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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.
201

Rollenspiel und Welttheater Untersuchungen an Dramen Calderóns, Schillers, Strindbergs, Becketts und Brechts /

Karnick, Manfred. January 1980 (has links)
The author's Habilitationsschrift--Freiburg, 1977. / Includes text in French and Swedish. Includes bibliographical references (p. 363-381) and index.
202

O uso de Role Playing Games como recurso pedagógico nas aulas de matemática

Feijo, Rodrigo Orestes January 2014 (has links)
Nesta pesquisa, abordamos uma perspectiva para o uso de jogos de Role Playing Game como recurso nas aulas de matemática. Foi implantado e avaliado o uso do jogo de RPG em turmas regulares de Ensino Médio, com a temática de investigação de casos criminais, buscando verificar quais são as vantagens e quais as dificuldades possíveis ao seu uso como recurso pedagógico na aprendizagem de matemática. As análises foram realizadas considerando a teoria construtivista de Piaget sobre o trabalho cooperativo em sala de aula e sua importância para a aprendizagem. Ao final, apresentamos pontos que devem ser considerados para a implantação de jogos de RPG por professores, além de disponibilizar, como produto final da pesquisa, um sistema de RPG com enfoque à aplicação em sala de aula. / In this research, we address a perspective for the use of Role Playing Games like a resource for mathematics teaching. Was implemented and evaluated the RPG game use in regular high school classes, with the criminal scene investigation cases theme, trying to verify the advantages and what the possible difficulties from its use as a teaching resource in mathematics learning. The analyzes were performed considering the constructivist theory from Piaget of cooperative work and his importance for learning. Finally, we present the elements to be considered for the implementation of a RPG game by the teachers and, in addition to providing, the final product of the research, a system of RPG with a focus on implementation in the classroom.
203

[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.
204

O uso de Role Playing Games como recurso pedagógico nas aulas de matemática

Feijo, Rodrigo Orestes January 2014 (has links)
Nesta pesquisa, abordamos uma perspectiva para o uso de jogos de Role Playing Game como recurso nas aulas de matemática. Foi implantado e avaliado o uso do jogo de RPG em turmas regulares de Ensino Médio, com a temática de investigação de casos criminais, buscando verificar quais são as vantagens e quais as dificuldades possíveis ao seu uso como recurso pedagógico na aprendizagem de matemática. As análises foram realizadas considerando a teoria construtivista de Piaget sobre o trabalho cooperativo em sala de aula e sua importância para a aprendizagem. Ao final, apresentamos pontos que devem ser considerados para a implantação de jogos de RPG por professores, além de disponibilizar, como produto final da pesquisa, um sistema de RPG com enfoque à aplicação em sala de aula. / In this research, we address a perspective for the use of Role Playing Games like a resource for mathematics teaching. Was implemented and evaluated the RPG game use in regular high school classes, with the criminal scene investigation cases theme, trying to verify the advantages and what the possible difficulties from its use as a teaching resource in mathematics learning. The analyzes were performed considering the constructivist theory from Piaget of cooperative work and his importance for learning. Finally, we present the elements to be considered for the implementation of a RPG game by the teachers and, in addition to providing, the final product of the research, a system of RPG with a focus on implementation in the classroom.
205

