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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.
611

A critical investigation of the interpretation and implementation of the Parzival main lesson within the context of the Waldorf curriculum

Swanepoel, Elizabeth January 2010 (has links)
The Steiner/Waldorf school movement is currently one of the fastest growing independent school movements internationally. In several countries it seems to have developed into the most popular form of alternative education. South Africa has 17 Waldorf schools and one full-time teacher training facility. This study investigated the interpretation and implementation of the Parzival main lesson within the wider context of the Waldorf curriculum. The main lesson system is an essential constituent of the Waldorf curriculum. Most academic subjects in a Waldorf school are taught in a three- or four-week main lesson block. The main lesson occupies the first two hours of the school day. A main lesson consists of a particular three-part structure, and the main lesson book is the keystone to the Waldorf evaluative process. The Parzival main lesson is specifically taught in Class 11, and most Waldorf schools consider it as one of the most important main lessons in the high school. The interpretivist model was ideally suited to this research. The investigation was conducted as a multiple case study, and the main source of data was provided by classroom observation. This was supported by interviews and classroom artifacts. The study involved two South African Waldorf schools at which the Parzival main lesson is taught. This main lesson is presented at only three South African Waldorf schools. I teach at the remaining school, and therefore conducted my research at the other two schools. The teachers who facilitated the Parzival main lesson, as well as the Class students at the selected schools voluntarily participated in the research. My research findings indicate that the possibility exists for the teacher to exercise a certain degree of freedom and creativity within the parameters of Waldorf methodology and the Waldorf curriculum. The study also determines that teachers often find it difficult to integrate the three-part structure, as indicated by Waldorf methodology, in a single main lesson. Furthermore, my research establishes that main lesson books can indeed serve as both text and as an assessment tool. I therefore conclude and maintain in this study, with particular reference to the Parzival main lesson, that despite the prescriptive structure of the Waldorf system and Steiner pedagogy, teachers need not necessarily sacrifice their freedom and creativity within the classroom.
612

Role vedlejších postav v Molièrových komediích / The role of secondary characters in Molière's comedies

Řádková, Tereza January 2016 (has links)
This Master's diploma thesis deals with the work of French playwright Molière, to be more precise, with types of characters in his plays. The thesis is not only based on Molière's main works Don Juan, Tartuffe or The Miser but it also studies characters in comedies like The Bourgeois Gentleman, Scapin's Deceits and others. It distinguishes two categories, major and minor characters. Nevertheless the attention is particularly focused on the minor characters. The goal of the thesis is to show what importance the characters have in Molière's plays and what is their role. Keywords: Classicism, Comedy, Molière, Character, French Drama, French Literature, Secondary Character
613

Perceptions of Character Education in a Seventh-Day Adventist School

Tyrell, Marva E. 09 November 2012 (has links)
Character education has been viewed by many educators as having significant historical, academic, and social value. Many stakeholders in education argue for character development as a curricular experience. While understanding the degree to which character education is of worth to stakeholders of institutions is important, understanding students, teachers, and administrators perspectives from their lived experiences is likewise significant. The purpose of this phenomenological study was to gain a deeper understanding of character education within a Biblical framework environment by examining the lived experiences of students, administrators, and teachers of a Seventh-day Adventist School. Phenomenology describes individuals’ daily experiences of phenomena, the manner in which these experiences are structured, and focuses analysis on the perspectives of the persons having the experience (Moustakas, 1994). ). This inquiry was undertaken to answer the question: What are the perceptions of students, teachers, and an administrator toward character education in a Seventh-day Adventist school setting? Ten participants (seven students and three adults) formed the homogeneous purposive sample, and the major data collection tool was semi-structured interviews (Patton, 1990; Seidman, 2006). Three 90-minute open-ended interviews were conducted with each of the participants. Data analysis included a three-phase process of description, reduction and interpretation. The findings from this study revealed that participants perceived that their involvement in the school’s character education program decreased the tendency to violence, improved their conduct and ethical sensibility, enhanced their ability to engage in decision-making concerning social relationships and their impact on others, brought to their attention the emerging global awareness of moral deficiency, and fostered incremental progress from practice and recognition of vices to their acquisition of virtues. The findings, therefore, provide a model for teaching character education from a Seventh-day Adventist perspective. The model is also relevant for non-Seventh day Adventists who aspire to teach character education as a means to improving social and moral conditions in schools.
614

