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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.
291

Scéničnost v psychoterapii / The Scenic Principle in Psychotherapy

Siřínek, Jan January 2018 (has links)
Mgr. Jan Siřínek, The Scenic Principle in Psychotherapy Abstract This dissertation explores the effectivity of a targeted application of body/drama- oriented therapy in the act of inducing a corrective emotional experience. The term scenic- symbolic principle is introduced and meant to 1) ascribe symbolic significance to people, objects, or parts intrinsic to the therapy room; 2) enable these as roles for dramatization; and 3) employ the symbolic significance of physical contact and body motion. Therapeutic schools that use the scenic-symbolic principle are summarized. Detailed attention is given to Pesso Boyden System Psychomotor (PBSP) therapy, in which the scenic-symbolic principle serves as the central instrument in achieving a corrective emotional experience. After examining the theoretical concepts and intervention procedures of PBSP, this paper describes an experiment, in which 40 persons were randomly distributed between experimental and control groups (N = 20 for each group). The goal of the experiment was to achieve a change in attitude towards a job, task, or duty that the subjects were facing, in an effort to reduce negative emotions. While intervention in the experimental group was enriched by using the scenic-symbolic principle, both groups demonstrated significant improvement (pe < 0.001; pc...
292

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 and Organisational Psychology / M.Comm. (Industrial & Organisational Psychology)
293

Dialogické jednání jako možnost rozvoje osobnostních dispozic učitele / Acting with the Inner Partner as a Way to Develop Teacher's Personal Dispositions

NOTA, Josef January 2014 (has links)
Dissertation thesis Acting with the Inner Partner as a Way to Develop Teacher's Personal Dispositions focuses on specifics of a psychosomatic discipline called Acting with the Inner Partner, in professional training of future teachers. This discipline represents the pedagogy of experimenting with the phenomenon of self-speech in experimental conditions. The emphasis is on the personality of future teachers, as well as on cultivation of their self-reflection. This should lead to a becoming a professional teacher with an authorial approach and authentic acting. The objective of the dissertation thesis is a deeper understanding of psychosomatic disciplines pedagogy, whereas my very own teaching experience at The Department of Psychology and Pedagogy is essential. Specifics of future teachers' personal preparation in the view of psychosomatic disciplines, represents the basic part of this work. Another part focuses on the experience with Acting with the Inner Partner, at first described by a student and later by an assistant (lecturer) and researcher. Common features of so called psychosomatic condition are discovered. The author also searches the possibility of exporting Acting with the Inner Partner out of the Department of Pedagogy and Psychology at South Bohemia University. As the methodology of video recording analysis has not been accomplished yet, the starting points for further research are described. The empirical part focuses on typology documented on students' written self-reflections. The objective is to describe the assistant's experience. The interpretation of the research results shows the need to distinguish between the terms 'written teaching self-reflections' and 'written teaching reflections, commonly described as feedback.
294

Dynamic difficulty adjustment for roleplaying games

Hallengren, Andreé, Svensson, Marcus January 2013 (has links)
This thesis explores the possibilities of employing a dynamic difficulty adjustment system in a role playing video game. The purpose is to aid developers in designing games that can detect and lead players into their own flow zone. We have developed theories and ways on how a system could do this, and then proceeded to make our own prototype to see if the theories would work. We then applied this to a game prototype to explore how this affects other game design choices. Results show that role playing games can adopt the system in different ways, that are all personal and individual to each game, but that the system in the end always should provide aid in game balance, and ultimately, leading the players towards their flow zone. It also resulted in some serious issues and loopholes that would require much attention if it is to be deployed in a commercial product. / Denna uppsatsen utforskar möjligheterna av att använda ett dynamiskt svårighetsgradssystem i digitala rollspel. Syftet med arbetet är att ge utvecklare stöd med att designa spel som kan finna och hjälpa till att leda sina spelare till deras respektive flow-zon. Vi har utvecklat teorier och tillvägagångssätt för hur ett system skulle kunna göra detta och sedan fortsatt med att göra en egen prototyp för att vidare utforska hur det påverkar andra val i speldesign. Resultaten visar att rollspel kan anpassa sig efter systemet på ett antal olika sätt, där alla olika sätt är unika till spelet i fråga, men att systemet alltid ger stöd i spelbalansering och i slutändan leder spelaren till dess flow-zon. Det resulterade också i ett antal allvarliga problem som kräver mycket uppmärksamhet innan systemet kan användas för kommersiellt bruk.
295