As teorias do jogo infantil de Vygotsky e Winnicott: uma análise intersubjetiva

Alves, Alvaro Marcel Palomo [UNESP] 23 September 2013 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:35:04Z (GMT). No. of bitstreams: 0 Previous issue date: 2013-09-23Bitstream added on 2014-06-13T20:45:51Z : No. of bitstreams: 1 alves_amp_dr_assis_parcial.pdf: 80389 bytes, checksum: f2431c257fe889c6d94071e6f3d1a8b2 (MD5) Bitstreams deleted on 2015-06-22T12:53:56Z: alves_amp_dr_assis_parcial.pdf,. Added 1 bitstream(s) on 2015-06-22T12:54:49Z : No. of bitstreams: 1 000730070_20150923.pdf: 71349 bytes, checksum: cf912be527563cbedf080f09e12e64aa (MD5) Bitstreams deleted on 2015-09-24T12:18:17Z: 000730070_20150923.pdf,. Added 1 bitstream(s) on 2015-09-24T12:19:00Z : No. of bitstreams: 1 000730070.pdf: 598860 bytes, checksum: e5faf71bebacf48f1b148b6d1e4c46e1 (MD5) / O jogo se configura numa das mais antigas atividades humanas. Repleto de significados foi incorporado na linguagem, na arte, na religião e na cultura em geral. Seus estudiosos se estendem pela Filosofia (WITTGEINSTEIN, 1958; HUIZINGA, 1991; SCHILLER, 1995), História (ARIÈS, 1978; CAILLOIS, 1958), Teoria da Comunicação (POSTMAN, 1994), Antropologia (GEERTZ, 1989; MALINOWSKI, 1978) e inevitavelmente pela Educação e Psicologia. Embora nos reportemos com freqüência as demais ciências, nosso trabalho se insere numa tradição psicológica. Buscamos nas teorias do psicólogo russo Lev Vygotsky (1896-1934) e do psicanalista inglês Donald Winnicott (1896-1971) uma alternativa para a compreensão do jogo infantil e seu significado na produção da subjetividade. Partimos da apresentação dos autores e suas respectivas biografias intelectuais, detalhando suas concepções de indivíduo, sujeito e meio (social, ambiental e cultural), para em seguida explorarmos conceitualmente zonas de sentido entre suas teorias. Na direção metodológica encaminhamos a discussão a partir da Epistemologia Qualitativa desenvolvida por Gonzalez Rey, criando zonas de sentido entre as concepções de ambiente e jogo infantil. Diante da morte precoce de Vygotsky e a consequente interrupção das suas pesquisas sobre o jogo, buscamos nas teorias dos seus alunos e colaboradores - principalmente Leontiev e Elkonin - os princípios ontogenéticos do jogo infantil complementares à explanação vigotskiana. Defendemos que uma teoria do jogo infantil deve buscar origens nas relações sociais mais primitivas do indivíduo, bem como no uso mais precoce que este faz dos objetos. Tais relações foram amplamente detalhadas por Winnicott na sua teoria dos fenômenos e objetos transicionais e acreditamos que podem ser relevantes para a compreensão do jogo protagonizado, tal qual desenvolvido por Elkonin e Vygotsky / The game is set in one of the oldest human activities. It was full of meanings embedded in language, art, religion, and culture in general. His scholars extend the Philosophy (WITTGEINSTEIN, 1958; HUIZINGA, 1991; SCHILLER, 1995), History (ARIÈS, 1978; CAILLOIS, 1958), Communication Theory (POSTMAN, 1994), Antropology (GEERTZ, 1989; MALINOWSKI, 1978) and inevitably for Education and Psychology. Although we refer frequently to other sciences, our work is part of a psychological tradition. We seek theories of the Russian psychologist Lev Vygotsky (1896-1934) and the English psychoanalyst Donald Winnicott (1896-1971) an alternative to the understanding of children's play and its significance in the production of subjectivity. We start from the presentation of the authors and their intellectual biographies, detailing their conceptions of individual, subject and the environment (social, environmental and cultural), then to conceptually explore areas of meaning between their theories. Following toward a methodological discussion, we discuss the Qualitative Epistemology developed by Gonzalez-Rey, creating zones of meaning between the concepts of environment and children's game. Given the early death of Vygotsky and the consequent disruption of their research into the game, we turn to the theories of his students and collaborators - mostly Leontiev and Elkonin – with the principles ontogenetic children's game, a complementary explanation to Vygotsky’s theory. We argue that a theory of children's play should seek origins in more primitive social relations of the individual as well as the earlier use of objects that he makes. Such relationships have been widely detailed by Winnicott in his theory of phenomena and transitional objects, and we believe may be relevant to understanding the game played in children, as it was developed by Eldkonin and Vygotsky
206

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.
207

O uso de Role Playing Games como recurso pedagógico nas aulas de matemática

Feijo, Rodrigo Orestes January 2014 (has links)
Nesta pesquisa, abordamos uma perspectiva para o uso de jogos de Role Playing Game como recurso nas aulas de matemática. Foi implantado e avaliado o uso do jogo de RPG em turmas regulares de Ensino Médio, com a temática de investigação de casos criminais, buscando verificar quais são as vantagens e quais as dificuldades possíveis ao seu uso como recurso pedagógico na aprendizagem de matemática. As análises foram realizadas considerando a teoria construtivista de Piaget sobre o trabalho cooperativo em sala de aula e sua importância para a aprendizagem. Ao final, apresentamos pontos que devem ser considerados para a implantação de jogos de RPG por professores, além de disponibilizar, como produto final da pesquisa, um sistema de RPG com enfoque à aplicação em sala de aula. / In this research, we address a perspective for the use of Role Playing Games like a resource for mathematics teaching. Was implemented and evaluated the RPG game use in regular high school classes, with the criminal scene investigation cases theme, trying to verify the advantages and what the possible difficulties from its use as a teaching resource in mathematics learning. The analyzes were performed considering the constructivist theory from Piaget of cooperative work and his importance for learning. Finally, we present the elements to be considered for the implementation of a RPG game by the teachers and, in addition to providing, the final product of the research, a system of RPG with a focus on implementation in the classroom.
208

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.
209

Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games

Griffith, Ioseff January 2016 (has links)
In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human interference, and whether or not players can easily perceive a difference between procedural maps and maps designed by humans. With high demand for new algorithms to automate content generation in order to help smaller teams of developers and maintain interest in content post release, there is much value in delving further into less frequently explored aspects such as tile-based maps or player perception of procedural content. In order to answer the research problems, a controlled experiment comparing four forestry generation algorithms was performed, in addition to a study of literature to implement evaluation and optimisation algorithms, and a survey to gauge player reactions to the produced maps. Ultimately, the growth simulation proves to be more successful than alternative algorithms in reducing number of errors in maps. In addition, the results of the survey showed that while players are capable of reliably picking out human created maps, their ratings for procedurally generated maps were not much lower than these and they could frequently mistake procedural maps as being produced by humans.
210

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.

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