles, and images. All these were combined with knowledge about how existing rulebooks convey rules and the way board gamers use rulebooks, gained through the pre-study, in order to create a rulebook for the coming board game Curators. The analysis of this study shows that the resulting rulebook was successful in both teaching the game and helping players look up rules, though improvements could still be made to make it better. It was concluded that the use of many iterations of designing and testing is ideal for creating a rulebook with as few issues as possible.
39

Gestalt-assesseringshulpmiddel vir die laerskoolkind in terapie

Botha, Elmari 30 November 2006 (has links)
Text in Afrikaans / During the initial stages of Gestalt play therapy qualitative assessment is vital within the therapeutic relationship, to gain information about the child in order to strengthen this relationship, enhance awareness and for further interventions. Research confirmed the lack and problems with current assessment tools, within various helping professions, which were addressed in this study. The board game, as a Gestalt assessment tool, was compiled for the primary school child and focuses on the therapeutic relationship, sensory stimulation and the process of the child (Schoeman-3-aspect model). Information was gathered by a literature review, semi structured interviews with two professionals and by observing the application of the board game. Valuable information was gathered concerning the child and was strengthened by literature. Relevant conclusions and recommendations were made. This board game can be effectively used by play therapists in the initial stages of assessment with the primary school child, for relationship building, sensory stimulation and determining the child's process. / Social Work / M.Diac.
40

Beteendemönster och ett narrativs betydelse i brädspel / Behavioral Patterns and a Narrative's Importance in a Table-Top Game

Liedberg, Felix January 2017 (has links)
Temat för detta examensarbete är brädspel, därför börjar studien med en genomgång av brädspelens historia. Därefter följer en generell genomgång av ett flertal berättartekniker. Detta görs för att ge kontext till resten av arbetet. Forskningsfrågan för arbetet är: Hur påverkas personens agerande i en fiktiv värld utifrån dess känslomässiga koppling till ett narrativ? Denna fråga besvarades med hjälp utav ett brädspel. Detta brädspel hade två versioner, en med ett narrativ och en utan narrativ för att sedan kunna påvisa skillnader mellan dessa. Tjugo personer testade sedan de två artefakterna. Efter testningen hölls kvalitativa intervjuer. Dessa användes för att svara på forskningsfrågan ställd. Att testarnas agerande varierade mellan de två versionerna var det ingen tvekan om. De narrativa testarna kände en starkare känslomässig koppling till karaktärerna i spelet. Om arbete på undersökningen skulle fortsätta hade en större testgrupp med större mångfald varit att föredra. / The theme for this paper is table-top games, therefore the study will begin with a history review of table-top games. Following will be a general rundown of multiple narrative techniques. This is for giving a context for the rest of the work. The research question asked for this paper is: How is a person’s behavior affected by their emotional connections to a narrative?  This question was answered with the help of a table-top game. The game had two variants, one with a narrative and one without. This was for finding differences between the two. Twenty persons tested the two artefacts. After the testing, qualitative interviews took place. These were used to answer the question. There was no doubt that the behavior of the testers differentiated between the two variants. The narrative testers felt a stronger emotional connection to the characters in the game. If the study would have continued, a larger test group with a greater diversity would have been preferred.

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