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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.
61

Role-play aplicado ao ensino da contabilidade: um estudo à luz dos estilos de aprendizagem e percepções discentes / Role-playing applied to the teaching of accounting: a study in the light of learning styles and student´s perceptions

Laudicéia Normando de Souza 30 October 2006 (has links)
Pesquisa realizada com alunos de graduação, na disciplina introdutória de Contabilidade e Análise de Balanço para economistas, com o objetivo de verificar se o emprego das modalidades didáticas do role-play comparativamente ao exercício grupal exerce influência no nível da percepção discente relativas ao desenvolvimento de habilidades (domínio psicomotor), satisfação (domínio afetivo) e aprendizagem (domínio cognitivo). A pesquisa usou o estilo do ?quase-experimento?, aplicado em duas turmas de 28 e 32 alunos. Considerando aspectos éticos relativos a possíveis prejuízos na aprendizagem discente, ambas modalidades didáticas (role-play e exercício grupal) foram aplicadas de maneira alternadas em cada uma das turmas, ocasionando que cada turma desempenhou a dupla função de grupo controle e grupo experimental ao mesmo tempo. Nas duas turmas controles foram aplicados um exercício grupal que tinha por objetivo buscar a reversão econômicofinanceira de uma Cia Aérea em dificuldades por meio da tomada de decisões. Nas turmas experimentais, os mesmos objetivos anteriores foram aplicados à modalidade didática do roleplay. Paralelamente, aplicou-se o questionário ILS desenvolvido por Kolb para identificar os estilos de aprendizagem dos alunos, cujo objetivo era verificar se havia alguma influência dos estilos e o nível da percepção discente. Por outro lado, o questionário da avaliação docente tinha por objetivo verificar se havia alguma diferença no nível da percepção discente antes (pré-teste) e depois do quase-experimento (pós-teste). Como instrumentos de coleta de dados foram utilizados questionários e um focus group. Os resultados demonstram: a) existência de diferenças ?entre as turmas? e ?turmas isoladas? no nível da percepção da aprendizagem, desenvolvimento de habilidades (analíticas e de pesquisa), satisfação com a participação e disposição em participar favoráveis a modalidade didática do role-play em relação ao exercício grupal. b) existência de uma ?pequena? influência no nível perceptivo discente com a inserção do role-play e exercício grupal quando segmentados nos estilos de aprendizagem. c) existência de diferença significativa no nível da avaliação docente aplicada antes do quaseexperimento e na avaliação docente após o quase-experimento relacionado ao estímulo do professor ao conteúdo do curso. Os resultados do focus group, evidenciam que o role-play é efetivamente recomendado para o aprendizado de atitudes (domínio afetivo) e desenvolvimento de habilidades de comunicação, interatividade, pesquisa e tomada de decisões (domínio psicomotor). Conclui-se, ainda, com base nos resultados alcançados, que o role-play deve ser utilizado em complementação a outras modalidades de forma a contemplar possibilidades de aprendizagem aos alunos. / This research was carried out with undergraduate students taking an introductory course on Accounting and Balance Sheet analysis for economists. It focused on verifying whether the use of role-play influenced students? level of perception as far as levels of development abilities (psychomotor domain), satisfaction (affective domes), and learning (cognitive development) go, when compared with group work. The research was conducted using ?quasi-experiment? applied to two groups ? one with 28 students and the other with 32 students. Having in mind the ethic aspects of possible harm to students? learning process, both strategies (role-play and group work) were alternatively used with the two groups, in such a way that both functioned not only as control group but also as experiment group. Both control groups performed group work aiming at finding economic and financial ways out for an Air Company in difficulty, using decision making as the means. In the experimental groups, the same activity should be carried out through role-play. Simultaneously, the researcher used the ILS questionnaire developed by Kolb to identify students? learning styles, with the objective of testing whether there was influence of different styles and the level of awareness by students. On the other hand, the questionnaire for professor evaluation sought verifying if there could be differences in the level of students? awareness before (pre-test) and after (post-test) the quasi-experiment. Questionnaires and a Focus Group were the means for the collection of data. The results showed: a) differences of perception ?among the groups? and ?isolated groups? in relation to level of awareness of learning; development of analytical and research abilities; satisfaction with participation and willingness to participate, all favoring the teaching technique of role-play over group work; b) a ?tiny? influence on student awareness level with the insertion of role-play and group work when segmented in learning styles; c) significant difference of the results in professor evaluation applied before the quasi-experiment, versus after the quasi-experiment, as far as professor incentive on course content goes. The results of the Focus Group show that role-play is effectively recommended not only for the learning of attitudes (affective domain), but also for the development of communication skills, interactivity, research and decision making (psychomotor domain). The results reached lead to the conclusion that role-playing should be used as a complement to other classroom techniques, so as to enhance students? learning possibilities.
62