Sa??de reprodutiva e obje????o de consci??ncia: uma proposta educacional

Darz??, Omar Ismail Santos Pereira 11 June 2018 (has links)
Submitted by Carla Santos (biblioteca.cp2.carla@bahiana.edu.br) on 2018-10-23T19:28:31Z No. of bitstreams: 1 DARZ??, OISP-2018.pdf: 2735913 bytes, checksum: 8bb882e869e77a517e62f44e6d7a6511 (MD5) / Approved for entry into archive by JOELMA MAIA (ebmsp-bibliotecacp2@bahiana.edu.br) on 2018-10-23T19:45:41Z (GMT) No. of bitstreams: 1 DARZ??, OISP-2018.pdf: 2735913 bytes, checksum: 8bb882e869e77a517e62f44e6d7a6511 (MD5) / Made available in DSpace on 2018-10-23T19:45:41Z (GMT). No. of bitstreams: 1 DARZ??, OISP-2018.pdf: 2735913 bytes, checksum: 8bb882e869e77a517e62f44e6d7a6511 (MD5) Previous issue date: 2018-06-11 / A discuss??o sobre obje????o de consci??ncia no curr??culo m??dico, requer um modelo educacional que estimule o racioc??nio ??tico e habilidades de comunica????o, minimizando o conflito moral e os preju??zos que a recusa possa causar aos pacientes. Objetivos: Avaliar a efic??cia da t??cnica do role-playing na abordagem do tema da obje????o de consci??ncia no curr??culo m??dico. Verificar entre acad??micos de medicina a preval??ncia, fatores motivadores ?? recusa em prestar servi??os em sa??de reprodutiva e o conhecimento ??tico sobre o tema. Os resultados ser??o apresentados sobre a forma de artigos. M??todos: Estudo de interven????o, envolvendo 120 estudantes de medicina. O projeto foi composto por 8 m??dulos com 15 alunos cada. Inicialmente aplicou-se um question??rio incluindo informa????es demogr??ficas, religiosidade, conhecimentos ??ticos sobre obje????o de consci??ncia na pr??tica m??dica e sobre a concord??ncia, ou n??o, e o seu conforto em conduzir situa????es como o abortamento legal, a prescri????o da contracep????o de emerg??ncia e a orienta????o contraceptiva a adolescentes. Ap??s, foram exibidos 3 filmes de curta metragem, criados exclusivamente para o projeto. O primeiro aborda a nega????o de um m??dico a realizar um abortamento em uma jovem de 15 anos, vitimada sexualmente. O segundo simula a obje????o de um m??dico a fornecer orienta????o contraceptiva a uma adolescente de 13 anos, e sem a ci??ncia dos pais. O ??ltimo filme retrata a recusa do m??dico em prescrever a contracep????o de emerg??ncia a uma jovem. Em seguida, estimulou-se uma discuss??o considerando principalmente: as legisla????es existentes sobre o tema, o direito ?? obje????o de consci??ncia do m??dico, a viola????o da autonomia da paciente, o potencial de discrimina????o e o preju??zo ?? sa??de do solicitante decorrente da recusa. Formaram-se ent??o subgrupos de 3 alunos que simularam os casos cl??nicos, atuando o mais pr??ximo poss??vel de uma situa????o real, havendo um revezamento entre os pap??is de m??dico, paciente e observador. Ao final, foi reaplicado o question??rio. Os dados foram analisados pelos testes do ??2, teste t e teste de McNemar, com n??vel de signific??ncia de 5%. Resultados: O abortamento foi recusado por 35,8% dos estudantes, a contracep????o aos adolescentes por17,5% e a contracep????o de emerg??ncia por 5,8%. A alta religiosidade(p<0,001) e a maior frequ??ncia a cultos(p=0,034) foram os preditores identificados ao abortamento previsto em lei. A recusa da contracep????o aos adolescentes foi significativamente maior entre os homens (p=0,037). Da amostra, 25% n??o explicaria o motivo da recusa,15% n??o descreveria todos os procedimentos e 25% n??o faria o encaminhamento. A altera????o do conforto na condu????o do abortamento previsto em lei, ap??s a interven????o, foi significativa(p<0,001). O mesmo foi observado na orienta????o contraceptiva a jovens adolescentes(p<0,001) e na prescri????o da contracep????o de emerg??ncia(p=0,002). A mudan??a de opini??o quanto ?? obje????o ao abortamento legal foi significativa(p=0,003) e, tamb??m, quanto ?? orienta????o contraceptiva a jovens adolescentes(p=0,012). N??o se observou diferen??as na prescri????o da contracep????o de emerg??ncia(p=0,500). Conclus??es: O abortamento previsto em lei foi a situa????o mais objetada. Os fatores motivadores a esta recusa foram o alto compromisso e uma maior pr??tica religiosa. Uma parcela razo??vel dos alunos n??o demonstrou ter conhecimentos ??ticos sobre o tema. A aplica????o desta metodologia, no grupo participante, tornou mais confort??vel a condu????o dos casos discutidos e forneceu um conte??do t??cnico, legal e ??tico para o melhor embasamento de suas opini??es.
296

Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)

Ahlstrom, A Michelle Elton 09 June 2009 (has links)
The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marriage gamed or just one individual gamed (couple-gaming type). Couples in which only one individual gamed (individual-gamer couples) had significantly lower marital satisfaction than all other groups and couples in which both gamed about the same amount of time (equal-gamers) held the highest marital satisfaction of the groups. Prediction models of marital satisfaction were determined for each couple-gaming type. The strongest predictions present in most of the models for marital satisfaction were the frequency that the couple retired to bed at the same time and the frequency that the couple quarreled specifically about gaming. Much MMORPG research has been presented on youth and adults, however to date there is no research on married gamers. Recent research on the video game habits of emerging adults called for further in depth investigation of the implications of video game use in the family formation stage of life.
297

Diálogos entre Heleieth I. B. Saffioti e Daniil B. Elkonin : uma contribuição à análise histórico-cultural da idade pré-escolar /

Ribeiro, Letícia de Souza January 2020 (has links)
Orientador: Juliana Campregher Pasqualini / Resumo: A presente pesquisa promove o encontro de dois grandes autores, Heleieth Saffioti e Daniil Elkonin, uma socióloga brasileira e um psicólogo soviético, tecendo diálogos em torno da necessidade da incorporação da crítica feminista marxista pela psicologia histórico-cultural. Tal teoria psicológica desde sua origem se constituiu como uma ciência marxista – porque não desconsiderou as contradições das classes sociais e a exploração de uma sobre a outra no regime capitalista. Além disso, se propôs a análise materialista histórico e dialética dos indivíduos a fim de atingir o complexo fenômeno do desenvolvimento psicológico a partir da concreticidade da vida em sociedade. O mote desse estudo foi a perspectiva de que essa ciência explicitamente herdeira da tradição marxista possa também reivindicar-se – e constituir-se como – ciência feminista, abrangendo, em suas análises e formulações, a organização de gênero (e de raça) na sociedade patriarcal-capitalista, que descreve uma relação social concreta de dominaçãoexploração entre homens e mulheres. O objetivo geral que guiou a investigação foi explorar possibilidades de aproximação entre a psicologia histórico-cultural do desenvolvimento e o feminismo marxista de Heleieth Saffioti, focalizando a teorização de Daniil Elkonin sobre a idade pré-escolar. Para tanto, foram delineados como objetivos específicos: i) identificar implicações do feminismo marxista para o estudo do desenvolvimento infantil na idade préescolar; ii) identificar co... