• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 381
  • 20
  • 8
  • 5
  • 4
  • 3
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 427
  • 256
  • 73
  • 68
  • 60
  • 51
  • 45
  • 45
  • 44
  • 40
  • 40
  • 33
  • 32
  • 32
  • 30
  • 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.
411

Metodika výuky hry na zobcovou flétnu dětí od 4 do 6 let / Methodology of playing the flute of children from four to six years

Bezchlebová, Pavlína January 2012 (has links)
This thesis Methodology of playing the flute of children from 4 to 6 years deals with the problem of learn to play the flute preschool children. The theoretical part deals with the importance of this activity, its contribution to the children themselves. It focuses on the developmental characteristics of this period, the physical and mental maturity, the skills needed for learning to play flute. It also compares the methodology and the methodology of music education games on the soprano recorder for children of school age and younger children. The practical part deals with the specific methodology you learn to play the soprano flute - using the "color music". Describes the formation method, its advantages for the acquisition of flute playing children 4 to 6 years, application of methods in teaching and, not least, textbook design, the concept would be based on this method.
412

Mezipředmětové vztahy na úrovni plánovaného kurikula (matematický tábor pro 1. stupeň základní školy) / Interdisciplinary relationships at the level of the planned curriculum (mathematical camp for elementary school).

TETOUROVÁ, Barbora January 2017 (has links)
The diploma thesis deals with interdisciplinary teaching and learning approaches at the level of a planned curriculum. The theoretical part is devoted to the issues of interdisciplinary teaching and learning approaches, description of school-age children and game-based learning. It includes the concepts of integration in teaching, numeracy, instructor, learning, motivation and game-based learning. There is also mentioned the Framework Educational Program for Primary Education, key competencies and its selected educational areas. The practical part contains a set of activities that integrate interdisciplinary teaching and learning. For each activity there is a description of its realization from the point of view of the author of the diploma thesis.
413

Mezi textem a kontextem. Teorie literárního pole a kulturní materialismus jako modely zprostředkování / Between Text and Context. The Theory of the Literary field and Cultural Materialism as Models of Meditation

Šebek, Josef January 2016 (has links)
Between Text and Context: The Theory of the Literary Field and Cultural Materialism as Models of Mediation Josef Šebek, Mgr. Abstract In his dissertation Between Text and Context: The Theory of the Literary Field and Cultural Materialism as Models of Mediation the author deals with the problem of mediation between literary text and its social context. He focuses on two important contemporary context- oriented approaches to literature: the theory of literary field, developed by Pierre Bourdieu, and cultural materialism, first formulated by Raymond Williams and further elaborated by Alan Sinfield and Jonathan Dollimore. He interprets these two theories as basic, mutually complementary models of mediation: the theory of literary field presupposes the existence of a (semi-)autonomous literary micro-world, whereas cultural materialism stresses the full integration of the literary text into the social context, the "social material process" (Williams). After an introduction outlining the problem, the author concentrates on Bourdieu's theory of the literary field, his "new science of works," and on contemporary post-Bourdieusian approaches (those of Alain Viala, Anna Boschetti, Jacques Dubois, Gisèle Sapiro, Pascale Casanova, Bernard Lahire, Jérôme Meizoz, Geoffroy de Lagasnerie) which employ, develop, and modify...
414

Setkání témat přírodních věd a teologie při výuce na gymnáziu / Common topics of Science and Theology in high school education

ČANDOVÁ, Jana January 2012 (has links)
In the introduction this thesis classifies different conceptions of the relationship between science and faith. Then, it focuses on common topics of natural science and theology in secondary education. It summarises and reflects the experience of teaching practice and deals with the practical options for Christian issues which the students are usually interested in. The topics are presented in relation to a specific high school curricula and sorted into three parts: Death and dysthanasia, Time and rheology, Deus vere ludens et homo ludens. Some practical examples and recommendation for teaching practice are also mentioned.
415

Význam hry v mladším školním věku / Importance of games at an early school age

MALEČKOVÁ, Jana January 2014 (has links)
The work is focused on child's play, its evolution, characteristics, importance and its contribution to the development of the child during early school age, ie after the onset of the elementary school. The work is divided into two parts. Theoretical and practical. The theoretical part describes the concepts as a game, toys, importance of play, early school age, development and personality development of the child. It also describes the characteristic traits of children of early school age, especially in the play and leisure activities. The practical part of the thesis builds on the previous thearetical part, which evaluates the results of the pre-selected children monitoring during the gameplay. Using a qualitative empirical research, I will carry out a detailed analysis of the activities of chlidren's game. Monitoring will be recorded in questionnaires, answering predetermined questions.
416