O uso de Role-Playing Game (RPG) no ensino de Ciências: uma atividade voluntária e complementar às aulas no Ensino Fundamental II / The use of Role-Playing Game (RPG) in science teaching: a voluntary activity and complementary to classes in Elementary School II

Eleasar Silva Marins 07 April 2017 (has links)
Nesta pesquisa é proposto o uso Role-Playing Game, mais conhecido como RPG, como uma estratégia no processo de ensino e aprendizagem no ambiente escolar. Os estudos com RPG e educação demonstram grande potencial como tecnologia educacional, proporcionando aprendizagem ativa e significativa modificando a forma como se ensina. Este trabalho teve como objetivos: investigar sobre as possibilidades educacionais da implementação do roleplaying game (RPG) no ambiente escolar como uma atividade pedagógica complementar e voluntária no ensino de ciências, verificar a aprendizagem de conceitos fundamentais de ciências que foram expostos aos alunos através do RPG, bem como analisar as impressões dos alunos quanto ao contato desses conteúdos de ciências por meio do RPG e também quanto à experiência de jogar RPG no ambiente escolar com o professor. Para tanto procurou-se inicialmente, um levantamento bibliográfico de algumas obras que discutem os problemas educacionais brasileiros e expõem estratégias para solucioná-los, dentre essas, destacou-se as que verificam a viabilidade da utilização de jogos didáticos. Em seguida, essa pesquisa sintetiza as publicações referentes ao uso de jogos de RPG, na educação em diversos níveis e faixas etárias. Em seguida, faz-se uma breve descrição do que é RPG, e da metodologia usada nesse trabalho, no qual foi realizado um experimento com alunos do oitavo ano do ensino fundamental que jogaram RPG no ambiente escolar, de maneira voluntária e fora do horário de aula, juntamente com o professor, que abordou por meio do jogo, conceitos de ciências, como: ácido, base, escala de pH, densidade, as três Leis de Newton e também morfologia de artrópodes - insetos. Para o levantamento dos dados foi utilizado uma pesquisa qualitativa exploratória por meio da observação, questionários e um teste para avaliar o aprendizado de ciências, principalmente dos conceitos de ácido, base e escala de pH. Os resultados apontam elevado potencial do uso do role-playing game na escola como uma atividade voluntária e complementar ao ensino de ciências, bem como a formação do aluno em geral, pois além da eficiência do uso pedagógico deste jogo para o ensino de ciências, observou-se que o RPG além de motivar os alunos, proporcionou um ambiente de cooperação, interação, construção conjunta do conhecimento e criatividade. / In this research it is proposed to use Role-Playing Game, better known as RPG, as a strategy in the process of teaching and learning in the school environment. Studies in RPG and education demonstrate great potential as an educational technology, providing active and meaningful learning by modifying the way it is taught. The objective of this study was to investigate about the educational possibilities of the role-playing game (RPG) in the school environment as a complementary and voluntary pedagogical activity in science teaching, to verify the learning of fundamental science concepts that were exposed to the students through RPG, as well as analyzing students\' impressions regarding the contact of these science contente through the RPG and also the experience of playing RPG in the school environment with the teacher. In order to do so, a bibliographical survey of some works that discuss Brazilian educational problems and strategies for solving them was presented, among them, those that verify the viability of the use of didactic games. Next, this research synthesizes publications regarding the use of RPG games in education at various levels and age groups. Next, a brief description of RPG is given, and the methodology used in this work, in which an experiment was carried out with eighth grade elementary students who played RPGs in the school environment, voluntarily and outside of school classroom hours, along with the teacher, who approached through the game, science concepts such as: acid, base, pH scale, density, the three Laws of Newton and also arthropods morphology - insects. For the data collection a qualitative exploratory research was used through observation, questionnaires and a test to evaluate the learning of sciences, aim at the learning of acid, base and pH scale concepts. The results point out a high potential of the use of role-playing game in school as a voluntary activity and complementary to the teaching of sciences, as well as the formation of the student in general, because besides the efficiency of the pedagogical use of this game for the science teaching, observed That the RPG besides motivating the students, provided an environment of cooperation, interaction, joint construction of knowledge and creativity.
63