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: This research promotes the meeting of two great authors, Heleieth Saffioti and Daniil Elkonin, a Brazilian sociologist and a Soviet psychologist, weaving dialogues around the need to incorporate Marxist feminist criticism into historical-cultural psychology. Such a psychological theory since its origin was constituted as a Marxist science – because it did not disregard the contradictions of the social classes and the exploitation of one over the other in the capitalist regime. In addition, a historical and dialectical materialistic analysis of individuals was proposed in order to achieve the complex phenomenon of psychological development based on the concreteness of life in society. The motto of this study was the perspective that this science explicitly heir to the Marxist tradition can also claim – and constitute itself – feminist science, encompassing, in its analyzes and formulations, the organization of gender (and race) in society patriarchal-capitalist, which describes a concrete social relationship of domination-exploitation between men and women. The general objective that guided the investigation was to explore possibilities of approximation between the historical-cultural developmental psychology and the Marxist feminism of Heleieth Saffioti, focusing on Daniil Elkonin's theorization about preschool age. Therefore, the following objectives were outlined: i) to identify implications of Marxist feminism for the study of child development in pre-school age; ii) to id... (Complete abstract click electronic access below) / Resumen: Esta investigación promueve el encuentro de dos grandes autores, Heleieth Saffioti y Daniil Elkonin, una socióloga brasileña y uno psicólogo soviético, tejiendo diálogos en torno a la necesidad de incorporar la crítica feminista marxista en la psicología histórico-cultural. Tal teoría psicológica desde su origen se constituyó como una ciencia marxista, porque no ignoraste las contradicciones de las clases sociales y la explotación de una sobre la otra en el régimen capitalista. Además, se propuso un análisis materialista histórico y dialéctico de los individuos para lograr el complejo fenómeno del desarrollo psicológico basado en la concreción de la vida en sociedad. El lema de este estudio fue la perspectiva de que esta ciencia explícitamente heredera de la tradición marxista también puede reclamar, y constituirse a sí misma, como ciencia feminista, que abarca, en sus análisis y formulaciones, la organización del género (y la raza) en la sociedad patriarcal-capitalista, que describe una relación social concreta de dominación-explotación entre hombres y mujeres. El objetivo general que guió la investigación fue explorar las posibilidades de aproximación entre la psicología del desarrollo históricocultural y el feminismo marxista de Heleieth Saffioti, centrándose en la teorización de Daniil Elkonin sobre la edad preescolar. Por lo tanto, se delinearon los siguientes objetivos: i) identificar las implicaciones del feminismo marxista para el estudio del desarrollo infantil en la... (Resumen completo clicar acceso eletrônico abajo) / Mestre
298

Agentivités des personnages féminins dans les jeux de rôle japonais : le cas de Tales of

