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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.
41

[en] ROLE-PLAYING GAME AS A PEDAGOGICAL PROPOSAL FOR THE CO-CONSTRUCTION OF STORIES IN THE CONTEXT OF DEAFNESS / [pt] O ROLE-PLAYING GAME COMO PROPOSTA PEDAGÓGICA DE CO-CONSTRUÇÃO DE HISTÓRIAS NO CONTEXTO DA SURDEZ

PRISCILA STAROSKY 24 October 2012 (has links)
[pt] O estudo consiste em mostrar e discutir o desenvolvimento e a implementação de uma proposta pedagógica de co-construção de histórias através do role-playing game (RPG) no contexto terapêutico-fonoaudiológico de letramento de surdos com orientação bilíngue. A pesquisadora, além de experienciar a prática do RPG e de desenvolver uma proposta do jogo adaptada às especificidades de adolescentes surdos bilíngues, também analisa a co-construção narrativa, sob o ponto de vista interacional, durante a dinâmica de multiparticipação do próprio jogo. As bases teóricas do trabalho são interdisciplinares e fundamentam-se na Teoria da Narrativa, na Sócio-linguística Interacional, no Sócio-interacionismo Vygotskyano e em Práticas de Multiletramentos no contexto da surdez. A pesquisa, realizada no Ambulatório de Surdez do Curso de Fonoaudiologia da Universidade Federal do Rio de Janeiro, é qualitativa de natureza participante, de caráter longitudinal e exploratório. Os dados foram gerados em seis sessões de implementação do RPG, das quais participaram quatro adolescentes surdos e uma professora surda (na condição de jogadores), um pesquisador de RPG e educação (na condição de mestre), a pesquisadora (como auxiliar) e uma intérprete de Libras. O corpus é constituído de segmentos da transcrição das interações face-a-face entre os jogadores surdos e seus mediadores (mestre, auxiliar e intérprete), em Libras e Português, durante as sessões de jogo. Os resultados mostram que os modos interacionais e multisemióticos de uma prática linguístico-discursiva específica, como o RPG, estão voltados para a criação conjunta e a co-autoria de narrativas ficcionais. Do ponto de vista teórico da Teoria da Narrativa, pode-se perceber que as narrativas co-construídas nos movimentos do jogo têm, ao mesmo tempo, uma relação de aproximação e de oposição à estrutura canônica laboviana. As atividades de contar histórias envolvem recontagem e criação de cenas narrativas, em pequenas e grandes narrativas. A criação instantânea de cenas de ação e o mundo imaginário paralelo em espaço e tempo, que surge da simulação baseada na ambientação, fazem do RPG um nascedouro de pequenas narrativas ficcionais que se entrecruzam e criam coerência na construção de uma grande narrativa. Do ponto de vista metodológico, pode-se perceber que o RPG, desenvolvido especialmente para um grupo de adolescentes surdos, promoveu interação entre os adolescentes, a professora e seus mediadores, com relevantes práticas de letramento envolvendo múltiplas semioses: a linguística, a visual, a espacial, a gestual e a tátil-sinestésica. Ressaltamos, portanto, que a característica hipermidiática do jogo foi essencial para envolver os adolescentes na atividade. A interatividade, enquanto traço essencial ao jogo, o uso de diferentes enquadres, os posicionamentos, o uso das pistas de contextualização e da alternância de código fizeram da prática do RPG uma experienciação de novas formas de contar histórias por parte dos aprendizes surdos, fundamentais no processo de construção de sentidos e de desenvolvimento da linguagem dos mesmos, em contexto bilíngue. / [en] This study consists in presenting and discussing the development and implementation of a pedagogical proposal for the co-construction of stories by means of the Role-playing game (RPG) in a Speech Therapy (Phonoaudiology) context of literacy of deaf people, following a bilingual orientation. The researcher experienced the practice of RPG and developed an adapted proposal of the game for bilingual deaf adolescents. Moreover, the researcher analyses the co-construction of narratives, in an interactional perspective, during the multiparticipation dynamics of the game itself. The theoretical bases of the study are interdisciplinary and founded on Narrative Theory, Interactional Sociolinguistics, Vygotskyian Sociointeractionism and Multiliteracy Practices in the context of deafness. The research, which was developed in the Ambulatory of Deafness of the Speech Therapy Course at the Federal University of Rio de Janeiro, is a qualitative, participant, longitudinal exploratory study. The data was generated in six sessions in which the RPG was implemented, with the participation of four deaf adolescents and a deaf teacher (as players), a researcher on RPG and Education (as master of the game), the researcher (as assistant of the game) and an interpreter of Libras (Brazilian Sign Language). The corpus is constituted of transcription segments of face-to-face interactions among the deaf players and their mediators (master, assistant and interpreter) during the game sessions, both in Libras and in Portuguese. The results point out that the interaction and multisemiotic modes of a specific linguistic-discursive practice such as the RPG are intended for the joint creation and co-authorship of fictional narratives. From the theoretical point of view of Narrative Theory, it can be noticed that the narratives co-constructed during the game moves have, at the same time, a relationship both of proximity and of opposition to the labovian canonical structure. The activities of telling stories involve the retelling and creation of narrative scenes, in small and big narratives. The instantaneous creation of action scenes and of a parallel imaginary world in space and time, emerging from the simulation based on the story setting, makes the RPG bring to birth small fictional narratives that intersect and create coherence in the construction of a big narrative. From the methodological point of view, it can be seen that the RPG, specially the one developed for a group of deaf adolescents, promoted the interaction among these adolescents, the teacher and their mediators, with relevant literacy practices involving multiple semioses, such as: the linguistic, the visual, the spatial, the gestual and the tact-sinestesic. Therefore, the hypermediatic features of the game were fundamental for engaging the adolescents into the activity. The interactivity, essential to the game, the use of different frames, the positionings, the use of contextualization cues and of code-switching turned the RPG practice into an experience in which deaf learners could deal with new forms of telling stories. This is fundamental in the process of meaning construction and language development of deaf learners in a bilingual context.
42

