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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.
101

Museu do brinquedo da Fafil: um espaço cultural integrando o lúdico no ensino e aprendizagem da arte para a formação de educadores / Toy Museum of FAFIL: an cultural space integrating the playfull in the teaching and learning of art for formation of educators.

Zildete Torres Peres Camilo 27 October 2010 (has links)
Este trabalho discute a importância do Museu do Brinquedo na formação de educadores, bem como, o ensino da Arte nas escolas. O objetivo desta pesquisa é apresentar um processo de concepção e desenvolvimento de uma metodologia lúdica, tendo o Museu do Brinquedo como objeto principal para uma ação educativa durante o ensino e aprendizagem da arte. Para isso, adotou-se como metodologia a linha de Pesquisa-Ação, que permite um constante ir-e-vir na situação pesquisada, além de envolver a ação do pesquisador e de grupos interessados. Assim a pesquisa justifica-se por oferecer uma nova visão sobre a prática do ensino da Arte, discutindo as tendências atuais. O projeto mostra a criação do Museu do Brinquedo dentro da Faculdade de Filosofia, Ciências e Letras Carlos Queiroz na cidade de Santa Cruz do Rio Pardo (SP) e a participação dos alunos do Curso de Pedagogia na sua montagem, sendo que lá o educador pode observar e documentar o comportamento da criança de hoje perante o brinquedo de ontem, integrando o lúdico no ensino e aprendizagem da Arte, bem como, permitindo a criação de outros projetos por meio de ações educativas. / This research discusses the importance of the Toy Museum in formation of educators, as well as teaching of art the schools. The aim of this search is to present a process of conception and developing of a playful methodology, having the Toy Museum as main object for an educative action during the teaching and learning of art. For this, it was adopted as methodology the line of Research-Action, that allows a constant to go-and-to come in the researched situation, besides involving the action of the researcher and of the interested groups. So the search justifies itself by offering a new view about the practice of teaching art, discussing the presentday tendencies. The project shows the creation of the Toy Museum within the Faculty of Philosophy, Sciences and Letters \"Carlos Queiroz in the city Santa Cruz do Rio Pardo (SP) and the participation of students of pedagogy in their assembly, and then the teacher can observe and document the behaviour of a child of today in the presence of yesterdays toy, integrating the playful to the teaching and learning of Art, as well as allowing the creation of other projects through educative actions.
102

Play in psychotherapy with HIV/AIDS-affected children and families

Erasmus, Elrika 07 December 2005 (has links)
Can psychotherapeutic interventions be introduced in a playful manner to families and children affected by HIV / AIDS? Working from an ecosystemic worldview, this dissertation undertakes an investigation into the possibilities of working with HIV / AIDS affected children and families in South Africa in a playful manner in psychotherapy. Through a process of co-creating and reflecting, the narratives of four psychotherapists are used to describe their experiences of playfulness and psychotherapy with HIV / AIDS affected persons. These narratives are presented against a background of a research literature discussion of HIV / AIDS and play in therapy. It is argued that playful psychotherapeutic interventions with HIV / AIDS affected children and families are possible, given four criteria. Firstly, the basic resource requirements, food, clothing and transport, of the children and family members must be in place before emotional needs can be adequately addressed. Secondly, children should be allowed in the therapeutic space with the rest of the family. Thirdly, psychotherapists should be trained to make psychotherapy more child friendly. Lastly, these therapists should be willing to engage in a playful manner with their clients, and not fall prey to the stigma of HIV / AIDS. / Dissertation (MA (Counseling Psychology))--University of Pretoria, 2006. / Psychology / unrestricted
103

La eficacia de las herramientas lúdicas en la gestión de la comunicación interna en el Perú

Arana Glave de Rojas, Isabel Margarita, Flores Tello, Dante Ruben, Koo Vargas, Miguel Ángel, Vidal Alvarado de Villa, Julissa 24 March 2020 (has links)
La presente investigación busca analizar los aportes de la utilización del recurso lúdico como una herramienta eficaz de comunicación interna en la gestión de la cultura organizacional. Por ello a través de entrevistas en profundidad realizadas a un panel de expertos conformado por profesionales en comunicación interna, educación, arte y recursos humanos; así como a través del análisis de la aplicación de herramientas lúdicas dentro de la gestión de cultura organizacional en una empresa privada del sector de explotación y comercialización de gas natural en Lima y Callao, se vislumbra que la implementación de actividades lúdicas favorece el aprendizaje de los mensajes dados por los jefes, incentiva la creatividad de los colaboradores y mejora el clima laboral. Nuestra documentación de casos de estudio en la ciudad de Lima analizó complementariamente las experiencias de éxito en empresas industriales de los sectores deportivo, bebidas no alcohólicas, cosmética, pesquería y manufactura que, luego de activar herramientas lúdicas en sus diferentes públicos, detectaron importantes cambios favorables en la implementación y gestión de su cultura organizacional. / This research seeks to analyze the contributions of the use of recreational resources as an effective internal communication tool in the management of organizational culture. For this reason, through in-depth interviews with a panel of experts made up of professionals in internal communication, education, art and human resources; As well as through the analysis of the application of recreational tools within the management of organizational culture in a private company in the natural gas exploitation and commercialization sector in Lima and Callao, it is seen that the implementation of recreational activities favors the learning of the messages given by bosses, encourages the creativity of employees and improves the work environment. Our documentation of case studies in the city of Lima analyzed the success experiences in industrial companies in the sports, non-alcoholic beverages, cosmetics, fishery and manufacturing sectors that, after activating playful tools in their different audiences, detected important favorable changes in the implementation and management of its organizational culture. / Trabajo de investigación
104