Mineau-Murray, Loïc 07 1900 (has links)
Dans les jeux vidéo de rôle japonais (JRPG), si le héros est généralement un personnage masculin hétérosexuel se battant à l’arme blanche pour sauver le monde, le personnage de soutien principal est une jeune femme éprise du protagoniste et dotée de divers attributs associés au féminin (apparence soignée, mais peu adaptée au combat, tendance à occuper un rôle de soutien…). À partir du constat selon lequel la plupart des analyses féministes occidentales ne prennent pas en considération le contexte culturel spécifique japonais qui voit naître les JRPG, ce mémoire construit un cadre conceptuel pour mieux décrire et comprendre les tendances historiques de l’évolution des personnages féminins de ces objets vidéoludiques. Il fait appel au concept de l’agentivité, utilisé à la fois en études du jeu et en études féministes littéraires, pour établir des liens entre le genre d’un personnage et la jouabilité qui lui est associée, puis à des travaux japonais sur les phénomènes otaku pour s’assurer d’intégrer un point de vue non-occidental sur ces objets culturels. ll se termine par une analyse des rôles en combat et dans le récit des personnages féminins de la série Tales of. / In Japanese role-playing games (JRPGs), if the typical protagonist is a male brunet swordsman saving the world, the typical support character is a young good-looking woman, enamored with the protagonist, and whose fighting style focuses on supporting him rather than offense. From the observation that most occidental feminist analysis in game studies do not take into consideration the specific cultural context in which JRPGs are born, this master thesis builds a theoretical framework to allow a deeper understanding of the historical dynamics that have guided the evolution of female characters in these videogames. This thesis examines the uses of the concept of agency in both game studies and literary gender studies, in order to bridge gameplay and gender. It then integrates Japanese perspectives of female characters in otaku cultural objects, such as mangas and animes. The thesis ends by depicting of the evolution of female characters in the Tales of series, more specifically their combat roles and importance in the story.
299

Emergent Player-Driven Narrative in Blades in the Dark and Dungeons &amp; Dragons : A Comparative Study

Svan, Oscar, Wuolo, Anna January 2021 (has links)
This paper presents a comparative study on two Tabletop Roleplaying Games, Dungeons &amp; Dragons and Blades in the Dark. This paper takes a look at the narrative differences within the two systems. More specifically investigate if Blades in the Dark is more playerdriven than Dungeons &amp; Dragons. The two tested as closely as possible and will be compared with each other. This is a close reading on the rules and player agency rather than a one-on-one comparison. The comparisons were made regarding the mechanics and narrative differences within the systems rather than quality of the story. This study was conducted by running two sessions, one for each system, played by separate groups with the same game scenario and premise. Meaning that the background for both games, character and plot for the session were the same. Comparisons were made by observing player decisions, situations that arose and the influence that the gamemasters had on the game. It was found that there is a clear difference between the two systems, this difference regarding whether the players were reacting to the gamemaster, or the other way round. In Dungeons &amp; Dragons, it was observed that the players reacted and acted according to what the gamemaster explained and played out, whereas in Blades in the Dark it appeared to be the opposite. Here we found that it was the Gamemaster who was reactive to the players instead. The paper concluded that Blades in the Dark is the more player-driven system. This short study could later be built upon and used by game developers to keep in mind and plan their future game systems around. Taking these observations on emergent narrative in Tabletop Role-playing Games into account can be used to create more player-centric and player-driven games. Meaning that the players are more in influence and decisions to make in the story and game. / I detta papper presenteras en jämförande undersökning av två rollspelssystem, Dungeons &amp; Dragons och Blades in the Dark. Det här papperet kollar på skillnaderna när det kommer till spelar-drivet berättande inom de två spelen. Mer specifikt så utreds om Blades in the Dark är mer spelar-drivet än Dungeons &amp; Dragons. De två kommer att testas så likt som möjligt och jämföras med varandra. Detta är en noggrann läsning av reglerna och spelarnas påverkan på spelets berättande, där vad som undersöks är spelets funktioner och skillnader i hur de berättas och presenteras, snarare än kvalitén på spelen eller berättelserna. Denna studie genomfördes genom att hålla två sessioner, en för varje system, spelad av separata grupper men med samma scenario och förutsättningar. Jämförelser gjordes genom att observera spelarbeslut, situationer som uppstod, samt det inflytande som spelmästare hade på spelet. En tydlig skillnad blev synlig mellan de två systemen var gällande huruvida spelarna reagerade på spelmästaren eller tvärtom. I Dungeons &amp; Dragons observerades att spelarna reagerade och agerade enligt vad spelmästaren förklarade och spelade ut. I Blades in the Dark studerades en motsatt effekt, här upptäcktes att det var spelmästaren som reagerade på spelarna istället. Med denna undersökning kom vi fram till att Blades in the Dark är det mer spelar-drivna systemet. Den här studien kan i framtiden användas och byggas på av spelutvecklare för att göra nya spelsystem, med dessa observationer som framkom, kan komma till användning för att göra fler spel med mer spelar-drivet fokus. Vilket innebär att spelaren har mer inflytande på historiens som berättas och spelet i sig.
300

