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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.
11

Jogos e narrativas : entre a ficção e a história

Marino, Heloisa Antoniolli 04 August 2015 (has links)
Submitted by Daniela Ribeiro (daniela.ribeiro@mackenzie.br) on 2016-10-01T16:04:27Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Heloisa Antoniolli Marino.pdf: 850180 bytes, checksum: 18fca92bc70b8cf70fc66eab86125a84 (MD5) / Approved for entry into archive by Paola Damato (repositorio@mackenzie.br) on 2016-10-03T13:05:46Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Heloisa Antoniolli Marino.pdf: 850180 bytes, checksum: 18fca92bc70b8cf70fc66eab86125a84 (MD5) / Made available in DSpace on 2016-10-03T13:05:46Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Heloisa Antoniolli Marino.pdf: 850180 bytes, checksum: 18fca92bc70b8cf70fc66eab86125a84 (MD5) Previous issue date: 2015-08-04 / The present study aims at exploring the narrative constructions of the novel Assassin's Creed: Renaissance and the game Assassin's Creed II as well as the view of their readers and players. The analysis is based on the relations between the historical discourses and fictional creations from the novel and the game, and the method used to form the plot. Then, this study presents how the game narrative is formed comparing to the novel’s, and the gamer’s perspective before the electronic game’s narrative. Thereby the texts of authors as Umberto Eco, E.M. Forster, Linda Hutcheon, Hayden White and Wolfgang Iser have been used as theoretical bases to illustrate the narrative formation and how it comprehends the historical extractions. Furthermore, the texts from the historians such as Rafael Sabatini, Will Durrat and Micheal White were used to set the historic context. Therefore, the dissertation attempts to demonstrate Assassin's Creed franchise's games versatility when it comes to the development of plots which blend History with fiction, besides its universality to extend its narrative to novels. / O presente trabalho tem como finalidade explorar a construção das narrativas e a visão do leitor/jogador no jogo e o romance de Assassin’s Creed II e Assassin’s Creed: Renascença. A análise se fundamenta a partir das relações entre os discursos históricos e as construções ficcionais do romance e do jogo e o modo como dialogam para formar o enredo. Além disso, estuda-se a forma como a narrativa do jogo é construída em comparação ao romance e a perspectiva do jogador frente à narrativa do jogo eletrônico. Assim, foram utilizados como embasamento teórico textos de autores como Umberto Eco, E.M. Forster, Linda Hutcheon, Hayden White e Wolfgang Iser para ilustrar como as narrativas se formam e a maneira como a extração histórica se faz presente nelas. Ademais, para compor o contexto histórico, que facilita a identificação dos fatos históricos citados ao longo da análise, foram utilizados textos de historiadores como Rafael Sabatini, Michael White, e, Will Durrant. Dessa forma, procura-se mostrar a versatilidade dos jogos eletrônicos da franquia Assassin’s Creed na composição de enredos que mesclam a ficção com a história, bem como a sua universalidade ao estender a sua narrativa para a forma de romance.
12

Assassin’s Creed: Odyssey Discovery Tours med genetiskt och genealogiskt historiemedvetande : Virtuella guidade turer i antika Grekland som klassrumsbaserad undervisning i högstadiet / Assassin’s Creed: Odyssey Discovery Tours and a genetik and genealogical historical consciousness : Virtually guided tours in ancient Greece as classroom-based teaching in secondary school

Darrell, Charles, de Rooy, Daniel January 2021 (has links)
This paper explores the possibility of using an off the shelf video game, Assassin’s Creed: Odyssey, in teaching a history class about ancient Greece. The study used a method where 7th grade students during one lesson got to experience the videogame together with two surveys about the students’ experiences learning with the video game. The study’s theories focus on previous research and educators’ ideas about using virtual museums and students’ active participation. The questions asked in the study are “in what ways can Assassin’s Creed’s virtually guided tours stimulate a genetic and genealogical history awareness in classroom-based teaching?” and “how do students experience the use of video games in history teaching?”. The results of the study conclude that it is possible to use video games in teaching that enhances the students’ knowledge about a subject, but that there are obstacles to cross nevertheless.
13

