• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 293
  • 190
  • 53
  • 19
  • 18
  • 16
  • 15
  • 13
  • 13
  • 13
  • 13
  • 11
  • 11
  • 9
  • 6
  • Tagged with
  • 770
  • 770
  • 157
  • 145
  • 113
  • 103
  • 99
  • 87
  • 74
  • 68
  • 65
  • 60
  • 58
  • 55
  • 53
  • 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.
631

Zusammenhänge zwischen Medienkonsum, Eltern-Kind-Interaktionen und der frühkindlichen Entwicklung: Ergebnisse der LIFE Child-Studie

Schwarzer, Clarissa 19 July 2023 (has links)
Background: Excessive media usage affects children’s health. This study investigated associations between children’s and mother’s media use, parent-child interactions, and early-childhood development outcomes. Methods: 296 healthy 2- to 5-year-old preschoolers (52.4% male, mean age = 3.5) and 
224 mothers from the LIFE-child cohort study were analyzed. Screen times and parent-child interactions were assessed using standardized parental questionnaires. Developmental skills were investigated using the standardized development test ET 6-6-R. Results: High screen times in children (> 1 h/day) were significantly associated with lower percentile ranks in cognition (b = -10.96, p < 0.01), language (b = -12.88, p < 0.01), and social-emotional skills (b = -7.80, p = 0.05). High screen times in mothers (> 5 h/day) were significantly associated with high media use by children (OR = 3.86, p < 0.01). Higher parent-child interaction scores were significantly associated with better body motor (b = 0.41, 
p = 0.05), cognition (b = 0.57, p < 0.01), language (b = 0.48, p = 0.02) and social-emotional outcomes (b = 0.80, p < 0.01) in children. Conclusions: Public health strategies should seek to educate caregivers as competent mediators for their children’s media habits, with focus on the need for children to have frequent parent-child interactions.
632

Authoritarian, far-right responses to the Covid-19 pandemic: an analysis of QAnon’s crisis narratives

Efthymiadou, Panagiota, Miteva, Anelia January 2021 (has links)
The coronavirus pandemic has changed the lives of individuals all over the world. The goal of this research is to investigate and understand the narratives and underlying messages of the QAnon movement concerning COVID-19. The theoretical basis for this analysis is that of uncertainty-identity theory and extremism to study the process by which people embrace these types of movements and their values. Also, to examine the spread of QAnons’ messages and conspiracy theories on digital media, network society theory is used. In order to carry out this research, we conducted qualitative content analysis on data gathered directly from QAnon sources. According to the results of the study, the movement proceeded to create crisis narratives that tap into social anxieties and political uncertainty. Accordingly, the pandemic was used for the movement to grow, gain new momentum and supporters, and even merge other conspiracy theories making the narratives more elaborate.
633

Evelyn Offscreen: An Application Of Interactive Performance Methodsin Alternate Reality Gaming

Borglund, Dawn 01 January 2010 (has links)
For my thesis project for the Masters of Fine Art in Film and Digital Media, I designed and produced Evelyn Offscreen, an alternate reality game (ARG) that was facilitated by interactive performance. The goal was to create an interactive experience that allowed several players to collaboratively create story across numerous media within the field of alternate reality gaming. The approach used in Evelyn Offscreen was intended to provide a degree of creative freedom to the players that has not been demonstrated in other ARG experiences and to use digital media to capture information about the relative effectiveness of the different techniques that were employed. During the month of October 2009, Evelyn Offscreen invited players to participate in an overarching story as characters. The game existed simultaneously through several media platforms such as Ning, twitter, and blogger as well as scenes located in Central Florida where players could embody their character in a real world setting. The results revealed insights into techniques for massive collaboration of story and player reactions to this hybrid form of alternate reality gaming and interactive performance.
634

Digital Interactive Games for Assessment: A Study of the Effectiveness of a Digital Game as a Measure of Students' Understanding of Boolean Logic

Haji, Mohammad Ali 01 January 2014 (has links)
Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology? This study investigates the effectiveness of using a digital interactive game as an assessments method - in this case a mini-game that was designed to assess the student's knowledge on basic Boolean logic. The study reports on the performance differences of the students who participated in this study and correlations between the performance of these students in a digital interactive game, written tests and their in-class performance to examine the effectiveness of using a digital game as a new knowledge assessment method.
635

MOLOCH: Developing a German Expressionist Puzzle Game

Cox, Joseph M. 01 May 2017 (has links)
No description available.
636

Supporting Individuals with Complex Communication Needs to Capture and Share Active Recreational Experiences

Hajjar, David J., 19 September 2017 (has links)
No description available.
637

“Real People. Real Stories.”: Self-Advocacy and Collective/Connective Action on the Digital Platform, The Mighty

Parsloe, Sarah M. 19 September 2017 (has links)
No description available.
638

Reviewing the critics: Examining popular video game reviews through a comparative content analysis

Gifford, Ben 23 August 2013 (has links)
No description available.
639

Can Journalists Have a Work-Life Balance? A Study of the Relationship between Journalists' Personal Blogs and Their Professional Work

Hu, Haidan 11 September 2012 (has links)
No description available.
640

Multimodality and composition studies, 1960 – Present

Palmeri, Jason 17 July 2007 (has links)
No description available.

Page generated in 0.0631 seconds