The Impact of Role Playing on Selected Values Claims Held by Third- and Fifth-Grade Students

Marquess, Alma Louise Robinson 08 1900 (has links)
The problem with which this investigation was concerned was that of determining whether role playing could be used successfully to help elementary school children clarify selected values claims. The changes in children's values claims were measured by using the Semantic Differential developed by Osgood and others. This study had a threefold purpose. The first was to determine if children's values claims in the third grade could be changed by a concentrated program of role playing. The second was to determine whether children's values claims in the fifth grade could be changed by a concentrated program of role playing. The third was to determine if there was a difference in the amount of change in third- and fifth-grade children's values claims after both grades had experienced a concentrated program of role playing. The following conclusions were reached: (1) Role playing experiences can be used successfully to change third-grade children's values claims in respect to the concepts of honesty and consideration of others. (2) Whether role playing can be used successfully with third-grade children to change their values claims in regard to respect for property is open to question. (3) Whether role playing can be used successfully with fifth-grade children to change their values claims in regard to honesty, consideration of others, and respect for property is open to question. The study implied that (1) role playing may be more effective with children in the third grade than with children in the fifth grade, (2) role playing may be more effective with some values claims than with others, (3) though the changes made by the fifth grade after role-playing experiences were not significant, they were in the positive direction. Consequently it is entirely possible that role playing could have been more effective with the fifth grade under differing circumstances, (4) significant changes in values occur slowly, and programs to change values should be extended over long periods of time.
64

A Different Kind of Political Party: The Relationship between Tabletop Role Playing Games and Political Efficacy

Plaxco, Sarah Ellen 07 1900 (has links)
Tabletop role-playing games (TRPGs) present a unique opportunity to study political behavior. In educational settings, role-playing games (RPGs) of all kinds have proven to be valuable educational tools, and even when played for fun, participating in role playing games has been shown to increase one's level of confidence. Knowing this, I designed an experiment to attempt to increase internal political efficacy through the use of a politically-themed TRPG. I took inspiration from the original TRPGs of the 1970s and 1980s which were used purely for entertainment purposes to create my own game in a traditional TRPG setting with current issues woven into the story of the game (also called a campaign), and utilized quantitative and qualitative methods to analyze participants' reactions to the campaign and levels of efficacy. In doing so, I seek to determine whether players will recognize real-world issues when presented in a science fiction or fantasy-themed campaign. Furthermore, given that TRPGs have the potential to shape players' understanding of how the world works and their place in it, will players be more motivated to act on said issues presented in-game, even if they do not consciously make the connection between the real-life issues presented in the science fiction/fantasy setting and those same issues in the real world?
65