RPG e história : o descobrimento do Brasil

Pereira, Priscilla Emmanuelle Formiga 27 September 2010 (has links)
Made available in DSpace on 2015-05-14T12:23:04Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 1150207 bytes, checksum: 1b66d594cbcaf7b84a9807467e6ab8ff (MD5) Previous issue date: 2010-09-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This work - linked to the research line Teaching of History and Historical Knowledge, with a Concentration Area in Historical Culture - aim to discuss the role-playing game, also considered literature Interactive Role-Playing Games (RPG). Translated into our language as Jogo de Interpretação de Personagens, since its inception in the 70s in the United States by students Gary Gygax and Dave Arneson RPG went through several transformations, including marketing. In Brazil by means of a movement that seeks to improve the image of the hobby after alleged involvement in crimes, the game gained ground in the classroom as a methodological tool for teaching, including teaching of history. This work arose out of concern around the game assume the character of a teaching resource in the teaching of history, has as main source RPG written by Luiz Eduardo Ricon, O Descobrimento do Brasil, launched during the celebrations of 500 years of Brazil. Through an analysis of the references used by the author, our proposal fits in an attempt to characterize the type of product such as Historical Culture of the cultural industry builds from the moment that suggests a narrative about the Discovery and History of Brazil, bringing representations revolve around the very idea of national identity. / Este trabalho vinculado a linha de pesquisa Ensino de Historia e Saberes Históricos, com Área de Concentração em Cultura Histórica têm por objetivo discutir o jogo de interpretação, também considerado literatura interativa Role-Playing Games (RPG). Traduzido para o nosso idioma como Jogo de Interpretação de Personagens, desde sua criação na década de 70 nos Estados Unidos pelos estudantes Gary Gygax e Dave Arneson o RPG passou por inúmeras transformações, inclusive mercadológicas. No Brasil por meio de um movimento que busca melhorar a imagem do hobby após supostos envolvimentos em crimes, o jogo ganhou espaço nas salas de aulas como instrumento metodológico de ensino, inclusive no ensino de História. A presente dissertação surgiu da preocupação em torno do jogo assumir caráter de recurso didático no ensino de História, tendo como fonte principal o RPG escrito por Luiz Eduardo Ricon, O Descobrimento do Brasil, lançado durante as comemorações dos 500 anos do Brasil. Através de uma análise das referencias utilizadas pelo autor, nossa proposta se insere na tentativa de caracterizar o tipo de Cultura Histórica que tal produto da indústria cultural constrói a partir do momento que propõe uma narrativa acerca dos Descobrimentos e da História do Brasil, trazendo representações que giram em torno da própria ideia de Identidade Nacional.
43

