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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.
111

Tabletop Role-playing Games (TRPG) and Group Coherence / Rollspel och gruppkoherens : En enkät- och intervjustudie

Danielsson, Martin January 2021 (has links)
Tabletop role-playing games (TRPGs), also known as Pen-and-Paper role-playing games(PnP-RPGs), are games that can be described as a mix between board games and improvisationaltheatre. Each player takes on the role of a single character, while the game’s leader(GM or DM) is in charge of both simulating the game world, acting out all remainingcharacters and facilitating the game rules. The games are often played in campaigns,continual stories told over several gameplay sessions. This thesis investigates whetherplayers’ types/characteristics and preferences affect the enjoyment of play, and in particularwhether being coherent with the rest of the role-play group in these respects affects theenjoyment of TRPG play. The research questions were addressed primarily by a surveyamong TRPG players that received 1,982 completed questionnaires. These were thenanalysed by correlation and factor analyses in order to find connections between responses.The thesis work shows that the length and depth of previous experiences have almost nocorrelation to the level of enjoyment. Some aspects of the game itself contributed to theenjoyment, but a clearer factor was that of group coherence – if the player perceives thegroup to have the same or similar stances as him/herself on game preferences.Keywords: tabletop role-playing game, pen-and-paper role-playing game, groupcoherence, game enjoyment, satisfaction / Bordsrollspel (TRPGs), även känt som penna-och-papper-rollspel (PnP-RPGs), är en typ avspel som kan beskrivas som en blandning mellan brädspel och improvisationsteater. Varjespelare antar rollen av en karaktär, medan spelledaren (GM eller DM) ansvarar för simuleringenav spelvärlden, agerandet av resterande karaktärer samt ansvar för regelhållningen.Denna uppsats undersöker om spelartyper (egenskaper) och deras preferenser påverkarspelglädjen, och i synnerhet huruvida det är viktigt att ha samma uppfattning som den övrigagruppen i dessa frågor (gruppkoherens). Forskningsfrågorna besvarades huvudsakligengenom en enkätundersökning bland TRPG-spelare som gav 1982 komplett ifyllda enkätsvar.Dessa analyserades sedan med korrelations- och faktoranalyser för att hitta kopplingarmellan svaren. Uppsatsen visar att längden och djupet av tidigare spelupplevelser nästan intehar något samband med nivån av spelglädje. Några aspekter av själva spelet bidrog däremottill spelglädjen, och den tydligaste faktorn var gruppens koherens – om spelaren uppfattar attgruppen har samma eller liknande ståndpunkter som sig själv när det gäller spelpreferenser.Nyckelord: bordsrollspel, penna- och papper-rollspel, gruppkoherens, spelglädje, nöjdhet
112

„Ich nehme etwas für meine persönliche Balance mit“ – Eine explorative Studie zum Erleben von Erholung in Massively Multiplayer Online Role-Playing Games

Kunstmann, Maria, Staar, Henning, Janneck, Monique January 2014 (has links)
Der vorliegende Beitrag hat das Ziel, an bestehende Beiträge aus der Erholungsforschung anzuknüpfen und mittels einer qualitativen Interviewstudie zu eruieren, welchen Beitrag das Genre der MMORPGs für die Erholungsforschung liefern kann.
113

Game mechanics, Role play, and Narrative - Critically learning values through games

Öhman, Sebastian January 2019 (has links)
In 2018, the Swedish Parliament decided to make the UN Convention on the Rights of the Child acivil law, which will be implemented in the year 2020. The consequences of the decision are notunproblematic. The public debate, as well as research, shows that parents have a problem seeing howtheir style of parenting could correlate with the Convention’s legal text. The parents expresshopelessness towards the notion of child upbringing.This thesis is an exploratory pilot study aiming to prepare and generate new knowledge for a projectcommissioned by Save the Children with the goal to develop a game to decrease the knowledge gapbetween parents and children regarding what the Convention means for their relationship. The thesisalso asks the question: how can a game, played by parents and children meant to teach them about softvalues in accordance with the Convention look like.Beyond traditional qualitative research methods, this thesis used Research through Design anddeveloped a presumptive prototype for the project in order to explore the research subject. Findingsshowed that the games narrative and the power to change the narrative through player choices play anessential part in the participant’s ability to immerse in the game, and that this interactive narrative isclosely connected with the ability to learn. The thesis also shows designer directions to consider whendeveloping a game meant to teach the players about soft values.
114

