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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.
281

Effect of role-play as a formative assessment technique on job performance

Munyai, Ndanduleni Norah 06 1900 (has links)
The objective of the research was to investigate an improvement in job performance when role-play is used as a training and assessment tool in a sales call centre environment. The research was conducted by means of a competence assessment used at different stages (Quality Assurance Performance Management Questionnaire). The final stage was two weeks after the learners who had qualified to be sales agents had entered a real working environment. At this final stage, calls were retrieved and rated against the Quality Assurance Performance Management Questionnaire (QAPMQ). A sample of 40 novice sales agents (learners) were selected and randomly divided into the control and experimental groups. The research findings indicated that if planned well, role-play can be an effective training and assessment tool. / Industrial & Organisational Psychology / M.Comm. (Industrial & Organisational Psychology)
282

A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games

Hansson, Mikael, Karlsson, Stefan January 2016 (has links)
In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within the virtual game environment. This study specifically investigates this process in games played through a first person perspective with the intention of minimising the amount of visual information provided the participants. For this purpose we created two scenarios within a videogame environment specifically design for the study. A total of thirteen participants took part in the study, and after each season a semi structured interview was performed. In a qualitative content analysis we identified patterns and commonalities ascertaining to our line of questioning, and conclude that while the player-presence relationship would appear to be largely dependent on the individual’s type of play, the varying focus on either narratology or ludology in our two scenarios did indeed influence the participants to approach this relationship similarly within the separate groups. Finally we defined four types of player-presence relationship, and how they can be said to relate to the varying ludonarrative dynamics within the two specified genres, as well as the varying types of play observed amongst the participants in our study.
283

Inserção de jogadores virtuais em jogos de papéis para uso em sistemas de apoio à decisão em grupo: um experimento no domínio da gestão de recursos naturais. / Insertion of virtual players in role playing games to use in group decision support systems: an experiment in natural resources management.

Adamatti, Diana Francisca 05 June 2007 (has links)
Este trabalho propoe a definicao de uma arquitetura para incorporar jogadores virtuais em uma classe de Sistemas de Apoio a Decisao em Grupos (SADs-G), baseados na utilizacao conjunta de Simulacao Baseada em Multiagentes (MABS) e Jogos de Papeis (RPGs). Estas duas tecnicas, MABS e RPGs, vem sendo utilizadas de forma integrada ha alguns anos devido a capacidade de discussao e aprendizado dos RPG e da capacidade dinamica de MABS. Os jogadores virtuais definidos devem ter a capacidade de tomada de decisao e de comunicacao entre si e com os jogadores reais durante as negociacoes. Os principais aspectos discutidos neste trabalho sao: i) se os jogadores virtuais definidos possuem comportamentos nao-triviais perante aos jogadores reais; ii) se continua ocorrendo o processo de negociacao entre os jogadores, sejam eles reais ou virtuais; iii) se a realizacao de um jogo de forma eletronica (via computador) dificulta a interacao entre os jogadores. De forma a discutir estes aspectos, duas instancias de SADs-G foram implementadas no contexto da Gestao de Recursos Naturais, pois neste dominio o processo de negociacao e extremamente importante e complexo. / This thesis proposes the definition of an architecture to insert virtual players in a particular subclass of Group Decision Support Systems (GDSS), that uses Multi-Agent-Based Simulation (MABS) and Role-Playing Games (RPGs) techniques in an integrated way. These techniques can bring interesting results, since it is possible to join the dynamic capacity of MABS with the discussion and learning capacity of RPGs. The defined virtual players must make decisions and communicate with each other and with the real players during the negotiation process. In this work, the main aspects discussed are the following: i) can virtual players have no-trivial behavior in the face of real players? ii) is the negotiation process between all players (virtual or real) still happening when virtual players are inserted? iii) do electronic games make more difficult the interaction between players? In order to discuss these aspects, two instances of GDSSs were developed in the natural resources management domain. This domain was chosen because its negotiation process is both very important and complex.
284

Inserção de jogadores virtuais em jogos de papéis para uso em sistemas de apoio à decisão em grupo: um experimento no domínio da gestão de recursos naturais. / Insertion of virtual players in role playing games to use in group decision support systems: an experiment in natural resources management.