Goma Curriculum, A Character Education Paradigm: Composing a Text for Shaping Classroom Character Culture

Ritchey, Alicia D 09 November 2012 (has links)
The written text, and approaches to reading it, serves well as an analogy for the classroom space as a “text” that teachers are able to compose; and students are able to read, interpret meaning(s) of, and make responses to and about (Rosenblatt, 1988). Researchers point to ways in which the classroom can be conceptualized as a text to be evoked, experienced, and read (Freire & Macedo, 1987; Powell, 2009; Rosenblatt, 1988; Spears-Bunton & Powell, 2009). The present study analyzed secondary data including: 10 transcripts of teacher talks and six self-reports retrieved from the program evaluation archives of DOR Foundation. The data described six teachers’ classroom experiences subsequent to professional development centered on Goma character education curriculum that was used during a summer youth program located in South Georgia. Goma, an acronym that stands for Goal, Objective, Method, and Attitude, is a character education paradigm derived from The Inclusive Community Building Ellison Model, the theoretical framework used for this study. The Model identifies conflict resolution as one of its five foci (Hunt, Howard, & Rice, 1998). Hunt (2006) conceived Goma as part of a 7-Step unitary process, also named the 7-Step pathway, to demonstrate how conflict resolution is accomplished within a variety of contexts. Analysis of the data involved: (a) a priori coding of teacher talks transcripts using the components of the Goma 7-Step pathway as coding categories, (b) emergent coding of teacher talks transcripts for the types of experiences teachers evidenced, and (c) emergent coding of teachers’ self-reports for categories of teachers’ instructional activities. Results of the study showed positive influence of Goma curriculum on participating teachers and their instructional practices. Teachers were shown to have had cognitive, instructional, emotional, and social experiences that were most evident when they reported changes in their attitudes toward their students, themselves, and their instructional practices. The present study provided implications for classroom teachers wherein all aspects of teachers’ instructional practices can be guided by principles of positive character; and can be used to help compose the kinds of “texts” that may likely contribute to a classroom character culture.
615

The relationship between temperament, character and executive functioning

Dennison, Lisa Kim 23 August 2013 (has links)
Despite emergent attempts to connect temperament to a neurobiological etiology there has been little research that focuses on the relationship between temperament and character and neuropsychological test performance. Therefore, the aim of this study is to explore the relationship between temperament, character and performance on neuropsychological tests of executive functioning. Temperament and character dimensions were operationalized according to the Temperament and Character Inventory (TCI), a 240-item measure that is based on the psychobiological theory of personality. Neuropsychological performance was measured on the University of Pennsylvania Computerized Neuropsychological Test Battery (PennCNP), which is a test of executive functioning and abstract reasoning. The PennCNP comprised a test of Motor Praxis (MPRAXIS), the Penn Abstraction, Inhibition and Working Memory Task (AIM), the Letter-N-Back (LNB2), the Penn Conditional Exclusion Task (PCET), the Penn Short Logical Reasoning Task (SPVRT) and the Short Raven’s Progressive Matrices (SRAVEN). The sample comprised 422 first year psychology students at a residential university in South Africa. The results from this explorative study showed a moderate relationship between temperament, character and executive functioning. The temperament dimensions Novelty Seeking and Reward Dependence were positively related to AIM-NM, AIM and SPVRT, and inversely related to MPRAXIS. These results validate the importance of research that investigates the relationship between temperament and character dimensions and neuropsychological performance. / Dissertation (MA)--University of Pretoria, 2012. / Psychology / unrestricted
616