[pt] DESENVOLVIMENTO DE UMA FERRAMENTA PARA ESTIMULAR FLEXIBILIDADE COGNITIVA EM CRIANÇAS COM TEA LEVE E VERBAIS: O JOGO DE RPG FÁBULAS E FANTASIAS / [en] DEVELOPMENT OF A TOOL TO STIMULATE COGNITIVE FLEXIBILITY IN CHILDREN WITH MILD AND VERBAL ASD: THE FABLES AND FANTASIES RPG GAME

ANDREZA MORAES DA SILVA 23 November 2021 (has links)
[pt] O Transtorno do Espectro Autista (TEA) é um distúrbio do neurodesenvolvimento caracterizado por prejuízos sociais, comportamentais e de comunicação. Um dos modelos que tentam explicar tais sintomas é o da neuropsicologia, que propõe déficit em Funções Executivas (FEs), destacando o componente de flexibilidade cognitiva. O constructo de flexibilidade cognitiva é amplo, porém é comum estar relacionado à capacidade de alternar foco atencional e pensamento, e a capacidade de adaptação às mudanças no ambiente, estando, dessa forma, na base dos sintomas de comportamento repetitivo e estereotipado no TEA. A flexibilidade cognitiva também aparece correlacionada com Teoria de Mente (ToM) e atenção compartilhada, estando, também, em algum nível associada ao funcionamento social. A literatura afirma que FEs podem melhorar com treinamento. Existem diversos modelos de intervenção para o TEA e, entre eles, a reabilitação neuropsicológica tem sido foco de estudo. A reabilitação neuropsicológica é um modelo potente para remediar e desenvolver habilidades cognitivas que se mostram prejudicadas em alguns diagnósticos infantis como TEA. Existe uma escassez de ferramentas que atuem no campo da reabilitação neuropsicológica que atenda tanto à necessidade de desenvolvimento de flexibilidade cognitiva quanto a de promover mudanças ecológicas, ou seja, instrumento que potencialize a generalização da aprendizagem para situações de vida diária. No entanto, existem tentativas nessa área e uma ferramenta comum utilizada na reabilitação infantil envolve atividade lúdica. Para atender a estas necessidades o objetivo deste trabalho foi desenvolver uma ferramenta para estimulação de flexibilidade cognitiva em crianças com TEA leve e verbais, entre 9 e 12 anos. A ferramenta desenvolvida foi um jogo de Role- Playing Game (RPG). O jogo de RPG envolve a encenação de uma história, onde os participantes devem encenar papéis, considerando as características de seus personagens. Ao longo do jogo eles se deparam com desafios, que são situações problemas que devem resolver de forma compartilhada. A dinâmica deste jogo oferece um contexto favorável a prática e experiência de comportamentos flexíveis e atende ao constructo de flexibilidade cognitiva. Para o desenvolvimento do jogo foram realizadas diversas etapas para chegar ao modelo final que foi testado em um grupo piloto para posterior revisão e adequação. O modelo final passou por uma avaliação de concordância por juízes especialista que apresentou resultado de 100 por cento para todos os itens avaliados. Este resultado confirmou a hipótese que o jogo de RPG, chamado, Fábulas e Fantasias estimula flexibilidade cognitiva, estando apto a ser usado no grupo proposto. O jogo de RPG Fábulas e Fantasias estimula flexibilidade cognitiva por meio do treino cognitivo, oferecendo oportunidade e suporte adequado para que esta habilidade seja experimentada e praticada, com a integração de estratégias metacognitivas e de instrução. Uma limitação do presente trabalho foi à ausência da realização do estudo de eficácia da ferramenta, e este objetivo compõe as perspectivas futuras. / [en] Autistic Spectrum Disorder (ASD) is a neurodevelopmental disorder mitigated by social, behavioral and communication impairments. One of the models that try to explain such symptoms is that of neuropsychology, which offers deficits in Executive Functions (EFs), highlighting the component of cognitive flexibility. The cognitive flexibility construct is broad, however it is common to be related to the ability to alternate attentional focus and thinking, and the ability to adapt to changes in the environment. Thus, linking on the basis of symptoms of repetitive and stereotyped behavior in the ASD. Cognitive flexibility also appears to be correlated with Theory of Mind (ToM) and shared attention, too, at a level associated with social functioning. Literature states that FEs can improve with training. There are several intervention models for ASD, among them neuropsychological rehabilitation has been the focus of the study. Neuropsychological rehabilitation is a powerful model to remedy and develop cognitive skills that are impaired in some childhood diagnoses such as ASD. There is a scarcity of tools that work in the field of neuropsychological rehabilitation that meet both the need to develop cognitive flexibility and ecological changes, that is, an instrument that enhances the generalization of learning to situations of daily life. However, in this area there are and a common tool used in child rehabilitation involves playful activity. To meet these needs, the objective of this work is to develop a tool for stimulating cognitive flexibility in children with mild and verbal ASD, between 9 and 12 years old. The tool developed was a Role-Playing Game (RPG). The role-playing game involves a re-enactment of a story, where participants must enact roles, considering the characteristics of their characters. Throughout the game, they are faced with challenges, which are problem situations that they must solve in a shared way. The dynamic game offers a favorable context for this flexible behavior practice and experience and meets the cognitive flexibility construct. For the development of the game, several steps were taken to reach the final model, which was tested in a pilot group for later review and adaptation. The final model underwent an agreement assessment by expert judges who presented a 100 percent result for all items obtained. This result confirmed the hypothesis that the role-playing game, called Fables and Fantasies, estimated cognitive flexibility, fit to be used in the proposed group. The Fables and Fantasies RPG game stimulates cognitive flexibility through cognitive training, offering the opportunity and adequate support for this skill to be tried and practiced, with the integration of metacognitive and instructional. of the tool, and this objective composes the future perspectives.
115