Design and Development of Objective, Structured Management Examinations (OSMES) on Management Skills Among Pharmacy Students

Augustine, Jill January 2016 (has links)
The purpose of this study was to design, develop, and administer an Objective, Structured Management Exam (OSME) on management skills for pharmacy students. Pharmacy preceptors for the University of Arizona College of Pharmacy participated in focus groups that identified business, management, and human resource skills needed by pharmacy graduates. Once the skills were identified, gaps were identified for inclusion into the OSMEs. The OSMEs evaluated pharmacy students' performance on four skills: 1) managerial communication (oral and written); 2) conflict resolution; 3) decision-making; and 4) professionalism. The OSME consisted of a role-playing and a writing document. Both were graded using a developed scoring rubric. The role-playing scoring rubric contained 17 skills and the written document scoring rubric contained 8 skills. During the OSME, students interacted with a trained actor and were graded by a judge on their performance. Upon completion of the OSME, students completed a 29-question survey on a) their perceived ability and confidence to accomplish 8 selected skills; b) their opinion about the OSME and suggestions to improve the process in the future; and c) their background characteristics. Many-facet Rasch analysis provided detailed information with which to evaluate content validity and student performance taking into account difficulty of skills, rating scale function of the scoring rubric, judge leniency and severity. Rasch analysis provided detailed information on the scale performance and student ability and confidence. A step-wise linear regression was used to determine if any student characteristics predicted a higher OSME performance score. Ninety-six student pharmacists completed the OSME and ninety-five students completed the questionnaire. No student failed the role-playing scenario and 1 student did not complete the written document. Significant gaps were calculated between the easiest two skills, empty sounds and eye contact. Additionally, the seventeen items did not align with student performance measures. Finally, there were two separate groups of graders. The writing document scoring rubric had poor fit with the model and significant gaps were calculated. Student measures did not adequately align with item difficulty measures. For students' perceived ability, there was no significant change in overall mean student ability scores from before the educational lectures to after the OSME. However, 46% of students (n=44) had a significant change in ability scores. Three significant gaps were calculated between skills a) between decision-making and communication and between communication and active listening on the pre-educational lectures; and b) between decision-making and communication on after the OSMEs. Students appeared confident with their ability on the 8 skills. The overall mean student confidence measure did not significantly change between the three time points: 1) before the practice cases; 2) after the practice cases; and 3) after the OSMEs. However, 46% of students (n=44) had a significant change in their confidence from before the practice cases to after the completion of the OSMEs. Item difficult measures did not appropriately align with student confidence measures, meaning the items were too easy for students. Significant gaps were also calculated: a) between the motivation and communication items and between the communication and active listening items in the before the practice cases responses; b) between the motivation and decision-making items and between the communication and active listening items for the after the practice cases responses; and c) between the motivation and decision-making items; between the decision-making and communication items; and between the communication and active listening items for after the OSME responses. Based on the result of the regression, three characteristics predicted a higher performance score on the role-playing portion of the OSME: 1) previous management experience; 2) previous leadership experience; and 3) the total grade on the educational lecture quizzes. Three characteristics predicted a higher writing document score: 1) age between 26 and 28 years; 2) English as the primary language; and 3) previous pharmacy experience classified as "other" (i.e., pharmacy experience that was not hospital, community, or managed care). This was one of the first studies to develop a role-playing exercise on management skills in pharmacy education. The grading rubrics provided an initial structure for assessing student performance on these management skills. Some changes to the ability questions and the rubrics are suggested in order to improve the content validity. The findings provide the outline for the use of an OSME at schools/colleges of pharmacy as part of their curriculum. As exposure to management scenarios showed higher performance, educators should include these skills in the education of student pharmacists in order to prepare them for a future career in pharmacy.
66