A Possession for All Time: Athenian Democracy and Assassin's Creed: Odyssey

Pueblo, J. Hollis 20 July 2023 (has links) (PDF)
Video game adaptations of the classical world are becoming increasingly intricate, and the study of video games as artifacts of classical reception and adaptation is likewise becoming increasingly important for the field of historiography. Assassin's Creed: Odyssey, set during the Peloponnesian War, recreates, among other aspects of the Greek world of the period, the political setting of Periklean Athens. This thesis examines instances of Athenian political representation within the game which depart from the typical image of Athens' politics as informed by primary source accounts, knowledge of sociocultural practices, and archaeological finds. It argues that the game depicts the Athenian democracy as a republic with a strong aristocratic element rather than as a direct, participatory democracy. The paper recalls the tradition of reception and adaptation of democracy in political thought and examines some of the resulting attitudes towards democracy. It suggests that the game's depiction of democracy as an oligarchic republic is a result of the developers' passive adoption and repetition of popular theories regarding the form and function of democracy, past and present. Players' likelihood of adopting and perpetuating a misshapen image of democracy is briefly discussed. The conclusion considers the potential for video games to influence players' perceptions of political systems and participation in them and, in light of that capacity, advocates for closer scrutiny of adaptations of the classical world which engage in political representation. It also ponders the possibility of novel interpretations of democracy as the next step in the tradition of democracy's reception and adaptation.
14

James E. Talmage and the Nature of the Godhead: The Gradual Unfolding of Latter-day Saint Theology

Ricks, Brian William 19 July 2007 (has links) (PDF)
Since the beginning of Christianity, the debates over the nature of God have been frequent and ardent. Augustine, John Calvin, and John Wesley, with others, supplemented the generally accepted view of the Godhead as established at the Council of Nicaea in 325 A.D. Correctly understanding the Father, the Son, and the Holy Ghost is one of the most critical aspects of religious worship. The Savior said, "And this is life eternal, that they may come to know thee the only true God, and Jesus Christ, whom thou hast sent" (John 17:3). Joseph Smith, the first Latter-day Saint Prophet, taught a correct understanding of God was required for any man or woman to receive eternal life. The Latter-day Saint teachings regarding the Godhead were fitted into place one piece at a time. Those that followed Joseph Smith, over time, added to the doctrinal foundation that he established from 1820 to 1844. Elder James E. Talmage added to the foundation left by previous Church leaders. The leaders of the Church utilized James Talmage's abilities, specifically as a writer, to explain and clarify important principles of the gospel. The efforts of Elder Talmage resulted in three monumental works. First, his book Articles of Faith was published and publicly endorsed by President Lorenzo Snow, the fourth President of the Church. Next, Jesus the Christ was published by the Church and endorsed by Lorenzo Snow's successor, President Joseph F. Smith. Finally, at the request of President Joseph F. Smith, Elder Talmage authored "The Father and The Son: A Doctrinal Exposition by The First Presidency and The Twelve" in 1916. The official declaration is still referred to by Church leaders when they comment on the relationship between Jehovah and Elohim. The document answered questions regarding the Book of Mormon's use of "Father" when referring to Jesus Christ. Generally, members of the Church today understand these teachings. Nearly a century passed before Church leaders taught them in their entirety and they could be compiled into one declaration. Elder Talmage's efforts, as directed and overseen by the First Presidency, assisted in clarifying his predecessors' teachings on the Godhead.
15

Play and History: Authenticity and experience in virtual reconstructions and video gaming

Dogramacilar, Gozde 03 August 2010 (has links)
No description available.
16

Prédiction de l'expérience plaisante en fonction de la performance, la difficulté et la familiarité au jeu en contexte de jeux vidéo