Exploring relations between Interaction attributes and Pleasures in multisensory interactive art

Strindlund, Nathalie January 2019 (has links)
The interest in designing interactive systems is going beyond their functionality and more towards their aesthetics. Often, research fails to address how qualities of the interaction as a medium can actually create pleasurable experiences. However, it points out the importance of understanding temporal aspects of interactions to understand their aesthetics. The aim for this thesis is to address this by the creation and evaluation of an interactive artwork working as a platform to explore relations between Interaction attributes and Pleasures, as well as how temporal aspects in interactions can affect these Pleasures. This to help interaction designers think more clearly around and make better design choices regarding interactions within interactive systems. The results of this showed that there can be many such relations, but also that they are complex. Additionally, it is discussed that Pleasures might also partly be experienced before or after the interaction with the artwork.
105

New Beginnings : Triggering Encounters in Public Place to Encourage a Sense of Community

Lindström, Anna January 2023 (has links)
To increase social sustainability in cities and communities, interactions between community members is a key factor. This has engaged a research project on social sustainability, connected to an emerging urban district in Sweden. This research was done in collaboration with local stakeholders being part of this research project. Qualitative methods were used, including semi-structured interviews, and thematic analysis. Design iterations has lead to a final design proposal for a public installation and technologically enhanced interaction, containing significant characteristics. The first characteristic is playful and exciting tiny-scale events happening in the everyday life that makes people in the same urban area to be aware of each other, giving opportunities for new relationships as well as enhancing their social and emotional connection to a place, what I call microevents. A second characteristic found is the loosely structured community, which entailed the focus on people of a community that has primarily the place in common, rather than a specific interest. Finally I identified the characteristic of villagescape that strives towards the village’s community in an urban environment. This concept contains a number of attributes, for example the acknowledgment of all people belonging to a specific urban place, the promotion of a welcoming, trustful and genuine feeling, and to keep thresholds low for meetings to occur between people.
106

Glimmers in the Dark : Enhancing Museum Experiences Through Interaction Design at the Natural History Museum of Denmark

Zimmermann Maya Simoes, Aline January 2023 (has links)
In a digital and fast-paced world, museums are constantly updating their practices to support visitors’ experiences and interactive exhibits are increasingly gaining popularity. I collaborated with the Natural History Museum of Denmark to design an interactive room for their upcoming new building, specifically for the exhibit with the working title “Night in the Open Land”. The project adopted a design methodology that focused on playfulness and senses and included experience prototyping with museum visitors. The final prototype was designed to replicate a slow and contemplative experience of being outside at night. A playful interactive flashlight was used to find hidden animals and interact with the exhibition, enhancing exploration. The torchlight and the sounds and movements of visitors served as input for an interactive system, which produced sounds, video and smell as outputs. The flashlight enhanced the playful and explorative aspect of the room and allowed for shared and focused attention by all family members. Furthermore, olfactory stimuli were highly appreciated by visitors. At the intersection between museum studies and Interaction Design, this project is relevant to Interaction-as-Experience and reinforces how multisensory interactive exhibits are effective in catering to diverse audiences. The results of this project suggest that incorporating interaction design into public spaces like museums can enhance visitors’ experiences, fostering engagement, learning, and enjoyment.
107

Fotografía paisajística y gastronómica para lograr el empoderamiento cultural de adolescentes de la localidad de Laquipampa, Lambayeque

