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Changes in selected physiological, biochemical and body composition variables, associated with minimum threshold levels of physical training in normal middle-aged sedentary individualsNathu, Nazim January 1985 (has links)
No description available.
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P.T. Barnum presents : the greatest classroom on earth! : historical inquiry into the role of education in Barnum's American MuseumMurray, Lisa Rochelle 2009 August 1900 (has links)
This study of P.T. Barnum’s American Museum challenges readers to examine Barnum in a new light. An argument is made that P.T. Barnum was a successful museum educator whose philosophies and actions align with three modern museum education discourses: free-choice learning, constructivism, and edutainment. These findings challenge the commonly-held belief that Barnum was simply a showman, best known for his work in the circus and for a quote that has been mis-attributed to him that, “there’s a sucker born every minute.”
The research undertaken for this investigation focuses on museums and education in the nineteenth century. This study presents a brief history of the emergence of museums in America, spanning the years 1782–1841. Six museum proprietors are discussed in accordance with their beliefs in three educational philosophies: popular education, useful education and didactic education. A focus is then made towards P.T. Barnum and his American Museum. A brief biography of Barnum prior to his career as a museum proprietor is included. The holdings and organization of the American Museum is described, revealing some of the influence it had on nineteenth-century culture.
The thesis concludes by illustrating how Barnum’s American Museum exemplified three forms of education: free-choice learning, constructivism, and edutainment. In it I argue that Barnum was an effective museum educator and his legacy should reflect this important feature of his character. / text
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Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror GamesJespersdotter Högman, Julia January 2021 (has links)
This thesis explores the diverse and intricate ways the psychological horror game genre can characterise a narrative by blurring the boundaries of reality and imagination in favour of storytelling. By utilising the Freudian uncanny, four video game fictions are dissected and analysed to perceive whether horror needs a narrative to be engaging and pleasurable. A discussion will also be made if video game fictions should be considered in the literary field or its own, and how it compares to written fiction in terms of interactivity, engagement, and immersion.
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