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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.
71

The Success of Video Games as Educational Tools

Leonard, Daniel January 2021 (has links)
No description available.
72

The transition of the Olympic city from visual representations Of Coubertin's modern ideal to city representations as fashionable images

Tzanoudaki, Stephany January 2011 (has links)
My interest in this particular subject, involving the analysis of design and architectural proposals for the Olympic city, derives from an earlier MPhil study, completed in 2001 (see section 3.1.2). My PhD research gave me the chance to further my investigation in this subject and focus on the role of Olympic design and architecture and the analysis of the material that describes the aesthetic character and language of host cities. By writing this thesis, I have connected, the Olympic city subject with critical theory involving issues of modern cities’ changing urban, social and cultural identities, reflected in their represented image, and I have also used methods of visual analysis. Within the course of the last ten years of my research in this field, I realised that there is a research gap in the investigation of the visual identity of different Olympic cities. This research gap consists of a lack of research that attempts a critical review of the role of Olympic architecture and design since the first Summer Olympic Games in Athens 1896 and also a lack of examination and critical analysis of the visual (and descriptive) material available in the Olympic cities’ archives. More specifically, this analysis involves questions about: - the production of a ‘visual identity’ (i.e. information about the producer of this identity, the design criteria and influences, such as technological and ideological); - the relationship of this identity with the surrounding urban, social and cultural environment: ‘what knowledge is being deployed and whose knowledge is excluded from this representation’ (Rose, 2007, p.259); 10 - the changes in how this identity is communicated and perceived (changes in the audience, in the perception of the event as a spectacle, in media and in the means of communication involved). My research journey, from the gathering of the necessary material to the writing up of this thesis, has involved a historical review of archives from different sources (libraries, organising committees and the press). It has also involved a review of theories that facilitated the interpretation of the Olympic city development as a visual identity, placed within a historical and sociocultural context. Methodologically, therefore, this study is a synthesis based on both the gathering of secondary data and also critical theory on art, design and architecture and on cities’ urban and social development. The work of the following researchers has been especially useful in exploring many of the thesis’ arguments: theorists such as Walter Benjamin and Ernst Bloch who are concerned with the modern city development; David Harvey, Fredric Jameson, Jean Baudrillard and Zygmunt Bauman, who examine the transformations in twentieth century social and cultural conditions (modernism and postmodernism); and also Sharon Zukin, Kevin Robins, and Anna Klingmann, who examine the social and cultural transformations in contemporary urban development. In this study, I also focus on the idea of transition and, therefore, on Olympic city examples that have made an immense effort to create a visual identity or alter the ways that people visually experienced them. I have been particularly interested in case studies that, with their design and architectural ideas and the ways they visually communicated the identity of a place, contributed to the transition of the Olympic city in its development as a visual identity. I suggest that, in addition to the examination of the Olympic city development as an urban plan (changing in size and scale and engaging with new technologies) and also as an international event (emerging to a mega-event), there is another type of development in Olympic design and architecture that is worth exploring, that of the Olympic city as a visual identity. 11 The original ideas in this thesis have to do with the development of the Olympic city as a visual identity and, therefore, with: - the analysis of visual material (photographs, maps, plans, pictures from the press and posters) and written material (from the Official Olympic reviews, the press, books, letters and speeches) having to do with Olympic cities since the Summer Olympic Games in Athens 1896. - the analysis of this material by interpreting the characteristics (design criteria, and priorities, who takes decisions and who is the image maker) behind each Olympic city’s design and architecture proposals. This analysis considers the promoted urban, social and cultural profile of the host city, but also considers any alternative (different from the represented) urban, social and cultural identity of the host city. - the selection of examples from the Olympic cities' visual identities that best represent the Olympic city as a transition from the modern to the postmodern era, based on characteristics from these visual identities that have faded, altered or been abolished and also characteristics that have been emphasised and promoted. Many of these characteristics changed the contemporary shape and represented profile not only of Olympic cities but also of cities in general. - the critical analysis of the role of design and architecture in the representation of an Olympic city, reflected in the characteristics of its visual identity.
73

Essays in mediated communication

Lionis, Nikolaos January 2002 (has links)
No description available.
74

The effectiveness of NEWSGAME as an educational tool in the teaching of current events.

Zakrasek, Mary Margaret. January 1989 (has links)
The purpose of this study was to determine if an educational tool such as NEWSGAME affects students' learning about current events. To determine the effectiveness of this game, an end-of-year post-test was given to the following groups: (1) students that played NEWSGAME regularly; (2) students that played NEWSGAME occasionally; (3) students that never played NEWSGAME. In addition, demographic data such as age and sex was analyzed to determine if differences in knowledge of various current event categories existed among these groups. A survey measuring students' opinion of NEWSGAME was also collected. This study involved the participation of 350 students in 11 social studies classrooms. Of the total sample, there were 183 males and 157 females. Ten cases were not identified. The students ranged in age from 11 to 19 with the majority being 12-15 year-olds. Instrumentation consisted of a Current Events Questionnaire composed of 81 questions covering 14 areas of international, national and state issues. These consisted of multiple choice and fill-in-the-blank statements. The data analysis indicated that students who played NEWSGAME regularly scored higher than those who played occasionally. Those who played NEWSGAME occasionally scored higher than those who never played NEWSGAME. Males were found to score higher than females whether NEWSGAME was played regularly or in the occasional/none category. Students over the age of 14 who played regularly scored higher than students under the age of 14. An unusual finding was that students under the age of 14 who played occasionally or not at all scored better than students over age 14 who played occasionally or not at all. Overall, it can be concluded that the NEWSGAME experience was most beneficial for males who were older than 14 who played the game regularly. In response to the question whether students liked or disliked NEWSGAME, 91% indicated they liked this educational tool.
75