Foam Fighting: Technology and Culture

Unknown Date (has links)
Foam fighting is a form of Live Action Role Playing (LARP) that focuses on mock combat and recreational battle, with role-playing aspects taking a less prominent role. It is sometimes referred to as a “poor man’s martial art”.While there does not appear to be any clear documentation concerning the origins, research on foam fighting suggests the sport began in Maryland in the 1970’s and slowly spread throughout the United States. This research will illustrate how the sport of foam fighting demands a level of critical thinking that takes both the participant and audience beyond the sight of a swinging stick. I plan to show how this sport provides an outlet for high levels of creativity, social interaction and strategic planning skills. It is a hobby that has had a great impact on the daily lives of many of its participants and continues to grow and evolve. / Includes bibliography. / Thesis (M.F.A.)--Florida Atlantic University, 2016. / FAU Electronic Theses and Dissertations Collection
67

Influencia del role-playing en el proceso de enseñanza-aprendizaje de Enfermería

Martínez-Riera, José Ramón 08 July 2009 (has links)
No description available.
68

Skolans information om alkohol och trafik : En utvärdering av rollspelet Leka med Döden för påverkan av skolungdomars attityder till alkohol och trafik

Karlsson, Karl-Johan January 2007 (has links)
<p>In this study I have investigated how role playing may change young students´ attitudes and behavior. According to the Swedish National Agency for Education´s governing document, Läroplanen för de frivilliga skolformerna, 1994, the principals at Swedish schools are required to inform students about the risks connected with alcohol and traffic. Scientists bring to our attention the need for emotional information to change attitudes and behaviors. The Historical Wine- and Sprits Museum in Stockholm has arranged a role play that gives emotional information to school students in order to affect their attitudes towards drunk driving. My study is a qualitative examination of this role play. One of my conclusions is that the strongest effect of the Historical Wine- and Spirit Museum’s role play lies on the cognitive and affective part of young students´ attitudes towards driving under the influence of alcohol. However, the role play is not using the other powerful effect a role play can have, which is learning to behave differently by actually acting. This leaves room for improvements. The study furthermore looks into different theories about role playing and how to build a role play to make an effective change in attitudes and behaviors. This is also investigated in the empirical part of the study in the form of interviews. For instance, arguments should always be thought out by the participants themselves and the time for preparing arguments has an effect on the effectiveness of the role play.</p>
69

Skolans information om alkohol och trafik : En utvärdering av rollspelet Leka med Döden för påverkan av skolungdomars attityder till alkohol och trafik

Karlsson, Karl-Johan January 2007 (has links)
In this study I have investigated how role playing may change young students´ attitudes and behavior. According to the Swedish National Agency for Education´s governing document, Läroplanen för de frivilliga skolformerna, 1994, the principals at Swedish schools are required to inform students about the risks connected with alcohol and traffic. Scientists bring to our attention the need for emotional information to change attitudes and behaviors. The Historical Wine- and Sprits Museum in Stockholm has arranged a role play that gives emotional information to school students in order to affect their attitudes towards drunk driving. My study is a qualitative examination of this role play. One of my conclusions is that the strongest effect of the Historical Wine- and Spirit Museum’s role play lies on the cognitive and affective part of young students´ attitudes towards driving under the influence of alcohol. However, the role play is not using the other powerful effect a role play can have, which is learning to behave differently by actually acting. This leaves room for improvements. The study furthermore looks into different theories about role playing and how to build a role play to make an effective change in attitudes and behaviors. This is also investigated in the empirical part of the study in the form of interviews. For instance, arguments should always be thought out by the participants themselves and the time for preparing arguments has an effect on the effectiveness of the role play.
70

The effects of MMORPG play on online and offline social capital /

Zhong, Zhijin. January 2009 (has links) (PDF)
Thesis (Ph.D.)--City University of Hong Kong, 2009. / "Submitted to Department of Media and Communication in partial fulfillment of the requirements for the degree of Doctor of Philosophy." Includes bibliographical references (leaves 110-125)

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