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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.
21

Using behaviour patterns to generate scripts for computer role-playing games

Cutumisu, Maria Unknown Date
No description available.
22

Théorie des jeux, jeux de rôles, expérimentation pour la gestion de l'eau : étude expérimentale des effets de contexte sur les résultats d'un jeu de rôles / Cooperative game theory, role-playing games, experiments for water management : experimental study of context effects on role-playing games outcomes

Désolé, Mathieu 30 March 2011 (has links)
Les jeux de rôles constituent un outil d'aide à la décision participative et, surtout, à la formulation de problèmes, que l'on voit de plus en plus fréquemment mobilisés. Malheureusement, le sens à donner aux résultats de leur mise en œuvre est ambigu, les possibilités de répétitions étant faibles. Une approche pour en évaluer les performanc es et fournir des règles de construction assurant la pertinence des résultats peut être de contrôler l'effet du contexte sur les solutions obtenues. Le travail montre comment il est possible de décomposer ce contexte par dégradation d'un jeu de rôles (appliqué à un bassin versant d'Afrique du Sud) et recomposition de ses dimensions : illustration des instructions, communication, répétition des périodes et vécu des joueurs, l'impact de diverses modalités de ces dimensions étant testé expérimentalement (au LEEM - Laboratoire d'Economie Expérimentale de Montpellier). Nous évaluons l'effet des deux premières dimensions « illustration » et « communication », en comparant les observations obtenues après variation de leurs différentes modalités avec les résultats du traitement témoin où le contexte est abstrait. Nous montrons que l'ajout d'un contenu narratif aux instructions induit un bruit dans les comportements, d'autant plus fort que le contenu est détaillé. Cependant, un conte nu articulé autour de la problématique de « gestion de l'eau » n'a pas le même impact sur les joueurs (dans nos sessions : des étudiants) qu'un contenu pris en dehors du champ (dans notre protocole : le contexte de l'entreprise). Enfin, nous mettons en évidence également que l'argumentation des choix par les joueurs induit un meilleur apprentissage du jeu, faisant converger les décisions plus rapidement vers l'équilibre constaté dans le traitement témoin. / Role-playing games are decision-making support tools and are used to help stakeholders' “issues wording” in resources management situations. Unfortunately, the results obtained after having run games sessions are ambiguous, as stationary replications of games sessions are difficult to implement. Control of the context influence on outcomes is a good approach to assess games performances and to provide rules that can be followed when building other games. After having simplified a role-playing game (applied in a watershed in South Africa), this study shows how a game context could be decomposed and re-composed according to its main dimensions: illustration of the instructions, communication, periods repetition, and players' experience, the impact of different levels of these dimensions being experimentally tested (at LEEM, “Experimental Economics Lab in Montpellier”). We assess the impact of the two first dimensions: “illustration” and “communic ation”, by comparing the outcomes obtained after having varied their levels with the ones obtained in the referential treatment. We show that addition of contextual elements in instructions produces a noise in behaviours, as much important as context is developed in details. However, “water management” context does not impact the players' decisions (when involving students in sessions) in the same way than other context chosen in another field (in our protocol: salaries in a firm). Finally, argumentation of their choices by players improve learning outcomes. Convergence of decisions until a referential equilibrium is faster when communication between players is allowed.
23

A construção de sentidos nos Role-playing Games: aspectos linguísticos e sócio-históricos