Simulation-game enactment for heightened motivation and enhanced retention in the discipline-based classroom

Benson, Karen L., 1958- January 1989 (has links)
Linking educational theories with an empirical study, using an art related simulation-game, was the intent of this thesis. These educational theories involved retention of content matter, student motivation, simulation-gaming and art education. The importance of the project was directly related to the advantages of simulation-gaming. Research has suggested that students have been more motivated to learn, enjoy learning more and retain more content information as simulation-games have been brought into the classroom. Empirical data was collected as a simulation-game entitled "Investigation Simulation" was enacted with sixth grade students. A sequence of surveys was given to measure knowledge, enjoyment and retention. These consisted of a pre-test, a post-test and a delayed post-test. The results suggested (1) Students participating in the simulation-game were more actively involved in learning, (2) their retention of content matter was raised.
76

Ordinal operations on surreal numbers, and partizan subtraction games

Keddie, Paul January 1991 (has links)
No description available.
77

Existence and characterisation of perfect equilibrium in infinite horizon games

Harris, C. January 1984 (has links)
No description available.
78

Where have all the games gone? : an exploratory study of digital game preservation

Barwick, Joanna January 2012 (has links)
It is 50 years since the development of the first computer game and digital games now have an unprecedented influence on our culture. An increasingly popular leisure activity, digital games are also permeating other aspects of society. They continue to influence computer technology through graphics, animation and social networking; an influence which is also being felt in other media, in particular film and television. They are a new art form and they are seen to be influential on children s learning and development. However, despite their pervasiveness and apparent importance within our society and culture, they are still largely ignored as part of our cultural heritage. Dismissed as disposable, entertainment products, they have not specifically been addressed in most of the academic literature on digital preservation which represents a serious omission in past research. This was justification for an exploratory study into the preservation of digital games and the aim of this study has been to explore the value of digital games, their significance in our culture, and the current status of their preservation. Investigating the relationship of games to culture; reviewing current preservation activities and drawing conclusions about the value of digital games and the significance of their preservation were the study s objectives. These have been achieved through interviews with key stakeholders the academic community, as potential users of collections; memory institutions, as potential keepers of collections; fan-based game preservation experts; and representatives from the games industry. In addition to this, case studies of key game preservation activities were explored. Through this research, a clearer picture of attitudes towards digital games and opinions on the need for preservation of these cultural products has been established. It has become apparent that there is a need for more coherent and collaborative efforts to ensure the longevity of these important aspects of digital heritage.
79

Determining communication shortfalls for homeland defense

Wilson, Kevin P. 12 1900 (has links)
Communications is a critical enabling capability that is interwoven into every facet of every military operation. Assessing what communication capability is most valuable to the operation is a vital planning process tha t currently resides in several processes that produce differing outcomes within the DoD. This thesis examines these planning processes, particularly the capability-based approach, assessing which process is optimum for determining communication shortfalls. An in depth comparison of the Joint Capabilities Integrated Defense System (JCIDS) and USNORTHCOM's Capability Review and Resource Assessment (CRRA) was conducted, examining the respective strengths and weakness of each process. This thesis then recommends an optimized hybrid solution of the CRRA and JCIDS, thus providing an intuitive methodology that can be used to model what communication capabilities are essential to the DoD and its interagency partners. Ultimately, this model may serve to guide the defense planning process to ensure meaningful collaboration occurs, when crafting a unified DoD and interagency position regarding communications and network-centric capability needs and shortfalls. Particular utility can be applied to fill the gap of interoperable communications solutions between first responders, the military, interagency and Coalition partners, when teaming in a homeland defense scenario. / US Air Force (USAF) author.
80

Gaming development : online video games as aestheticized ideologies.

Tim, Ashleigh 21 June 2012 (has links)
It can be argued that the online video game medium has provided new opportunities for the dissemination of educational and informational content, and indeed, such new opportunities have become increasingly exploited by various international organisations, as well as independent gaming producers in order to promote developmental messages. Food Force, Fate of the World and Wildfire are exemplary of such games that seek to inform players of methods that can be utilised to enhance development and alleviate poverty within developing nations. While the games’ presence on the internet provides allowances for the dissemination of alternative and novel suggestions for development, the games prove however, to promote mainstream forms of development, most notably modernisation theories and participatory paradigms. Indeed, Food Force and Fate of the World strongly adhere to modernisation theories through their emphasis upon the necessity of intervention on behalf of developed nations and organisations in order to stimulate development and progress in developing nations, whereas Wildfire proves to be highly informed by participatory paradigms due its stress upon the potential of communities to bring about development by themselves and for themselves. However, due to these influences of such theories, the games also appropriate many of the problematic aspects of these theories. Thus, the games prove to offer ideological conceptualisations for development that are highly flawed and ineffective, and thus serve as a means to encourage and promote the hegemonic positions of developed nations and organisations within the developmental process.

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