Diana Francisca Adamatti 05 June 2007 (has links)
Este trabalho propoe a definicao de uma arquitetura para incorporar jogadores virtuais em uma classe de Sistemas de Apoio a Decisao em Grupos (SADs-G), baseados na utilizacao conjunta de Simulacao Baseada em Multiagentes (MABS) e Jogos de Papeis (RPGs). Estas duas tecnicas, MABS e RPGs, vem sendo utilizadas de forma integrada ha alguns anos devido a capacidade de discussao e aprendizado dos RPG e da capacidade dinamica de MABS. Os jogadores virtuais definidos devem ter a capacidade de tomada de decisao e de comunicacao entre si e com os jogadores reais durante as negociacoes. Os principais aspectos discutidos neste trabalho sao: i) se os jogadores virtuais definidos possuem comportamentos nao-triviais perante aos jogadores reais; ii) se continua ocorrendo o processo de negociacao entre os jogadores, sejam eles reais ou virtuais; iii) se a realizacao de um jogo de forma eletronica (via computador) dificulta a interacao entre os jogadores. De forma a discutir estes aspectos, duas instancias de SADs-G foram implementadas no contexto da Gestao de Recursos Naturais, pois neste dominio o processo de negociacao e extremamente importante e complexo. / This thesis proposes the definition of an architecture to insert virtual players in a particular subclass of Group Decision Support Systems (GDSS), that uses Multi-Agent-Based Simulation (MABS) and Role-Playing Games (RPGs) techniques in an integrated way. These techniques can bring interesting results, since it is possible to join the dynamic capacity of MABS with the discussion and learning capacity of RPGs. The defined virtual players must make decisions and communicate with each other and with the real players during the negotiation process. In this work, the main aspects discussed are the following: i) can virtual players have no-trivial behavior in the face of real players? ii) is the negotiation process between all players (virtual or real) still happening when virtual players are inserted? iii) do electronic games make more difficult the interaction between players? In order to discuss these aspects, two instances of GDSSs were developed in the natural resources management domain. This domain was chosen because its negotiation process is both very important and complex.
285

In pursuit of beauty, pleasure, and freedom: the meanings of cosplay for Hong Kong young people. / Meanings of cosplay for Hong Kong young people

January 2010 (has links)
He, Xiao. / Thesis (M.Phil.)--Chinese University of Hong Kong, 2010. / Includes bibliographical references (p. 196-202). / Abstracts in English and Chinese. / Abstract --- p.3 / Acknowledgement --- p.5 / Chapter Chapter 1 --- Introduction --- p.8 / Chapter 1.1 --- Who are the Cosplayers? --- p.13 / Chapter 1.2 --- Why Cosplay? --- p.15 / Chapter 1.3 --- Why Hong Kong? --- p.17 / Chapter 1.4 --- Research Questions --- p.19 / Chapter 1.5 --- The Background of Cosplay --- p.21 / Chapter 1.6 --- Cosplay Events in Hong Kong --- p.24 / Chapter 1.6.1 --- Large-scale commercial conventions --- p.25 / Chapter 1.6.2 --- Cosplay and dôjinshi events held by universities --- p.27 / Chapter 1.6.3 --- Small-scale privately organized photo-taking events --- p.28 / Chapter 1.7 --- How to Get the Costumes --- p.31 / Chapter 1.8 --- Literature Review --- p.33 / Chapter 1.8.1 --- Globalization and Localization --- p.33 / Chapter 1.8.2 --- Youth Subculture and Fandom Culutre --- p.36 / Chapter 1.9 --- Methodology --- p.39 / Chapter 1.9.1 --- In-depth Interview --- p.39 / Chapter 1.9.2 --- Participant Observation --- p.40 / Chapter 1.9.3 --- Media Studies --- p.43 / Chapter 1.9.4 --- Language --- p.44 / Chapter 1.10 --- Outlines of the Chapters --- p.45 / Chapter Chapter 2 --- The Japaneseness for the Cosplayers --- p.48 / Chapter 2.1 --- Emphasis on Japanese Originality --- p.48 / Chapter 2.2 --- Japanese Elements in their Cyberculture --- p.56 / Chapter 2.3 --- High Reputation for Japan --- p.61 / Chapter 2.4 --- "From ""Odorless"" to ""Japanese""" --- p.66 / Chapter 2.5 --- Summary --- p.70 / Chapter Chapter 3 --- Cosplayer Cyberculture --- p.73 / Chapter 3.1 --- Cosplayers Online --- p.74 / Chapter 3.1.1 --- Public Space --- p.76 / Chapter 3.1.2 --- Dark Space --- p.79 / Chapter 3.1.3 --- Personal Space --- p.84 / Chapter 3.2 --- The Contradiction --- p.88 / Chapter 3.3 --- A Long-lasting Discussion: Effort or Enjoyment --- p.98 / Chapter 3.4 --- Summary --- p.105 / Chapter Chapter 4 --- "Pretty Girls, Pretty Boys, and Their Audiences" --- p.108 / Chapter 4.1 --- "Pretty Girls, Photographers, and the Other Girls" --- p.109 / Chapter 4.2 --- Pretty Boys --- p.116 / Chapter 4.3 --- Pretty Boys in Love --- p.132 / Chapter 4.4 --- Summary --- p.143 / Chapter Chapter 5 --- The Meanings of Cosplay --- p.146 / Chapter 5.1 --- Mainstream Values and the Education System in Hong Kong --- p.146 / Chapter 5.2 --- Cosplayers as Secondary School-Students --- p.150 / Chapter 5.3 --- The Meanings of Cosplay: Four Cases --- p.157 / Chapter 5.3.1 --- "Te's Story: ""I'm going to work in art and design""" --- p.157 / Chapter 5.3.2 --- "Tsu's Story: ""I mustn't let my parents knew that I'm cosplaying""" --- p.166 / Chapter 5.3.3 --- "Story of a Mother: ""I want to let her try anything that interests her""" --- p.171 / Chapter 5.3.4 --- "Saki's Story: ""Cosplay is just an interest after all'" --- p.175 / Chapter 5.4 --- Summary --- p.179 / Chapter Chapter 6 --- Conclusion --- p.181 / Chapter 6.1 --- A Review of the Chapters --- p.181 / Chapter 6.2 --- Comparison with Previous Studies --- p.186 / Bibliography --- p.196
286