Hur agency påverkas av dynamiska dialogval i digitala rollspel : En jämförande studie / How Agency is Affected by Dynamic Dialog Choices in Digital Role-playing Games : A comparative study

Bodegård Gustafsson, Christoffer Carl January 2017 (has links)
Denna studies frågeställning undersöker hur spelaren upplever agency när dialogsystem i digitala rollspel visar respektive gömmer otillgängliga dialogval. I arbetets bakgrund presenteras definitioner av agency, samt vad tidigare undersökningar nått för slutsatser om termen. Bakgrunden visar även olika implementationer av digitala rollspel och vilka tekniker som borde användas för att få spelaren att engagera sig i studiens artefakt. För att svara på frågeställningen skapades en kort rollspelsupplevelse med två olika versioner, en där otillgängliga dialogval visas för spelaren, och en där de göms. En kvalitativ undersökning utfördes för att se hur skillnaden mellan dessa versioner påverkar spelarens känsla av agency. Resultatet visade på att uppvisning av otillgängliga dialogval påverkade informanternas agency negativt när de otillgängliga dialogvalen ansågs mer attraktiva än de tillgängliga.
44

Dragonlord Campaign Setting

Olson, Clas January 2008 (has links)
Dragonlord Campaign Setting, which is a book of 250 pages, is an accessory to the role playing game Dungeons and Dragons, published by Wizards of the Coast, Inc. It describes the game world Saviat that largely is like an ordinary fantasy world, with its fantastic elves and dwarfs, its magic, and supernatural monsters and events. What sets this world apart from all the other worlds that players can place their game in, is the complex and unique caste system in society, as well as the fact the it is real dragons that rule as feudal kings and nobles over the lands on the continent. In the book, the different nations’ geography, culture, history, and society are described, and also places and people that can be interesting for a player or Dungeon Master to know about. It also contains tips and tools that can be used by gamers playing in the world, so that their play in the world of Saviat becomes more interesting and connected to the world. The book directs itself mostly towards people who play D&D, and then mainly to the Dungeon Master. The book is available to be ordered from the Internet, and it is printed with a case-wrap hard cover. / Dragonlord Campaign Setting, som är en bok på 250 sidor, är en tilläggsbok till rollspelssystemet Dungeons and Dragons, publicerat av Wizards of the Coast, Inc. Den beskriver spelvärlden Saviat som i mångt och mycket är en vanlig fantasyvärld, med sina fantastiska alver och dvärgar, sin magi och övernaturliga händelser och varelser. Vad som skiljer denna värld från alla de andra fantasyvärldar som rollspelare kan spela i, är det komplexa och unika kastsystemet i samhället, och det faktum att det är verkliga drakar som styr som feodala kungar och adelsmän över kontinentens länder. I boken beskrivs de olika ländernas geografi, kultur, historia och samhälle, och även platser och personligheter som kan vara intressant för en som spelar rollspel att känna till. Den innehåller även tips och verktyg som kan användas av en grupp som spelar i världen för att deras spel skall bli mer intressant och kopplat till världen. Boken riktar sig främst till spelargrupper som spelar D&D, och då främst till spelledaren. Boken finns tillgänglig att köpa av alla på Internet, i form av en tryckt bok med hårdpärm. / Detta är en reflektionsdel till en digital medieproduktion.
45