A comparison of roles played by men and women in public relations with an examination of possible influencing factors

Myers, Susan Gunness. January 1982 (has links)
Call number: LD2668 .T4 1982 M93 / Master of Science
116

Elevers upplevelser av klassdebatter/rollspel : En intervjustudie / Students' experiences of debate/roleplay : An interview study

Tallefors, Carina January 2017 (has links)
Elevperspektivet på klassdebatter/rollspel som pedagogisk metod i skolan är ett område som är relativt outforskat. Syftet med den här studien är att utveckla kunskaper om elevers upplevelser av klassdebatter/rollspel. Studien genomförs ur ett sociokulturellt perspektiv, där samspel och kommunikation ses som en förutsättning för lärande. Empirin samlades in genom videodokumentation av elever då de genomförde debatter/rollspel. Därefter intervjuades enskilda elever i form av stimulated reflection, viket är en metod som ger intervjupersonen möjlighet att reflektera över det som sker i den videoinspelade debatten/rollspelet. Resultatet av studien, vilket tolkas genom en innehållsanalys, visar tydligt att eleverna är positiva till debatt/rollspel som pedagogiskt verktyg. Här ser de fördelar med att samlära och interagera för att utveckla lärandet och nå djupare kunskap. Att inta ett annat perspektiv i form av en roll upplevs som ett positivt redskap i bearbetningen av frågor och problem. Samtidigt visar resultatet att eleverna upplever olika begränsningar vilket hämmar både deras lärarande och möjligheten att visa sina kunskaper. Begränsningar som nämns är; en ojämn fördelning av talutrymmet, för stora grupper och gruppsammansättningen samt olika förutsättningar beroende på rollens karaktär. Slutsatsen blir att pedagogiska debatter/rollspel är ett bra verktyg för lärande men att det behöver utvecklas för att undanröja de begränsningar som finns, för att därigenom skapar ännu bättre förutsättningar för lärande och bedömning. / Summary: Student perspective on the class debates/role-playing as a teaching method in schools is an area that is relatively unexplored. The purpose of this study is to develop the knowledge of students' experiences of the class debates/role-playing. The study was conducted from a socio-cultural perspective, where interaction and communication are seen as a prerequisite for learning. The empirical data were collected through video documentation of students when they conducted debates/role-playing. Afterwards the students were interviewed individually in the form of stimulated reflection, which is a method that gives the interviewee the opportunity to reflect on what is happening in the videotaped debate/role-playing. The results of the study, which are interpreted through content analysis, clearly shows that students are positive for debate/role-playing as educational tools. Here they see the advantages to combine cooperative learning and interaction to develop their learning and achieve deeper knowledge. Taking a different perspective in the form of a role is perceived as a positive tool in the processing of issues and problems. At the same time, the results show that students experience different constraints which hamper both their learning and the opportunity to show their skills. Limitations that are mentioned; an uneven distribution of linguistic space for large groups and group composition and different conditions depending on the nature of the role. The conclusion is that educational debates/role-playing games are a great learning tool, but it needs to be developed to overcome the limitations that exist, thereby creating better conditions for learning and assessment.
117