PEIXOTO, Rafaela Araújo Jordão Rigaud 31 January 2011 (has links)
Made available in DSpace on 2014-06-12T18:29:15Z (GMT). No. of bitstreams: 2 arquivo1793_1.pdf: 2082963 bytes, checksum: 988b3f812a615ee35ddb7a1c14f9e4d9 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2011 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Os role-playing games são jogos que representam bem a dinamicidade da língua, devido à necessidade de adaptação constante, em função do contexto interacional (SZUNDY, 2005; PICCOLO, 2005; BROUGÈRE, 2010). Em se tomando por base a teoria do interacionismo sócio-discursivo (BRONCKART, 1999, 2006 e 2008), aliada à concepão de discurso de Bakhtin (1997 e 2007) e de cognição de Gardner (2003) e Marcuschi (2007), trabalhamos com os pressupostos de que a argumentação e o uso de determinados elementos linguísticos mecanismos de textualização e de responsabilização enunciativa são cruciais para a construção de sentidos nos RPGs; e quanto mais os participantes compartilharem conhecimentos entre si, ou forem capazes de assimilar o conhecimento do colega, maiores serão as chances de estabelecerem o encadeamento necessário para a construção de sentidos nos RPGs. Para tanto, selecionamos para o corpus duas partidas de role-playing games, na modalidade de mesa, de cerca de duas horas cada, jogadas por dois grupos: avançado e iniciante (recém-formado). Além disso, também foi aplicado um questionário sócio-cultural e houve comentários voluntários sobre a diferenciação entre RPG de mesa e RPG live action, e sobre a participação da mulher em partidas. O objetivo do trabalho, em consonância com os pressupostos, foi (a) analisar a arquitetura textual, com base no uso de mecanismos de textualização e de responsabilização enunciativa específicos no discurso em jogos de RPGs, e na presença de argumentatividade; e (b) analisar a influência do background do participante para a construção do enredo, especialmente quanto à transposição de conhecimentos específicos (de mundo, de outras áreas, etc), contrapondo dois grupos distintos (iniciante e avançado). A partir da apreciação do corpus, foram delimitados movimentos interacionais típicos da estrutura narrativa dos jogos de RPG; aspectos linguísticos relativos à categorização do discurso, separação do âmbito de realização das ações em partidas de RPG e elementos linguísticos; e aspectos sócio-históricos, presentes em elementos sócio-interativos, que contribuíram não só para a construção de sentidos, como também para a manutenção da interação entre os participantes. Como resultado, observou-se que aspectos linguísticos tais como o uso de perguntas e protocolos verbais evidenciaram-se vetores determinantes para a construção dos sentidos; a presença de aspectos sócio-históricos demonstrou-se ativa nesse processo, revelada, dentre outros fatores, pela voz social utilizada no jogo, por ocasião da referência aos jogadores; e as relações afetivas entre os participantes também proporcionaram, visivelmente, uma melhor interação. Destarte, têm-se que a cognição também está relacionada a aspectos sócio-interativos. Em face a essas evidências, os role-playing games foram sugeridos como uma prática pedagógica bastante proveitosa para proporcionar um ensino integrado às situações cotidianas, facilitando o processo de construção de sentidos dos enunciados, tanto no dia a dia quanto na escola. Assim, foi proposto um modelo didático de trabalho com RPG em sala de aula
24

Generování bojových střetnutí v počítačových hrách na hrdiny / Procedural Generation of Combat Encounters in Role Playing Video Games

Kozma, Matouš January 2020 (has links)
Procedural content generation is present in many games today. However, little has been written about generating combat encounters in role playing video games (RPG). In these games the player's combat ability varies greatly from person to person and there are many different enemies that could be spawned for the player to fight. These factors make generation of combat encounters difficult. In this thesis we create a small game in which we implement a new algorithm for generating combat encounters. We then distribute this game to the general public. From the data we gather we conclude that this algorithm is at least as good at generating combat encounters as the author of the thesis and that it is a good starting point for further research.
25

Racial Essentialism in High Fantasy

Kostrzewa, Alex Ogilvie 02 June 2022 (has links)
No description available.
26

"Vi ses bakom kulisserna" : Hur historielärare engagerar sina elever genom att göra historien levande / "See You Behind the Scenery" : How History-teachers Engage Their Students by Bringing History to Life