Yarlaque Balta, Diana Ruby January 2022 (has links)
La presente investigación titulada “Fotografía paisajística y gastronómica para lograr el empoderamiento cultural de los adolescentes de la localidad de Laquipampa, Lambayeque”, tuvo como objetivo general diseñar una propuesta fotográfica para empoderar culturalmente a los adolescentes de dicha localidad. La investigación tuvo como objetivos específicos: realizar un diagnóstico cultural de los adolescentes, identificar su conocimiento sobre fotografía y determinar las características y estructuración de la propuesta fotográfica. Además, esta investigación fue cualitativa, con enfoque etnográfico, la cual tuvo como instrumento el cuestionario de entrevista aplicados a los adolescentes de Laquipampa y a especialistas en fotografía. Se llegó a la conclusión que los adolescentes no tienen identidad cultural, no conocen datos relevantes de su localidad. Asimismo, su conocimiento sobre fotografía es básico e intuitivo, nunca han recibido clases teóricas ni prácticas y la propuesta fotográfica debe considerar temas como aprender a observar, reglas de composición, triángulo de exposición y debe tener una metodología lúdica con el fin de captar y mantener la atención del adolescente. / The present investigation entitled "Landscape and gastronomic photography to achieve the cultural empowerment of adolescents in the town of Laquipampa, Lambayeque", had the general objective of designing a photographic proposal to culturally empower adolescents in that town. The research had as specific objectives: to make a cultural diagnosis of adolescents, identify their knowledge about photography and determine the characteristics and structure of the photographic proposal. In addition, this research was qualitative, with an ethnographic approach, which had as an instrument the interview questionnaire applied to adolescents from Laquipampa and specialists in photography. It was concluded that adolescents do not have a cultural identity, they do not know relevant data of their locality. Likewise, their knowledge about photography is basic and intuitive, they have never received theoretical or practical classes and the photographic proposal must consider topics such as learning to observe, composition rules, exposure triangle and must have a playful methodology in order to capture and maintain adolescent attention.
108

Ambiguity, curiosity, and appropriation fro low-threshold intergenerational encounters

Mushiba, Mark 16 October 2019 (has links)
The growing number of video gamers over the age of fifty has sparked new interests in the transformative power of play and consequently, video games, for a larger demographic of citizens. Researchers have found that digital gaming can have positive effects on the physical, psychological and cognitive well-being of older adults. Of particular interest to this thesis is the potential of games to facilitate social connections between different generations of players. Intergenerational games have focused on improving relations between younger people and older adults by providing enjoyable interactions that can impart cognitive and physical benefits. While previous work has focused on enhancing intergenerational social connections between relatives, non-familial intergenerational encounters have scarcely been explored. Games often feature asymmetrical participation and require long term interest, all factors that can prove challenging to implement for public non-kin intergenerational gameplay. Previous works have shown that the successful use of games is dependent on a number of psychosocial and contextual factors that shape the player experience. One of them is the degree of familiarity between players. Familiarity has been linked to many of the core motivations associated with intergenerational play, exposing doubts of whether the same motivations can be used to inform the design of intergenerational games between strangers of different ages. In addition, for most socio-technical interventions designed for older adults, the characteristics of seniors have predominantly been framed around accessibility and decline. This limited perspective also tends to be true when discussing games designed for seniors. Finally, existing research on games for seniors has mainly focused on seniors who play conventional video games and self-identify as gamers, further marginalizing seniors who do not fit these descriptions. The current design of intergenerational games might not be ready for adoption by the broader society. In response to these gaps, this thesis presents a research through design project aimed to investigate how a general population of older people (who may not be composed of video-gamers) perceive and experience game and play, and map this knowledge to promising playful approaches of intergenerational encounters while at the same time promoting a positive image of older adults as active and sociable members of society. The methodology featured a participatory approach that involved interview studies, co-design workshops, and playtests that helped to articulate the general requirements for an intergenerational game to be played in public spaces. The result of these formative exercises produced Klang Verbindet (“Sound Connects”), an interactive playful system that supports embodied interaction and group exploration of spaces. Designed to be played through body movements, the system employs vision-based algorithms and sound synthesis to provide an age- agnostic space for public play. Interactions with the system were evaluated in two different public contexts, using direct observations, semi-structured group interviews, and post-game questionnaires. Based on these data and the design and implementation of the system, the thesis describes a number of important factors to be considered when designing and evaluating games for non-familial intergenerational interaction. The most important being, to design for short-term and low-entry engagements which are defined as “low-threshold intergenerational encounters”. Within this space, the thesis discusses the distinctive value of - ambiguity, appropriation, and curiosity as drivers of gameplay for rapid mixed-aged encounters in the public context.
109