“Reading” Japanese Role-playing Games : On the Example of Atelier Shallie DX (2020) / ロールプレイングゲームを「よむ」 : シャリーのアトリエDX(2020年)を読んでみた

Apreotesei B., Cezar January 2020 (has links)
The Japanese role-playing games attract players worldwide. Though, this is not necessarily due to a fascination with Japanese culture. While considering recent research on video games in Japanese Studies, especially the monograph by Rachael Hutchinson, this thesis puts an emphasis on Game Studies, as represented by Espen Aarseth. Accordingly, it asks whether the attraction of Japanese video games is primarily due to their game ‘play’, or their stories and narrated themes. In Game Studies this issue is known as the controversy between ‘ludologists’ and ‘narratologists’. Taking Atelier Shallie (2014–2020) as its main example, this study studies the different experiences provided by the ludic (gameplay) and the scripted parts (cutscenes). Ultimately it arrives at the conclusion that the combined theory of Ludonarratology has the greatest potential to account for all narrative factors in a video game such as Atelier Shallie. This includes possibilities for future interdisciplinary research. / この論文では、Espen Aarseth(エスペン・アーセス)に代表されるように、ゲーム研究に重点を置いています。 したがって、日本のビデオゲームの魅力は、主にゲームの「遊び」によるものなのか、それとも物語やナレーション付きのテーマによるものなのかを調べていきます。 ゲーム研究では、この問題は「ludologists」、所謂ゲームを研究する者、と「narratologists」、所謂ストーリを研究する者、の間の論争として知られています。例としてシャリーのアトリエ(2014〜2020年)を取り上げ、この論文はゲームプレイとストーリによって提供されるさまざまな体験を研究していきます。 最終的には、Ludonarratologyという結合理論がシャリーのアトリエを始めとする様々なのビデオゲームのすべてのナラティブを分析し説明を可能とする重要なツールであることだという結論に達します。これには、将来の学際的研究の可能性も含まれます。 / De Japanska rollspelen, också kända som JRPG (Japanese Role-playing Games), tilltalar konsumenter över hela världen. Dock så begrundar det sig inte nödvändigtvis på ett övergripande intresse för Japansk kultur. Med inspiration av ny forskning inom Japanologi som på senare tid har studerat sagor och berättelser inom datorspel, med synnerlig åtanke på monografin av Rachael Hutchinson, så fokuserar den här studien på Spelstudier (i.e. Game Studies), på så vis som Espen Aarseth förespråkar det. Således ställs frågan över hur narrativ inom Japanska datorspel uttrycks i de berättelser som berättas av spelmediet, och hur själva spelandet, alltså “gameplay”, förhåller sig. I spelstudier så kännetecknas debatten för dessa två synsätt av disciplinerna ‘ludologi’, som främst studerar spelande, och ‘narratologi’, som studerar författade berättelser inom spel. Med Atelier Shallie (2014–2020) som exempel så utforskar den här studien de olika erfarenheterna som ludik, alltså spelande och interaktivitet, samt de författade delarna, alltså textrutor och filmsnuttar (i.e. cutscenes), kan bidra med på tu man hand, och tillsammans. Slutsatsen är att den kombinerade teorin som kallas för Ludonarratologi möjliggör noggrannare studier av narrativ och berättande i datorspel.

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