Juth, Simon, Nilsson, Tobias January 2023 (has links)
In this study we wanted to compare how history teachers working in various stages in the compulsory school and high school bring history to life through artifacts and narrations and how it differed based on the students’ cognitive maturity. We also studied how the combination of artifacts, role-playing games and stories can affect students’ learning of history. Semi-structured interviews with five teachers ranging from middle school up to high school were implemented and we coded the results through materialistic and narrative theories. Our findings conclude that authentic artifacts are rarely used because teachers do not have the resources to administer them. Instead photographs and generated artifacts are most used. Narrations in the form of stories and role-playing games are used to help students understand how history is used today and to help the students understand past actors in their own contexts. Our research also shows that popular history is present in history education because teachers believe it is engaging for the students. Popular themes such as the Viking-age and the World Wars are easier for the students to engage with. Therefore, narratives from popular historical themes are easier to bring to life in history education. The higher the education, the more abstract use of history brought to life. In our findings we concluded that when history was brought to life in middle school education it was to make learning more entertaining. In the higher stages it was used to bring actual artifacts as tools to work with abstract didactical themes such as uses of history and critical analysis of sources. This correlates with the cognitive maturity of the students’ ages. Combined, artifacts and narrations give a more holistic view of the past since it provided multimodal teaching opportunities for the students regarding their historical empathy and historical understanding.
27

Your Mission, Should You Choose to Attempt it, is to Save the Mona Lisa! Gamification as a Method for Teaching Art

Ovard, Caleb 21 December 2023 (has links) (PDF)
To increase student engagement in their classroom, the author created an art curriculum using gamification methods that incorporates elements of tabletop role-playing games. The Role-playing Art Curriculum is a key element of this thesis. Possible research approaches involving game-based learning and gamification were examined to point toward future research and reflection regarding games and game-like content into an art curriculum. Action research methods were used to create and run the Role-playing Art Curriculum. The author concludes that the gamified curriculum took extra preparation and required more management to run then other traditional art curriculums.
28

“EXPERT” AND “NON-EXPERT” DECISION MAKING IN A PARTICIPATORY GAME SIMULATION: A FARMING SCENARIO IN ATHIENOU, CYPRUS

Massey, David 19 July 2012 (has links)
No description available.
29

Leitura de impressos de RPG no Brasil: o satânico e o secular. / The satanic and the secular: the reading of RPG publications in Brazil.

Fairchild, Thomas Massao 14 December 2007 (has links)
Este trabalho discute a incorporação de novos materiais pela escola através do estudo da leitura de impressos de RPG (role-playing games, ou jogos de interpretação de papéis). Estes impressos (livros e revistas) começaram a surgir no país por volta de 1990 e no decurso da década se diversificaram bastante, inclusive graças a uma volumosa produção de títulos nacionais. Em 2001, quando uma estudante foi assassinada em Ouro Preto e o crime foi associado à prática dos role-playing games, dois aspectos aparentemente contrários tornaramse evidentes por um lado, a presença de jogos que parodiam temas religiosos e aos quais se atribuiu influência sobre o comportamento criminoso, e por outro, a existência de livros dedicados a assuntos do currículo escolar. Com base numa aliança entre preceitos da História Cultural, da Lingüística e da Psicanálise, este trabalho procura compreender esse trajeto, pensando particularmente no problema de como surgem novos sentidos na leitura e como esses sentidos passam a ser negociados uma vez que se instauram no discurso. Através da descrição de impressos de RPG e da análise de diversos aspectos da sua leitura, manuseio e circulação, o trabalho visa discutir as formas como a linguagem não apenas manifesta, mas efetivamente sustenta e realiza as relações de poder através das quais um determinado tipo de material pode se constituir como objeto de relevância para a escola. / This work discusses the adoption of new materials in school by studying the reading of RPG (role-playing game) publications. These publications (books and magazines) first appeared in Brazil around 1990 and throughout that decade became very diverse also due to a voluminous production of national titles. By 2001, when a student was murdered in the city of Ouro Preto and the crime was reputed to role-playing game pratices, two apparently contrary aspects became evident: on the one hand, the presence of games that parody religious themes and to which an influence upon criminal behavior was attributed, and on the other hand the existence of books dedicated to school subjects. Based on concepts from Cultural History, Linguistics and Psychoanalysis, this work attempts to explain this trajectory, considering particularly the problem of how new meanings occur in reading and how these meanings are dealt with once they are installed in a discourse. By describing RPG publications and analysing how they might be read, handled and passed on among readers, this works discusses how language not only manifests, but rather supports and effects power relations by which a certain type of material may become an object of relevance from the schools perspective.
30