Perspective Taking and Self Disclosure

Allen, Bruce W. (Bruce Wayne), 1958- 05 1900 (has links)
The effects of taking a third person role on self disclosure, self sympatheticness and several nonverbal parameters of task involvement were examined in a psychotherapy analogue study. Subjects were classified as high or low in ego strength using previously established norms for college students. In the third person role subjects were instructed to describe themselves from the perspective of an "intimate and sympathetic best friend." An encouragement to talk format was used to facilitate self description from the first person. Support was not found for the hypotheses that altering the perspective used in self description would increase self disclosure and that high ego strength subjects would be better able to use a perspective taking intervention. Theoretical and methodological issues are discussed. Recommendations for future research are made.
118

Teacher Training: An Examination of Skill Acquisition, Generalization, and Increases in Child Appropriate Behavior

Sawyer, Rebecca Jo Moore 08 1900 (has links)
The effects of a training package (modeling, role-playing, and feedback) were evaluated using a multiple baseline across skill areas. Two trainers taught two teachers to use basic intervention skills that included components of both discrete trial teaching (DTT) and the Natural Language Paradigm (NLP). Training occurred in the context of one task. Generalization was assessed with two untrained tasks. Teachers' responses in the target task increased following training, as did appropriate responding from the child. Some generalization of the teaching skills occurred. Teachers were instructed to generalize acquired skills as a possible method to promote generalization. The results of these findings and implications for training of ABA providers are discussed.
119

A dramatização no ensino de enfermagem: uma revisão sistemática e crítica da literatura / The role playing in nursing education: systematic and critical literature review

Tobase, Lucia 31 May 2007 (has links)
A reflexão sobre a necessidade de fundamentar as práticas em educação e saúde, promovendo uma ação transformadora, impulsiona o educador na busca de métodos de ensino inovadores. No cenário educacional, acreditamos que a dramatização favorece a aprendizagem do estudante de forma ativa e participativa. Objetivos: Levantar os estudos relacionados com a aplicação da dramatização como estratégia no processo de ensino e aprendizagem na formação profissional em Enfermagem e verificar os resultados da utilização dessa estratégia na aprendizagem do estudante de Enfermagem. Metodologia: Trata-se de uma revisão sistemática da literatura, orientada pela questão norteadora: “Quais os resultados da aplicação da dramatização na aprendizagem do estudante de Enfermagem?". Resultados: Foram encontrados 541 estudos, dos quais 477 foram excluídos e 64 foram incluídos. Dentre os estudos incluídos, todos os 64 (100%) evidenciaram resultados positivos com a utilização da dramatização, 49 (77%) associaram a relação positiva na aquisição de conhecimento teórico, 42 (66%) descreveram a melhora na associação entre teoria e prática após a aplicação da estratégia, 29 (45%) relacionaram melhora no pensamento crítico, 19 (30%) resultaram em melhora do relacionamento interpessoal. Resultados positivos associados à criatividade dos estudantes, ao aspecto comunicacional, à percepção e ao desenvolvimento do senso de coletividade, de trabalho em grupo e comportamento ético profissional também foram comentados. As dificuldades sobre a proposição da atividade dramatizada foram mencionadas em oito (12,5%) estudos, associadas ao embaraço do aluno frente aos colegas pelo medo de exposição no grupo, no relacionamento entre os alunos, dificuldades por parte dos estudantes em estabelecer prioridades. Em 46 (72%) estudos a dramatização foi aplicada no curso de graduação em Enfermagem, respectivamente oito (13%) e nove (14%) foram publicados nos anos de 2004 e 2005, sendo que 44 (69%) eram do tipo descritivo, quarenta (63%) publicados pelos Estados Unidos, 17 (27%) publicados pela revista Nurse Educator e 12 (19%) pelo Journal of Nursing Education. Conclusão: Esses achados refletem a relação positiva da dramatização como estratégia facilitadora do processo educativo, pois favorece a aprendizagem, confere significados aos conteúdos, colabora no desenvolvimento de habilidades técnicas e comunicacionais, na percepção do ser humano de maneira holística, estimulando a criatividade, o pensamento crítico e o relacionamento interpessoal, além de proporcionar um ambiente tranqüilo e seguro para o processo ensino aprendizagem. Favorecendo a construção das competências, a dramatização contribui para a formação do futuro profissional em Enfermagem. / The consideration about the need to support education and health practices, promoting transforming actions, drives the educator in search for innovative teaching methods and, within educational context, we think that role playing favors students learning in an active and participative fashion. Objectives: To identify studies related with the use of role playing as a strategy in the process of teaching/learning in professional nursing training and to check the results of using such strategy in the learning of nursing students. Methodology: This study was a systematic literature review guided by the key question: \"What are the results of the use of role playing in the learning of nursing student?\". Result: There were 541 identified studies, out of which 477 were excluded and 64 were included in the analysis. Among the included studies, all 64 (100%) showed positive results with the use of role playing, 49 (77%) associated positive correlation with acquisition of theoretical knowledge, 42 (66%) described improvement in the association between theory and practice using the strategy, and 29 (45%) related improvement of critical thinking, 19 (30%) resulted in improvement of interpersonal relationship. Positive results associated with undergraduate creativity, communication aspect, perception and development of a sense of collectiveness, work group and professional ethical behavior were also mentioned. Difficulties in the use of role playing activity were mentioned in 8 (12.5%) studies, associated with students embarrassment before classmates because of fear of public exposure, relationship with them and difficulties that students had to define priorities. In 46 studies (72%), the role playing was applied to undergraduate nursing course, respectively, 8 (13%) and 9 (14%) studies were published in 2004 and 2005, and 44 (69%) were descriptive, 40 (63%) were published in the United States, 17 (27%) were published by Nurse Educator Journal, and 12 (19%) by Journal of Nursing Education. Conclusion: These findings show a positive contribution of role playing as a facilitating strategy in the educational process. It favors learning, conveys meaning to contents, collaborates in the development of technical and communication skills, enhances the perception of human beings within a holistic fashion, stimulating creativity, critical thinking and interpersonal relationship. In addition, it provides a calm and safe environment for teaching and learning; by favoring the building of competences, role playing contributes in the nursing education
120