Design persuasif de jeu de rôle de table : introduction et validation d'une approche argumentative au design de jeu

Godin, Danny 12 1900 (has links)
No description available.
287

[en] ROLEPLAYING AND TRANSGRESSION IN EÇA DE QUEIRÓS: A READING OF O PRIMO BASÍLIO AND OS MAIAS / [pt] ENCENAÇÕES E TRANSGRESSÕES EM EÇA DE QUEIRÓS: UMA LEITURA DE O PRIMO BASÍLIO E OS MAIAS

MARIANA MONTENEGRO DE CARVALHO REGO 06 October 2005 (has links)
[pt] Eça de Queirós pretendia moralizar a sociedade, construindo uma literatura que deveria funcionar como um espelho, no qual estaria refletido o quadro social português da segunda metade do século XIX. Assim, o autor criou cenas que acabam por mostrar que a própria sociedade tinha como base um jogo de encenações, com certas regras pré-estabelecidas. Luísa e Juliana, de O Primo Basílio, Pedro da Maia, Maria Monforte, Carlos Eduardo e Maria Eduarda de Os Maias são personagens que cometem transgressões, ou seja, não agem exatamente de acordo com o que era considerado moralmente correto. Nessa dissertação, objetivamos investigar as motivações que levam às transgressões e, ainda, as possíveis conseqüências desse desvio ao modelo social. / [en] Eça de Queirós aimed to improve the morals of Portuguese society through a sort of literature that was to function as a mirror reflecting the Portuguese way of life in the latter half of the 19th century. Thus the author portrayed Portugal as a society based on role-playing, following certain preestablished rules. Luísa and Juliana, in O Primo Basílio, Pedro da Maia, Maria Monforte, Carlos Eduardo and Maria Eduarda, in Os Maias, are characters who engage in transgression, deviating from what was considered moral. In this thesis we investigate the reasons that led to transgression of social rules, as well as the possible consequences of such deviant behavior.
288

Play real – Kollaboratives Mock-Trial-Training in der OpenSim-basierten Virtual Learning World

Müller, Maria, Schlenker, Lars, Biehl, Moritz 25 October 2013 (has links) (PDF)
Der vorliegende Beitrag setzt sich mit den Möglichkeiten problemorientierten Lernens in kollaborativen virtuellen Umgebungen am Beispiel eines Mock-Trial-Trainings in der OpenSim-basierten Virtual Learning World auseinander. Ausgangspunkt der Auseinandersetzung stellen die Motivation des Einsatzes virtueller Trainings und grundsätzliche Handlungsangebote kollaborativer virtueller Umgebungen einschließlich ihrer Potentiale aus bildungstheoretischer Perspektive dar. Bestehende Mehrwerte und Herausforderungen beim Einsatz virtueller Trainingsumgebungen werden anschließend anhand einer empirischen Untersuchung, die im Rahmen der Entwicklung eines Mock-Trial-Trainings durchgeführt wurde, aufgezeigt und diskutiert.
289

Från rollspel till roman : En inblick i den intermediala dialogiken mellan Dungeons & Dragons och The Crystal Shard / Adapting Role-Playing Games : An introduction to the intermedial dialogical relationship between Dungeons & Dragons and The Crystal Shard

Butler Persson, Nikolai January 2015 (has links)
No description available.
290

Hra v roli ve vyučování dějepisu. Empirická analýza vybraných aspektů / Role Playing in History Teaching Empirical Analysis of Selected Aspects

Vachková, Iva January 2016 (has links)
1 Abstract This dissertation concludes teaching experience of several years which was dedicated to examining the possibilities of role playing in history teaching. The theoretical part offers an excursion into the area of didactic literature and observes the importance which is attributed to role playing by general teaching methodology, teaching methodology of history, personal and social education as well as drama education. The author focuses especially on recent examples of role playing in history teaching, she comments and interlinks them. The rules and principles for practical usage of role playing in history teaching are provided at the end of the theoretical part. The empirical part describes the progress of two-phase action research realized during the years 2007-2011 at grammar school with four-year study programme. At the beginning of the empirical probe there were two general questions: Can the role playing in history teaching help the development of students' personality? Can the role playing in history teaching help to fulfil the educational goals of history teaching? These were gradually more specified and modified according to the progress of action research. The main subject of interest was observing the students' development in the area of working in groups of different sizes, role playing...

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