A linguagem de Role Playing Games Digitais e o ensino de inglês

Boscariol-Bertolino, Márcia Regina 01 December 2008 (has links)
Made available in DSpace on 2016-04-28T18:23:57Z (GMT). No. of bitstreams: 1 MARCIA REGINA BOSCARIOL-BERTOLINO.pdf: 7688545 bytes, checksum: 8aba6cbcb5c0c2e20ad3f15d29e474ee (MD5) Previous issue date: 2008-12-01 / Secretaria da Educação do Estado de São Paulo / The present interdisciplinary research is aimed at analyzing the most frequent verbs, its collocates and lexical patterns found in the texts of videogames, specifically the Digital Role Playing Games. It is proposed based in the results of the research, a material using the patterns for English Teaching using the patterns found in study corpus. There are many researches about characterization though there isn t any that make a description of the language of Digital RPGs following the theories of Corpus Linguistics and linked it to English teaching. The present aims fill in such gap. The research is based on the Corpus Linguistics theoretical frame. We use Task Based Learning how pedagogocal support. Two corpora were applied in this research : 1- the study corpus made of Digital RPGs texts with a total of about 600.000 words and the Contemporary Corpus of American English (COCA) with a total of 360 million tokens as the reference corpus used to help preparing the teaching materials. The research questions guiding the present study were: (1) what are the most frequent verbs found in the study corpus? (2) what are the typical lexicogrammar patterns found in the Digital RPG genre? (3) how is it possible to apply the patterns found in the texts to prepare task based activities? The results show many lexico-grammatical patterns that characterize the games and can be useful in English learning as foreign language, in Private and public schools, in different grade levels / O trabalho aqui desenvolvido é interdisciplinar e teve como objetivo a análise dos verbos mais freqüentes no corpus de estudo, seus colocados e os padrões lexicais que aparecem nos textos de videogames, especificamente os Role Playing Games Digitais (RPGs). Propomos, com base nos resultado, um material didático para o ensino de inglês utilizando os padrões encontrados no corpus de estudo. Embora haja uma série de pesquisas sobre caracterização de linguagem, e jogos e educação, não se conhece até o momento nenhuma que trate exatamente da descrição da linguagem dos RPGs Digitais sob a ótica da lingüística de Corpus e a alie ao ensino de Inglês. A presente pesquisa pretende colaborar para preencher essa lacuna. O arcabouço teórico da pesquisa se baseia em Lingüística de Corpus. Como suporte pedagógico utilizamos Task Based Learning. Dois corpora foram empregados na pesquisa: o corpus de estudo, que é composto por textos de RPGs Digitais, totaliza mais de 600 palavras, e o de referência, o Contemporary Corpus of American English (COCA), com mais de 360 milhões de palavras, foi usado como auxiliar na elaboração do material didático. Foram propostas as seguintes questões de pesquisa: (1) Quais são os verbos mais freqüentes no corpus de estudo? (2) Quais padrões léxico-gramaticais são típicos no gênero RPG Digitais? (3) De que forma é possível aplicar os padrões encontrados nos textos na elaboração das atividades baseadas em tarefas? Os resultados mostraram diversos padrões léxicogramaticais que caracterizam os jogos e que podem ser úteis no aprendizado de inglês como língua estrangeira, na escola pública, em vários níveis

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