Implementation of digital role-playing games in higher education classrooms to accomplish learning outcomes

Thong, L. P. January 2016 (has links)
Industries have expectations that university graduates possess well-rounded theoretical and practical knowledge to be successful in their jobs. While effective teaching and learning are essential goals in higher education institutions, lessons and learning activities in traditional classroom settings are often out of context, presented to students with much theoretical generality and abstract representations. This leads to a disconnection between academia and industry, where students struggle to apply abstract principles and knowledge in a real-world context to perform effectively in their workplace. Live role-play has been traditionally used as an educational technique to engage students and provide them the opportunity to learn with a real-world context within classroom settings. While role-playing in the classroom encourages transfer of learning, one of its limitation is traditional role-play often does not provide an authentic and believable real-world experience to participants. The primary aim of this study is to converge the pedagogical benefits of role-playing, educational technology and digital games to investigate the effectiveness of using digital role-playing games in classrooms to achieve learning outcomes. Qualitative data were collected from digital media lecturers of a transnational university based in Vietnam and Australia to identify desirable learning outcomes and describe teaching and learning challenges of digital media courses. Through interviews, lecturers also discussed their perceptions of digital RPGs and their level of acceptance in using this educational technology as part of their teaching practice to accomplish learning outcomes. The results highlighted three key desirable learning outcomes: The first learning outcome is students should develop solid understanding of theoretical and foundational design knowledge, enabling effective application of theoretical knowledge to produce creative digital media outputs. The second learning outcome - students should speak the "design language". Students should develop the ability to articulate, critique and explain creative works using appropriate design vocabularies and terminologies, which are used by design practitioners in the industry. The third learning outcome indicated that students should be resourceful and self-sufficient to conceptualise and generate creative ideas. Using Bloom’s taxonomy categories, game characteristics and identified learning outcomes, a conceptual framework was developed for the design and use of digital RPGs to achieve learning outcomes for digital media education. In validating this conceptual framework, a 3d digital role-playing game, Virtual Designer was developed and implemented in classroom environment. A pre/post-test experimental setup was implemented, in which performance gains were measured and compared between control (conventional learning methods) and treatment group (played digital RPG) to determine the learning effectiveness of digital RPGs. Opinion-based survey and focus group interview was also conducted. Based on collected feedback, students find Virtual Designer an effective tool to assess their state of knowledge in different areas of design and apply theoretical knowledge into practical contexts. Students find the game to be an engaging alternative to conventional learning methods, but some have commented the game to be too difficult and at times frustrating to play. Lecturers have also play-tested Virtual Designer and provided favorable views on the overall feasibility of using similar digital RPGs as a teaching and learning tool to sustain students’ interest in learning their subjects – and successfully accomplishing learning outcomes.

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