Laberinto / Laberinto

Skopalová, Eva January 2016 (has links)
Laberinto is a type of book-form game, invented by Andrea Ghisi, and first printed in 1607. A second version was printed in 1616 and includes all the characters of the so-called tarocchi of Mantegna, with the addition of a new series of ten cards (following the logic of composition of the tarocchi). Another two versions of Laberinto (printed in 1607 and 1610) contain none of the Mantegna tarocchi characters. The rules of the game are based on the art of mathematical combinations. The aim of the game is to move through a visual labyrinth and discover which figure the opponent has in mind. The focus of this work will be on the 1616 version; my intention is to describe the problematic of the repetition of the original game concept a century and a half later, examining the conditions under which players used the allegorical field of the so-called Mantegna Tarocchi, and under which the cosmological meaning was secularized and the new series of ten cards added.
417

Česká škola violové hry / Czech school viola play

Mokrá, Eva January 2017 (has links)
I focus on viola performances in the Czech surroundings in my thesis. I follow the topic of my Bachelor thesis. I resume the history of the instrument playing in my introduction; then I follow the development to the string quartet from its origin - turn of the 19th and 20th centuries until today. I analyze the artistic career of some chosen quartets, which are characteristic for certain period. I especially take notice of important Czech viola players (Herold, Škampa). I introduce two contemporary figures of the viola play (Doležal, Pěruška) in the practical part and I offer comparison of the interpretations of Dvořák's compositions done by three different string quartets from different periods.
418

Rozšířená realita pro deskovou karetní hru / Augmented Reality for Desk Board Game

Richter, Jiří January 2018 (has links)
Cílem této práce je vytvořit systém, který bude vylepšovat zážitek z hraní deskových a především karetních her, promítáním relevantních multimediálních informací do herního prostoru. V první části jsou popsány přínosy deskových a karetních her. Dále jsou představeny principy rozšířené reality a jejich použití při návrhu takového systému. Navržený systém je rozdělen na tři moduly. Prvním z nich je modul, který analyzuje stav hry na stole v reálném světe --- poskytuje informace o aktivitě hráčů a jaké typy herních objektů se vyskytují na stole. Druhým je modul, který se stará o řízení celého systému, poskytuje uživatelské rozhraní pro kalibraci systému a implementuje stavový prostor hry, pro kterou je systém určen. Třetím je modul, který poskytuje výstup systému --- vytváří multimediální obsah, který je po-té promítnut na stůl, a je relevantní k aktuálnímu stavu hry. Na závěr je navržený systém implementován pro karetní hru Bang, otestována jeho schopnost udržovat krok se stavem hry v reálném světě a provedeno testování na uživatelích.
419

Hra, hravost a hračka ve výtvarném umění / Play and toy in contemporary art

Nováková, Kateřina January 2010 (has links)
My thesis concentrates on the game, the playfulness and the toy. At first, I was searching for where these topics were most common and how they effected our lives generally. I presented some of the definitions. Then I worked more with these definitions and I put them into a connection with the art and the padegogy. Later I made a separated point of the role of the game, the playfulness and the toy in the visual art. I introduced some artist, who have been using the topics of mainly the game and the playfulness in their art work. The toy was presented more like the theme of the art works. The final part concentrates on the visual art project, which is prepared for children at age eight to ten years. One of the range was introduced deeply. n this range present individual lessons, one of them is showed in detail. This lesson is named The painting by the soap bubbles and I had been taught it at The basic art school Na Proseku. After this lesson I wrote reflection of it. Whole thesis is ilustrated by the pictures. In the conclusion I try to summarize knowledge I reached.
420

Vliv herních mechanismů na uživatelskou zkušenost / Influence of games mechanisms on user experience

Kracík, Radim January 2011 (has links)
The work deals with the relationship between game mechanics and user experience. Identifies the basic gameplay mechanics and elements that have the most important influence on the quality of user experience. Research is realized on the example of a specific game using the concept of game design patterns. Part of the work deals with the introduction of this concept. Furthermore, the work deals with the general theories of games, models of classification and history of computer games. Part of the work is a description of the author's practical experience in creating games as a school project.

Page generated in 0.0147 seconds