The influence of yakuwarigo and gendered language on character portrayals : A case study of the Japanese translation of Harry Potter and the Chamber of Secrets by JK Rowling

Ahmad, Ramiar January 2021 (has links)
The book Harry Potter and the Chamber of Secrets, written by the prolific author J.K.Rowling, is a popular piece of fiction that has been adapted into a film as well as severalvideogames. The book has also been translated from its original English into dozens oflanguages, including Japanese. Translations can differ from their original counterparts,especially when the languages in question differ in their syntax and cultural norms. Thesedifferences can potentially alter the original author’s intended character portrayals.This project aimed to evaluate the effect of gendered language and yakuwarigo on charactervoices in the Japanese translation of Harry Potter and the Chamber of Secrets. Fourcharacters – Hermione, Hagrid, Dumbledore, and McGonagall – were evaluated bymeans of their spoken dialogue in the book. The English lines of dialogue and their Japanesecounterparts were extracted from the book and analysed.The results of the dialogue-analysis show that the dialogue in the Japanese version of thebook was more gendered, and exhibited typical signs of role language. These findingswere corroborated through the use of separate questionnaires for Japanese and Englishparticipants. The questionnaires asked participants to determine the gender and role ofcharacters purely on the basis of certain lines in the book, with no external contextprovided. Japanese participants managed to identify both the gender and role of charactersmore accurately.
617

Evaluating how Non-player Character personalities affect the game experience in Future Happiness Challenge

Nermansson, Niklas January 2016 (has links)
Artificial Intelligence (AI) is used in many games and quite often the Non-Player Character(NPC)s simulate humans. To make the human NPCs believable and feel alive they need to be as human-like as possible in their behaviour. Three features commonly used to make an NPC human-like are needs, like eating or sleeping, social relationships and personalities. The objective of this thesis was to create an AI with different personalities that the NPCs may have in the game Future Happiness Challenge (FHC) and compare these personalities as well as try to find out whether personalities enhance the game experience. Three different personalities are implemented; Selfish, Selfless and Balanced. These are used as FHC presents the option to play either selfish or selfless. It can be played as a team or as an individualist that does not care about the others. This thesis tries to answer the question whether a player prefers a selfless NPC to a selfish in a game where this option is available. These extremes are also compared to a balanced NPC. When implementing the AI and the personalities, a Behaviour Tree (BT) was used and the main features of this implementation is presented to give an example of how personalities can be implemented in a game like FHC. The results suggest that personalities enhance the game experience and an interesting correlation can be seen between the players preference of an NPC and their own personality when playing the game. Rather than always preferring a selfish or a selfless NPC, the players seem to prefer the NPC which has a personality closely related to their own within the game. / Artificiell intelligens (AI) används i många spel och det är vanligt att datorstyrda karaktärer (Non-Player Characters) föreställer människor. För att göra dessa karaktärer trovärdiga och ge känslan av att leva så behöver deras beteenden göras så mänskliga som möjligt. Tre egenskaper som ofta används för att göra karaktärerna mänskliga är behov, såsom att äta eller sova, sociala relationer och personligheter. Målet med det här arbetet var att skapa en AI med olika personligheter som karaktärerna kan ha i spelet Future Happiness Challenge (FHC) och jämföra dessa personligheter samt försöka ta reda på om personligheter ökar spelupplevelsen. Tre olika personligheter implementerades; självisk, osjälvisk och balanserad. Dessa valdes då FHC ger spelaren möjligheten att spela antingen själviskt eller osjälviskt. Det kan spelas som ett lag eller som en egoist som inte bryr sig om de andra. Denna rapport försöker svara på frågan om spelaren föredrar en osjälvisk karaktär över en självisk i ett spel där denna möjlighet finns. Dessa extrema personligheter jämförs också med en balanserad. Under utvecklingen av AIn och personligheterna användes tekniken Behaviour Tree (BT) och större delen av implementationen är presenterad i detta arbete för att ge ett exempel på hur personligheter kan implementeras i ett spel som FHC. Resultaten föreslår att personligheter ökar spelupplevelsen och ett intressant samband kan ses mellan spelarnas preferens av NPC och spelarnas personligheter i FHC. Istället för att alltid föredra en självisk eller osjälvisk NPC, verkar spelarna föredra den NPC som har en personlighet lik sin egen i spelet.
618

