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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

Leveling the Playing Field: Gender Inclusive Design for Single and Multiplayer Computer Role-Playing Games

Armstrong, Sandra N. 01 January 2016 (has links)
Women represent 45% of the entire workforce in the United States, but only comprise 26% of the high-tech industry. Early introduction and interest in video games, contributes to computer literacy and self-confidence in terms of computing skills. Socially pervasive gender stereotypes, found in ubiquitous software, specifically games, factor in the alienation of young girls from active participation in computing. Currently marketed gaming software perpetuate this societal bias in the guise of overly-sexualized game avatars, and fail to adequately address documented female gaming preferences. Gender inclusive design is more a pragmatic approach to ameliorating gender bias, than creating a pink box “girl’s game.” Such games cater solely to stereotypical “female” interests, and are uncomfortably close to the concept of “separate but equal.” In the scope of this research a gender inclusive computer role playing game (CRPG) interface was designed and evaluated. The advantage of a CRPG is that it may be played individually or single player mode, as in the prototypic interface, or allow collaborative game play within a smaller group (2-12) when migrated to a multiplayer online environment. Small groups, involved in CRPG collaborative play, may reduce the incidence of online harassment or intimidation by male players, often encountered by experienced female gamers when engaged in Massively Online Multiplayer games. The Xanthia: A Fae’s Battle CRPG, was designed with the intent of studying key female preferences outlined in this research. The design utilized a stylized “cute” but strong female protagonist, featured a compelling storyline, and a backstory narrative. The game broached real world environmental issues with an underpinning of moral dilemma in the guise of good versus evil. Competitive but not combat-centric play was utilized in the game design, which enabled leveling up without the demise of the central protagonist. Fantasy-themed conflict resulted in transformations of both protagonist and antagonists when a change of state occurred during battle, thus eliminating the violence of gory death scenarios. This formative study endeavored to examine the underlying reasons for female underrepresentation in the high-tech and computing fields. The CRPG used in the study, incorporated key gender inclusive game elements found in current literature, in order to acquire insight into female gaming preferences. Two survey instruments were utilized to gather data from 35 female Barry University students, who had disparate gaming experience, comfort with computers, and academic majors. A pre-game questionnaire pertained to motivations for play, level of gaming expertise, and self-perceived comfort with computing. Additional data were gathered regarding access in early childhood to a gaming console or computer in the participants’ childhood homes and the incidence of tinkering. The female sample pool provided CRPG feedback post-game engagement. Examination of survey responses indicated that identification with the central female protagonist was a key element in positive game engagement for the majority of the study’s participants. In general, experienced gamers were more apt to tinker with the hidden features of the game. Experienced gamers also enjoyed competiveness and challenge more than their inexperienced or non-gamer counterparts. The primary component of positive engagement for this female sample group was “fun.” Social interaction was a key motivator for engagement in video game play for the majority of the participants. Empirical data collected from survey instrumentation suggested that individuals who had the easiest access to video game consoles and computing equipment, participated at greater rate in tinkering in childhood. The participants who tinkered, had a higher self-perception of comfort with computing.
72

El inglés y el español - ¿asignaturas en igualdad de condiciones? : Diferencias en cuanto a la actitud, la percepción de habilidad y el input en el tiempo libre de los alumnos. / English and Spanish - Subjects on equal terms? : Differences in students´ perceived abilities, attitudes and input outside the classroom

Billqvist, Anna January 2015 (has links)
The objective of this study is to examine various aspects of the difference between the acquisition of English and Spanish by Swedish learners in compulsory education and its causes. The two subjects have the same syllabus, with the difference that English studies start 3 years earlier, but studies of the competences of the Swedish students in these two languages (see f.ex. First European Survey of Language Competences, 2012)suggest that the gap between the languages is bigger than what could be expected and that there is an existing difference in attitude towards the two languages. The conclusion is that the predominance of English in the immediate environment of the surveyed students is considerable. The study has shown large differences between the input in English and Spanish. Students receive input in Spanish, communicate in Spanish and acquire knowledge of Spanish / Latin American cultures almost exclusively at school. On the other hand, they acquire knowledge, receive input and interact in English both in school and in their spare time. We also found considerable differences in attitudes towards the two languages and the perceived ability of the students. The Spanish is perceived as more difficult, less necessary, less fun and less useful in their future lives. New technologies create new platforms for communication that allow students to participate in interaction in the target language. This study shows that these situations occur mostly in English but also in Spanish, which in our opinion could be more used in teaching.
73