Poulin, Roxanne 29 June 2018 (has links)
La conception de jeux vidéo repose principalement sur l’optimisation de l’expérience plaisante du joueur. Toutefois, l’effet de la familiarité au jeu sur l’expérience plaisante en contexte de jeu vidéo est encore peu connu. La présente étude s’intéresse à : (1) l’effet de modération potentiel de la familiarité sur la performance objective et l’expérience plaisante, et (2) la valeur prédictive de l’interaction entre la performance subjective, la difficulté perçue et la familiarité au jeu sur l’expérience plaisante. Cent-deux participants jouent au jeu Assassin’s Creed : Unity et auto-évaluent leur performance, la difficulté du jeu ainsi que leur expérience plaisante. Des enregistrements vidéo de leur séance de jeu permettent également d’évaluer leur performance objective. Les résultats des deux régressions linéaires multiples montrent que la familiarité au jeu n’est pas un modérateur de l’expérience plaisante, et que l’expérience plaisante augmente en fonction de la performance subjective du joueur. En plus de contribuer à la littérature scientifique en étant la première étude se penchant sur la familiarité au jeu et l’expérience plaisante en contexte de jeux vidéo, la présente étude pourra également bénéficier aux développeurs de jeux vidéo, et ce, en soulignant l’importance de faire sentir le joueur compétent afin d’optimiser son expérience plaisante.
17

Kvinnliga monster och abjekt femininitet : En semiotisk och psykoanalytisk studie av femininitet, feminism och monsterkroppen i tv-serien Penny Dreadful

Rydqvist Ryan, Ebba January 2016 (has links)
Studien undersöker hur kvinnliga karaktärer representeras i relation till skräcktematiken i tv-serien Penny Dreadful (2014-). Syftet har varit att studera huruvida det som är typiska kännetecken för skräck kan kopplas till kvinnlighet, femininitet och feminism (det senare då man kan uppfatta ett genuskritiskt samtal i serien). Med hjälp av psykoanalytiska teorier kring abjektion visar analysen hur det som är skrämmande med kvinnor, är skrämmande på andra sätt än vad som är skrämmande med män. Det som är abjekt med kvinnan definieras ofta utifrån hennes sexualitet och biologiska egenskaper, och skapar därmed en feminin monstrositet och således är helt olik den manliga. Detta har till stor del växt fram genom historiska myter, religioner och konst, som har bidragit till könsspecifika monster utifrån stereotyp femininitet, så som häxor, sirener eller Medusa. Genom att utforska tv-seriens karaktärer med hjälp av semiotiska och psykoanalytiska verktyg avslöjas möjliga tolkningar som visar hur nämnda feminina monster tycks grunda sig i manlig rädsla och kvinnan som hot. Kastrationskomplexet som bidragande faktor och den manliga blicken tycks därför kväsa uttryck för kvinnlig frigörelse i serien, genom att sexualisera, plåga och göra kvinnan abjekt och monstruös i direkt genmäle till dessa. Serien tycks därför trots sin genuskritiska diskurs kontrolleras av en manlig blick och ett skoptofiliskt seende, något som möjligtvis bidrar till att kvinnlighet och femininitet kodas som abjekt, och i värsta fall stigmatiserar den feministiska kvinnan. / <p>Reviderad upplaga</p>
18

RELIGIÃO E ALCOOLISMO - ESTUDO DA PRÁTICA PASTORAL DA IGREJA METODISTA FRENTE A SÍNDROME DA DEPENDÊNCIA DO ÁLCOOL À LUZ DO CREDO SOCIAL. / Religion and Alcoholism - Study of the pastoral practice of the Methodist Church towards the Alcohol Dependency Syndrome from the Social Creed.