Examining Emotional Responses to Effective Versus Ineffective Virtual Buddies

Ingraham, Kathleen 01 January 2014 (has links)
The purpose of this research study was to explore the impact of virtual character design on user emotional experience and user behavior in a simulated environment. With simulation training increasing in popularity as a tool for teaching social skills, it is essential that social interactions in virtual environments provide authentic opportunities for practice (Swartout et al., 2006). This study used Interactive Performance Theory (Wirth, 2012) to examine the effect of designing a virtual buddy character with ineffective traits instead of effective or expert traits. The sample population for this study (n = 145) consisted of first year university students enrolled in courses in the fall of 2013 at the University of Central Florida. Data on participant emotional experience and behavior were collected through questionnaires, researcher observations, and physiological signal recording that included participant heart rate and galvanic skin response. Data were analyzed using multivariate analysis of variances (MANOVA), Kruskal-Wallis one-way analysis of variance, and qualitative thematic coding of participant verbal behavior and written responses. Results of the analysis revealed that participants who interacted with an ineffective virtual buddy character had statistically significant higher averages of verbal statements to the antagonist in the simulated environment and statistically significant lower perceptions of antagonist amiability than participants who interacted with an effective virtual buddy. Additionally, participants who interacted with a virtual buddy of the opposite gender gave statistically significant higher ecological validity scores to the simulated environment than participants who interacted with a virtual buddy of the same gender. Qualitative analysis also revealed that participants tended to describe the female buddy character with more ineffective traits than the male buddy character even though effective and ineffective design conditions were equally divided for both groups. Further research should be conducted on the effect of virtual buddy character design in different types of simulation environments and with different target audiences.
619

Orthography and Kanji Learning : A Comparison of Kanji Learning Methods in L2 Japanese Learners from Non-Logographic Sinosphere Backgrounds and Alphabetic Backgrounds

Robinson, Matthew January 2022 (has links)
This study investigates the kanji learning strategies used by learners of Japanese from two non-logographic orthographic backgrounds within the Sinosphere (Korean and Vietnamese), and alphabetic-language-based backgrounds, and how the three groups compare to each other. The study utilised data analysis techniques on data collected from 40 Japanese language learners via an online survey, and semi-structured interviews with four learners from Korea and Vietnam. The study found that Korean and Vietnamese learners benefit from first language kanji knowledge when learning to recognise Japanese kanji (particularly among Korean learners), and that common and preferred kanji learning methods differ between groups, with learners of alphabet-language backgrounds preferring methods from the planning learning and evaluating learning metacognitive strategies categories; and Korean and Vietnamese learners preferring association cognitive and planning learning metacognitive methods.
620

Exploring and implementing select character education programs for young children in Florida

Monaghan, Erin Farrell 01 January 2009 (has links)
Stemming from the lack of character education in today's public schools and the desire to integrate a teaching character traits into the everyday curriculum this study sheds light on the current character education programs their successes and failures and shows how the everyday classroom teacher 9an use teachable moments and children's literature to teach students character traits such as respect for self and others. The purpose of this study was to ensure that character education could be taught in addition to academic subjects without disrupting the plethora of requirements required by the classroom teacher. As a result of my study, I found that incorporating character education in an everyday classroom is difficult, however possible. I also found that school wide reinforcement and program might be more beneficial than just one program with in a single classroom. I also provided the reader with the possibility to incorporate character education in the early childhood classroom if he or she so desires.

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