Event scenes in role-playing games : A study about focus during event scenes versus gameplay

Andersson, Henrik January 2015 (has links)
This thesis investigates the level of focus a player is displaying while playing a role-playing game. The thesis tries to answer the questions if the level of focus is different while a player is watching an event scene versus during gameplay and if there is a difference in the level of focus displayed by new players versus experience ones. To answer this question a playtest was performed in the role-playing game Final Fantasy XIII and the player’s reaction was recorded and documented. The result suggests that the level of focus a player is displaying is lower during event scenes than during gameplay.
46

Jogos de papéis (RPG) em diálogo com a educação ambiental: aprendendo a participar da gestão dos recursos hídricos na Região Metropolitana de São Paulo / Role-playing games and Environmental Education: learning to take part in the water resources management in São Paulo \'s metropolitan region

Maria Eugenia Seixas de Arruda Camargo 25 April 2006 (has links)
Os jogos de papéis (role-playing games) têm sido utilizados em diversos projetos de gestão participativa dos recursos naturais em processos de formação, pesquisa e intervenção de apoio à negociação de conflitos em várias partes do mundo. Uma série de estudos demonstram o potencial destas metodologias para lidar com temas complexos num processo de Educação para a participação, principalmente de atores locais da sociedade civil. Partimos do pressuposto de que os fóruns de negociação de conflitos socioambientais exigem um aprendizado técnico e social para uma participação efetiva da sociedade civil. O objetivo da pesquisa consiste em analisar os potenciais e limites destas metodologias em relação aos princípios da Educação Ambiental. Primeiramente realizamos um levantamento e comparação de experiências brasieliras de formação relacionadas à gestão urbana e ambiental. Em seguida, analisamos de forma mais aprofundada um protótipo de jogo de papéis, com enfoque na modelagem de acompanhamento, que corresponde ao foco do trabalho - O Jogo dos Mananciais. O jogo em destaque trata da problemática da gestão dos recursos hídricos em áreas de mananciais peri-urbanos. Os resultados da análise mostram que o jogo apresenta diversas potencialidades como metodologia de apoio à formação, embora seus limites estejam relacionados à complexidade da ferramenta e ao tempo dispendido na sua elaboração. Além disso, como uma metodologia didática, o jogo de papéis (RPG) deve estar inserido num processo de formação mais amplo. / Role playing games in natural resources management have recently been tested as training, research and intervention tools all over the world. Various studies point out their potential to deal with complex issues and to contribute on the training processes. We believe that a social learning process is necessary to empower the local communities to take part on the negotiation channels. The objective of this contribution is to briefly analyze the limits and potential of games within environmental education from the critical perspective. The analysis begins by a comparison of four Brazilian experiences, which are \"regular\" RPGs, developed to deal with the complexity of urban and environmental management. They were used within an educational process focusing on either local communities or technicians. The comparison of these experiences is based on (i) an analysis of the materials (game support) provided by the developers, (ii) interviews with authors and game developers and (iii) participation in game sessions whenever possible. Then we deeply analyze the RPG (Jogo dos Mananciais), the research focus. This game is a prototype based on Companion Modeling Approach. It deals with the water resources management in peri-urban catchments. The results show role-playing games have many possibilities as a training methodology, however their limits are related to the complexity of the toll. So, the RPG must be inserted into a wider educational process.
47

Současný role-playing a role mediace v ČR na příkladu Dungeons & Dragons / Current role-playing and role of mediation in the Czech Republic on example of Dungeons & Dragons