EXPLORING THE INFLUENCE OF DIFFERENT FACTORS IN DESIGNING A GAMIFIED ONLINE COMMUNITY FOR GIRLS

2016 January 1900 (has links)
In this thesis, an improved framework is proposed for categorizing existing gamified systems. Related works and real world examples of gamification are discussed and some areas where insufficient research exists. In order to address the identified research problems, an experimental gamified system was designed and implemented for sharing articles related to different aspects of life. The participants of the study were recruited among the users of an existing Iranian lifestyle site for female users. Therefore, the gender of the users was considered in the design. A wide range of gamification elements were implemented in the system to test the effectiveness of specific design features and gamification elements’ parameters in increasing user motivation, for example, the contingency of rewards and the use of sound and animation in badges. A detailed questionnaire was used to answer the research questions. The results suggest specific combinations of gamification elements and their parameters that can be successfully applied by designers of social sites for similar audience.
110

Habilidades metacognitivas em matemática: desenvolvimento por meio de problemas aritméticos verbais com história no ambiente lúdico de aprendizagem de realidade suplementar / Metacognitive skills in mathematics: development through verbal arithmetic problems with history in a playful learning environment of surplus reality

Pupin, Roselaine Cristina 16 December 2009 (has links)
A presente pesquisa se situa no contexto das investigações que buscam contribuir para o ensino de matemática nas séries iniciais da escolaridade. As investigações nesta área sugerem que as habilidades metacognitivas do indivíduo devam se tornar o foco da instrução em sala de aula. A literatura sobre educação matemática destaca as atividades de resolução de problemas como especialmente significativas para a investigação dos processos metacognitivos do aluno. Além disto, o tema problemas aritméticos verbais com história tem gerado numerosos artigos e livros que analisam as diversas categorias de problemas existentes, entre eles os problemas de adição/subtração e de multiplicação/divisão. Assim, o presente trabalho se propõe a investigar a eficácia de procedimento de desenvolvimento de habilidades metacognitivas em matemática, utilizando-se de problemas aritméticos verbais com história em um ambiente lúdico de aprendizagem. A amostra foi composta com 100 alunos de três turmas de segunda série do Ensino Fundamental. Todos os alunos foram avaliados por meio da Prova de Problemas Aritméticos Verbais com História (de adição, subtração, multiplicação e divisão) e o Subteste de Aritmética do Teste de Desempenho Escolar TDE. A partir dos resultados obtidos nestas duas avaliações, cada classe foi dividida em duas metades, a primeira, com resultados superiores à mediana, compôs o grupo de controle superior, e a segunda, com resultados inferiores à mediana, foi novamente subdividida, sendo que, um quarto compôs o grupo de controle inferior e o outro quarto, o grupo de intervenção. Este grupo recebeu o treinamento em habilidades metacognitivas em matemática em um ambiente lúdico de aprendizagem, ao longo do segundo semestre letivo, num total de 11 sessões, enquanto os outros dois grupos de controle participaram de atividades placebo. No final de cada semestre letivo, todos os alunos foram novamente avaliados, como no seu início. A análise estatística dos resultados obtidos no TDE e na Prova de Problemas Aritméticos revelou diferença significativa nas duas avaliações apenas para os alunos do Grupo de Intervenção. Para os dois Grupos de Controle, a diferença foi significativa somente no TDE. Assim, foi possível concluir que o treinamento realizado com o Grupo de Intervenção foi eficaz no sentido de promover uma melhoria nas habilidades metacognitivas em matemática. / This research situates within the context of investigations that seek to contribute to the teaching of mathematics in the early grades of schooling. Investigations in this area suggest that the metacognitive skills of the individual should become the focus of instruction in the classroom. The literature on mathematics education highlights the activities of problem solving as particularly significant for the investigation of the metacognitive processes of the student. Moreover, the theme of \"verbal arithmetic problems with history\" has generated numerous articles and books about the different categories of problems, including the problems of addition / subtraction and multiplication / division. The present study aims to investigate the effectiveness of the procedure of developing metacognitive skills in mathematics, using the \"verbal arithmetic problems with the story\" in a playful learning environment. The sample is composed of 100 students from three classes of second grade of elementary school. All students were assessed using the Test of Verbal Arithmetic Problems with History (addition, subtraction, multiplication and division) and the arithmetic subtest of the Test of Educational Achievement - TDE. From the results obtained in these two evaluations, each class was divided into two halves, the first are better than the median, composed the Control Higher Group, and second, with results below the median was again divided, with one quarter composed the Control Lower Group and the other fourth the Intervention Group. This group received training in metacognitive skills in mathematics in a playful learning environment, during the second semester, a total of eleven sessions, while the other two control groups participated in activities placebo. At the end of each semester all students were re-evaluated, as in the beginning. Statistical analysis of results obtained in the TDE and Problem Arithmetic Test revealed significant differences in the two ratings for the students in the intervention group. For the two control groups, the difference was significant only in the TDE. Thus, we concluded that the training carried out with the group intervention was effective in promoting an improvement in metacognitive skills in mathematics.

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