Santos, Tarcísio dos 21 September 2010 (has links)
Made available in DSpace on 2016-08-03T12:21:10Z (GMT). No. of bitstreams: 1 Tarcisio dos Santos.pdf: 961021 bytes, checksum: f73574589ee57e08d14838e72244bfeb (MD5) Previous issue date: 2010-09-21 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The research work done in Religious Praxis and Society critically analyses the Social Creed of the Methodist Church, a document that completed it´s first centennial in the year of 2008, whose content presents the social responsability of the Methodist Church as a guide to the pastorals deeds regarding social issues. Having it as a guide line, I intend to ground a pastoral praxis directed to the prevention and monitoring of the people affected by the Alcohol Dependency Syndrome, a problem that strikes an endless number of people, regardless of age, sex or culture. The research combines the inferred meaning of alcohol dependency and health, interpreting it as a moral deviation. For such, it seeks support among numerous sources such as the Alcoholics Anonymous, that develop an esteemed work in this context, relating its precepts to the groundings of the Social Creed. The relevance of the research is in the fact that it demonstrates the Methodist Church´s emplacement fighting vehemently the alcohol addiction, avoiding it as well as alleging everyone to be teetotaler, allowing the construction of new pastorals praxis in this new century initiated by the Social Creed. The work is developed in three chapters which respectively bring the history of the Social Creed since its creation, the different editions it went through, its importance regarding the fight against addiction, among other relevances in the life of both the church and the comunnity. It refers to alcohol as a beverage and also to its historical path, its conceptualizations according to the World Health Organization, culminating in the consequences of its dependency. In conclusion, the third chapter brings the correlation of the previous chapters, fundamenting the pastoral praxis, highlighting pertinent actions and attitudes used by the Methodist Church throughout the years regarding the use of alcoholic drinks, as well as contextualizing the Social Creed in the position and pastoral praxis. / O trabalho de pesquisa, situado na área de Práxis Religiosa e Sociedade analisa criticamente o Credo Social da Igreja Metodista, documento que completou o seu primeiro centenário no ano de 2008, cujo teor é apresentar a responsabilidade social da Igreja Metodista como norteador das ações pastorais frente às questões sociais. Tendo-o como referencial busco fundamentar uma práxis pastoral direcionada a prevenção e ao acompanhamento dos portadores da síndrome da dependência do álcool, problema que atinge um sem número de pessoas, independente da idade e sexo ou cultura. A pesquisa traz a conotação da dependência do álcool vinculada à saúde, interpretando-a como doença que necessita de acompanhamento e cuidado, desvinculando-a do desvio moral. Para tal, busca respaldo entre diversas fontes como os Alcoólicos Anônimos que desenvolvem respeitado trabalho neste âmbito, relacionando seus preceitos às fundamentações do Credo Social. A relevância da pesquisa está em demonstrar a posição da Igreja Metodista em combater veementemente o vício do álcool, evitando-o, bem como preconizando que todos sejam abstêmios, possibilitando a construção de novas práxis pastorais para este novo século iniciado pelo Credo Social. O trabalho é desenvolvido em três capítulos que respectivamente trazem a história do Credo Social desde sua criação, as diferentes edições pelas quais passou, sua importância em relação ao combate aos vícios, dentre outras relevâncias na vida da igreja e da comunidade. Trata do álcool como bebida e sua trajetória histórica, suas conceituações conforme a Organização Mundial de saúde, culminando nas consequências da dependência. Finalizando, o erceiro capítulo traz a correlação dos dois anteriores, undamentando a práxis pstoral, ressaltando ações e posturas pertinentes adotadas pela Igreja Metodista ao longo dos anos em relação ao uso de bebidas alcoolicas, bem como contextualiza o Credo Social na postura e práxis pastoral.
19

Korsfästes för vår skull under Pontius Pilatus : En uppsats om Pilatus roll i de två första ekumeniskt antagna trosbekännelserna / Crucified for us under Pontius Pilate : An essay on Pilate’s role in the first two ecumenical adopted creeds

Fredin, Tuva January 2020 (has links)
No description available.
20

Digitala spel i historieundervisningen : Historielärare ger sin syn på hur man kan implementera digitala historiespel i undervisningen / Digital games in history teaching : History teachers give their views on how to implement digital history games in teaching

Sjöqvist, Alexander January 2021 (has links)
This study intends to examine on how teachers relate to digital games as a teaching method in the subject of history. In the study, five history teachers were interviewed with the aim of getting answers on the extent to which history teachers use digital games, what opportunities and difficulties they see with digital games in history teaching and whether one can benefit from digital games to increase students' history awareness. According to the results, there are many similarities with the previous research, especially when it comes to disadvantages. The respondents mainly mention the lack of time and knowledge about digital games. Just like research, they mention that larger commercial games are not adapted to be implemented in history teaching but are created as leisure activities and for entertainment. Smaller digital games such as Kahoot are used today with the argument that they are easier and do not need very long planning time. However, there are exceptions in the informants' answers, where a history teacher has used the commercial game Assasins´s Creed, but not for the purpose of the students playing the game. Instead, the teacher has used the game because of its richness of detail, as the teacher believes that this story game is in many cases a better contrast to reality than most documentaries and feature films. It also, according to this respondent, creates a clearer historical awareness among the students. The interviewees all agreed that if a history game is to be applied in today's history teaching, a certified material is required, as well as game-developers who create history games linked to the national curriculum.

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