Motlová, Adéla January 2021 (has links)
This thesis examines the RPG game Dungeons & Dragons (D&D) and its players in the Czech Republic. Although, D&D is primarily a game that uses physical components such as paper character sheets or dice, technology has also found its way to it, which is no surprise because current world is full of new technologies. The aim of this work is to examine the motivation of players to play, what role mediation plays, what technologies are used in playing and what are the main differences players perceive in the case of face-to-face session and in the case of online session. Many different technologies are used in both cases. Research questions dealing with these topics are answered through semi-structured interviews with a total of eight players and two participant observations of a player group's session. The most important reasons to play are the social and creative aspects of the game - players play with others, with whom they often form long-term friendships, and enjoy creating and using their imagination to create unique characters, narratives and worlds. D&D is also a source of inspiration for them. The main differences in offline and online game are especially in sociality and opportunities for communication, which is related to the atmosphere and experience, which in the case of face-to-face game...
48

Věk Dračího doupěte: nové pojetí a komercionalizace volného času na počátku 90.let dvacátého století / The Age of Draci doupe: New Concept and Commercialization of Leisure Activities during the Early 1990s.

Houha, Libor January 2019 (has links)
In my Master's degree thesis I'm dealing with the phenomenon of role-playing games in the Czech republic in the first half of the 1990s. Role-playing games came to the Czech republic in the form of a game called "Draci doupe" with an active community of players being established immediately. The main aims of this study are analysis and contextualisation of subculture of these players in the first half of the nineties and also publisher "Altar", who released "Draci doupe" at the end of the year 1990. "Draci doupe" and commercialization were inherently bound together. In my thesis I'm dealing with the description of development of publisher "Altar" with regard to his commercial strategy and influence on the subculture of role-playing game players. The rest of the study is dedicated to the community of players with the focus on development, form and spreading through fanzines (non-professional and non- official publication produced by community of players), magazines and community conventions (called "cons"). Struggles in the community of players regarding commercionalization of this leisure activity are analysed further in the study. These struggles led to degradation of the whole community of players. The view of public is added to the thesis to complete the whole picture of analysis of subculture...
49

Spelar det någon roll? : Äventyrsrollspel som behandlingsmetod för personer med psykisk ohälsa och autismspektrumtillstånd / Tabletop role-playing games as a method of therapy for individuals with mental illness and autism spectrum disorder

Jäderkvist, Henrik, Byman Jonsson, Johannes January 2020 (has links)
I denna uppsats undersöks användningen, användbarheten, samt för- och nackdelar medäventyrsrollspel som behandlingsform vid psykisk ohälsa och autismspektrumtillstånd.För att studera detta har vi genomfört en kvalitativ intervjustudie med verksammapraktiker. Resultatet visar att behandlingens struktur är liknande för olika klientgrupperäven om behandlingsfokuset kan skilja sig beroende på klientens problematik.Återkommande teman är användandet av fantasin som verktyg vid behandling,äventyrsrollspelet som ramverk, social träning samt möjligheten till personligutveckling vilket är positiva aspekter av behandlingen. Dock är behandlingen begränsadför individer med vissa typer av problematik och skulle därmed fungera bättre som enkompletterande terapi. Den har även högt ställda kompetenskrav på behandlare som villanvända metoden. I diskussionen använder vi symbolisk interaktionism som teoretisktramverk för att tolka resultatet. / This study explores the usage, applications, as well as the pros and cons of utilizingtabletop role-playing games as a method of therapy for individuals with mental illnessand autism spectrum disorder. Qualitative interviews were conducted with practitionerswho apply the method. The result shows that the method is structured similarly fordifferent client groups while treatment focus changes according to individual diagnoses.Some recurring themes were: fantasy as a tool for therapy, the tabletop role-playinggame framework, social training, and possibility for personal growth which are allpositive aspects of the treatment. However, the treatment has limitations when used onindividuals with certain types of mental health problems and would instead work betteras a complementary treatment. However, a high level of competence is required forpractitioners who wish to utilize the method. In the discussion we seek to answer ourexplored issues through a symbolic interactionist theoretical standpoint.
50

Companion: Developing Relationships Between the Player and Follower NPCs to Encourage Prosocial Change

Shields, Faith 26 April 2022 (has links)
No description available.

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