The Legitimacy of Rules of Virtual Communities

Rolfes, Louis Jakob 20 January 2022 (has links)
Wie sollen Rechtssysteme auf Regeln reagieren, die Provider von Netzgemeinschaften wie Facebook oder World of Warcraft Nutzenden auferlegen? Das positive Recht gibt hierauf keine verlässliche Antwort. Erst ein Verständnis der Legitimität der Regeln ermöglicht ein Austarieren des Verhältnisses zwischen den Regelwerken von Netzgemeinschaften und Rechtssystemen. Nach Literaturstimmen sollen die Regeln durch außerrechtliche Mechanismen (z.B. direktdemokratische Verfahren), eine gerichtliche Kontrolle nach verfassungsrechtlichen Kriterien oder Zivilverfassungen legitimiert werden. Es ist aber zweifelhaft, ob Netzgemeinschaften legitime außerrechtliche Mechanismen schaffen können, ob sie wie Staaten behandelt werden sollten und ob Zivilverfassungen entstehen werden. Die Arbeit schlägt ein alternatives Modell vor: Im deutschen Zivilrecht zeichnet sich ein Legitimitätsmodell für private Regeln ab, das auf Regeln von Netzgemeinschaften anwendbar ist und als transnationale Schablone dienen kann. Danach werden die Regeln durch die Zustimmung und das Wohl der Nutzenden legitimiert. Letzteres gewährleistet ein Ausbeutungsschutz der Nutzenden in Form einer gerichtlichen Kontrolle. Die Anwendung des Modells führt zu folgenden Erkenntnissen: 1. Geschriebene Regeln sind schwach durch Zustimmung legitimiert. Eine gerichtliche Kontrolle nach vertragsrechtlichen Kriterien (bei Regelungen des Austauschverhältnisses zwischen Providern und Nutzenden) oder grundrechtlichen Kriterien (bei Verhaltensregeln) verleiht ihnen zusätzliche Legitimität. Die Kontrollintensität hängt von der Höhe des Ausbeutungsrisikos und der Existenz von legitimen außerrechtlichen Mechanismen ab. 2. Code-Regeln (z.B. Newsfeed- Algorithmen) sind auch nur schwach durch Zustimmung legitimiert. Gerichtliche Kontrollmöglichkeiten, die sie gegenüber Nutzenden legitimieren, müssen noch geschaffen werden. 3. Geschriebene und Code-Regeln sind illegitim gegenüber Nichtnutzenden, weil sie nicht auf deren Zustimmung beruhen. / How should legal systems respond to rules that virtual community providers such as Facebook or World of Warcraft impose on users? To answer this question, we must look beyond black letter law. Only an understanding of the legitimacy of these rules allows us to balance out their relationship with legal systems. Current scholarship theorizes their legitimacy as follows: Non-legal mechanisms (e.g. direct voting systems), judicial review according to constitutional principles, or digital civil constitutions may legitimize the rules. Yet, three points remain doubtful: whether virtual communities can develop legitimate self-governance mechanisms, whether they should be treated like states, and whether digital civil constitutions will effectively emerge. This work proposes an alternative legitimacy model: German private law reflects a legitimacy model for private rule-making applicable to rules of virtual communities which can serve as a transnational template. This model suggests that the rules can derive legitimacy from two sources: user consent and the common good of users, the latter ensured by judicial review protecting users against exploitation. This leads to the following key findings: 1. Written rules of virtual communities are weakly legitimized by user consent but derive additional legitimacy from judicial review. Contract law standard applies to rules that govern the bilateral exchange relationship between providers and users. General rules of conduct for users are checked against fundamental rights. The required intensity of review depends on the risk of user exploitation and the presence of legitimate self-governance mechanisms. 2. Rules embedded in computer code (e.g. newsfeed algorithms) are poorly legitimized by user consent. Judicial review procedures legitimizing them towards users still need to be established. 3. Both written rules and rules embedded in computer code are not legitimate towards non-users since non-users have not consented to them.

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