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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.
231

Associating democratic methods in correctional education and postmodern critical theory

Hollingsworth, Teri Ann 01 January 2000 (has links)
No description available.
232

A Study to Determine the Status of Six-Man Football in the Public High Schools Under the Texas Interscholastic League in 1941

Jones, J. Ross 08 1900 (has links)
"The purposes of the study were as follows: 1. To determine to what extent six-man football was meeting the needs of the small high school. 2. to determine trends in regard to the organization, administration, and conduct of the game in Texas. 3. To compile information that would serve those schools which are now playing six-man football, and those which are considering the adoption of the game."-- leaf 2.
233

An Analysis of the Texas University Interscholastic League One-Act Play Directors as Drama Teachers

Pettigrew, Eva Jo 05 1900 (has links)
The purpose of this study is to determine (1) what training is recommended for high school teachers of drama, (2) what training the high school teachers of drama actually have, (3) what job situation is recommended for the high school teacher of drama, and (4) what job situation the high school teachers of drama in the State of Texas actually have. This study should determine if there is a significant relationship between what a high school drama teacher should be and what the high school drama teachers of Texas actually are.
234

Champions League och jämställdhet inom media : En kvantitativ och kvalitativ innehållsanalys om representation av dam- och herrfotbollen i Dagens Nyheter och Aftonbladet

Barkman, Filip, Brodin, Magnus January 2022 (has links)
Studien undersöker och jämför hur Dagens Nyheter och Aftonbladet skrivit om damfotboll kontra herrfotboll, säsongerna 2015/16 och 2020/21. Utgångspunkten för studien har varit att undersöka Champions League. Studien har en kvantitativ del, en kvalitativ del och även en kortare del där intervjuer gjorts. Syftet med den kvantitativa delen har varit att i siffror och diagram kunna se på hur mycket det skrivits om de två könen inom Champions League och ta fram skillnader mellan Dagens Nyheter och Aftonbladet. Den kvalitativa delen har i stället använts för att besvara frågor kring hur det skrivs om manliga kontra kvinnliga spelare i Champions League. Intervjudelen har haft som syfte att få två aktiva journalister att ge sin syn på de frågor vi ställt och bidra med andra perspektiv. Vårt teoretiska ramverk är uppbyggt på teorier som gestaltningsteorin, genusteorin, bildanalys och kommersialiseringsteorin. De fyra teorier har vi valt ut för att på bästa sätt kunna besvara våra frågor på ett djupgående sätt. Resultatet i den kvantitativa delen var att det både skrivs mer av och om män än vad det skrivs av eller om kvinnor. Vi kunde se en ökning under säsongen 2020/21 jämfört med säsongen 2015/16 i antalet artiklar om damfotboll. Däremot kunde vi också se att det både i Dagens Nyheter och Aftonbladet skrevs fler artiklar av kvinnor säsongen 2015/16 än vad det gjordes 2020/21. I vår kvalitativa del blev resultatet att det inte skiljer sig speciellt mycket i hur det skrivs om kvinnliga fotbollsspelare jämfört med manliga, men att typen av artiklar skiljer sig. Intervjuerna förstärker de resultat vi i vår studie fått fram där båda intervjupersonerna nämner att det under deras tid som journalister skett en förbättring.
235

A Comparison of Moderation Systems in DOTA2 and League of Legends from a Player Perspective

Wang, Qiaoting January 2023 (has links)
MOBA (multiplayer online battle arena) game is a game genre where players play as two teams, competing against each other team on a battlefield. Toxic behaviors, such as cheating and communication abuse, have been a prevalent phenomenon in MOBA games, and game companies often adopt moderation systems to deal with the toxicity. However, previous studies suggested that players may have different interpretation and player use of the moderation systems, compared to the official explanations of the systems given by the game companies, and players in different MOBA games have different attitudes towards the same moderation system. But, to date, no study has compared the moderation systems in different games or investigate how players interpret the differences between the moderation systems. Therefore, in this thesis, the researcher investigates the similarities and differences between the moderation systems in two popular MOBA games, DOTA2 and League of Legends, and further explores the player perception of these moderation systems. The methods used in this thesis are conceptual modeling and semi-structured interview. The findings show that the two games have similar frameworks of their moderation systems, but the design philosophies behind the moderation systems are different. Players in the two games both report toxic behaviors included in the official taxonomy, but besides this similarity, the two groups of players interpret and use moderation systems in different ways, aligned with the design philosophies behind the moderation systems in their own games. The results also imply possible relationships between the different moderation system design and the difference between player interpretation and player use. Based on the findings, this thesis also gives three suggestions for future moderation system design.
236

League of Legends: Players and Esports / The Work of Professional Players in League of Legends Esports

Agha, Brandon 11 1900 (has links)
Esports gaming is a new subject within various fields of research. Typically, research explores the relationships between games and its players or the developers. By contrast this thesis examines the highest level of play within gaming, professional players. To do so, it utilizes the example of League of Legends. Created in 2009, League of Legends has rapidly grown to become one of the largest online multiplayer games with a massive Esports scene that matches or exceeds that of traditional sports such as Basketball or Baseball. But what factors contribute to this sudden rise in League of Legends Esports popularity and how have professional players adjusted over the years? This thesis explores these questions and the overall evolution of professional teams and League of Legends over the course of its Esports growth. It finds that League of Legends is unique in its use of the immaterial labour and digital labour of professional players. Through a concept called the “Meta”, League of Legends is able to mimic traditional sports and maintain interest in its game. Further for professional players the existence and evolution of the “Meta” sharply influences the need for organizational restructuring over the years. Players and teams become complex organizations in which players’ transition from gamers to become workers in Esports. Exploring the League of Legends Esports setting uncovers a unique combination of sport and work within a new digital context. / Thesis / Master of Philosophy (MA) / The goal of this work is to explore the lives and labour of League of Legends professional players. Created in 2009, League of Legends rapidly grew to be one of the most played and watched Esport game in the world. Professional players are often heralded as celebrities and their decisions impact the larger League of Legends and Esports community. This work examines the realities of Esports for professional players. It further analyzes the structure and organization of play and work in the League of Legends Esports setting. For the developer, Riot Games, Esports serves a variety of purposes and this thesis explores this and the contributions of Esports professionals to the development of the game.
237

League of Legends, where are the women? : A study on how sexism relates to different ranks in League of Legends

Markström, Hanna Maria January 2022 (has links)
The professional scene of Esports got its humble start in the 1990’s, when the first tournaments for various games were hosted (McLeod, Xue & Newman, 2022). The number of professional players has increased dramatically until today. How the market for these professional players works as a labour market in today's society is relatively unknown. However, what is known is that this labour market stands out in regard to the small number of female workers it houses (Ratan et al., 2021). This is especially true for the game “League of Legends”, which has a particularly small number of women, even by Esports-standards1. With the purpose of finding the origin of this fact, I have conducted a survey measuring the skill of the players as well as their tendencies towards sexism. The survey results showed that sexism does increase with skill. This measured sexism is on average higher among better players. This could indicate that sexism is acting as a barrier for women to enter the professional scene and that this could be one of the causes of why there is a lack of female players in League of Legends.
238

The Rise and Fall of Social Problems: Alcohol and Tobacco in Oberlin

Jung, Han Guel 13 June 2014 (has links)
No description available.
239

Paths toward the Nation: Islamic Identity, the Eritrean Muslim League and Nationalist Mobilization, 1941-61

Venosa, Joseph L. 26 July 2011 (has links)
No description available.
240

The age of Cimon : the Delian League's foundation and early history

Dixon, Michael D. January 1994 (has links)
No description available.

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