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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.
1

Oficinas do jogo e a representação gráfica dos contos de fadas produzidas por alunos do ensino fundamental / Workshops of the game and the graphical representation of fairy tales produced by elementary school students

Almeida, Claudio Marcelo de 09 March 2010 (has links)
Made available in DSpace on 2016-12-06T17:07:25Z (GMT). No. of bitstreams: 1 Claudio.pdf: 1655000 bytes, checksum: de1a58e428c1aca7063616195ac32b73 (MD5) Previous issue date: 2010-03-09 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The objective of this action-research was to verify if fairy tales listened in the classroom, and , right after, performed in Game Workshops, undergo any backwash when acted out graphically by a 3rd year primary school classroom. The qualitative research was conducted in a public school in Jaraguá do Sul, Santa Catarina State. The instruments used for data collection were the children graphic records and the field diary. The data analysis was done by the content analysis technique. In the process of analyzing, a comparison was made between the fairy tale told in the classroom by the teacher, and the representation of the same fairy tale written by the children. After being categorized, the written records of the children, along with the field diary content, compose in an articulate manner and in theory state, the analysis and data discussion. Concluding, it can be said that in the practice of Game Workshop tasks, children became co-authors and authors of their own stories. In the rewriting moment, they had already assumed the role of authors, which was totally supported through the Game Workshop. / Esta pesquisa-ação teve como objetivo verificar se contos de fadas ouvidos em sala de aula e, em seguida, vivenciados nas ações lúdicas das Oficinas do Jogo, sofrem repercussão quando, após isso, forem representados graficamente pelos alunos de uma turma do terceiro ano do Ensino Fundamental. A pesquisa de cunho qualitativo foi realizada em uma escola da rede pública de ensino do município de Jaraguá do Sul SC. Os instrumentos da coleta de dados foram os registros gráficos das crianças e o diário de campo. A análise dos dados foi realizada mediante a técnica de análise de conteúdo. No processo de análise foi comparado o conto tal como contado pela professora em sala de aula e a representação desse conto escritas pelas crianças. Os registros escritos das crianças após serem categorizados, juntamente com o conteúdo do diário de campo, compõem de maneira articulada e fundamenta teoricamente a análise e discussão dos dados. Por fim concluímos que nas práticas pedagógicas das Oficinas do Jogo, as crianças tornaram-se co-autoras e autoras de suas histórias. No momento de redigir, elas já tinham assumido uma posição de autoria que foi amplamente reforçada com as Oficinas do Jogo.
2

Making Room for Play : A play-centric workshop proposal for increasing girls' game literacy and access to games

Bassenge, Leoni January 2021 (has links)
This thesis addresses the gender-specific game access inequalities that exist between male and non-male children. To do this, it proposes a conceptual workshop design named SpielRaum, which aims to offer teens of marginalized genders a safe space to access games. By curating games for free play and combining it with guided discussions and self-reflection exercises, the workshop hopes to facilitate game literacy in a play-centric way. This sets it apart from other game-related workshops for non-male teens, which are also examined. It is found that they tend to be development-centric. Leading up to the workshop design, the game access disparities are put into context. It is found that implicit and explicit exclusion of non-male people in the games domain leads to a vicious circle of non-participation and non-representation. This in turn contributes to the socialized perception of games as a male medium and disadvantages non-male players in the context of gaming. Further, game literacy is determined as an important game access condition and way of self-defense against marginalizing game content. This is why SpielRaum aims to raise non-male participants’ awareness for their own marginalization and show them that they can unapologetically claim gaming for themselves. / Detta arbete tittar på könsspecifika ojämlikheter vad gäller tillgång till videospel som finns mellan manliga och icke-manliga ungdomar. I undersökningen föreslås en konceptuell workshop som heter SpielRaum, som siktar på att ge tonåringar som tillhör marginaliserade könsgrupper en säker miljö för att därmed göra videospel mer tillgängliga. Genom att samla spel för fritt spelande och kombinera guidade diskussioner med självreflekterande övningar, hoppas workshopen kunna ge ökad kunskap om spel på ett spelfokuserat sätt. Detta gör att den skiljer sig från andra workshop-miljöer för icke-manliga tonåringar, vilket även behandlas i arbetet. Vad som upptäcktes var att de tenderar att varautvecklingsorienterade. Under arbetet med workshop-designen sattes skillnaderna runt speltillgänglighet i fokus: det fastställdes att implicit och explicit uteslutning av icke-manliga spelare leder till en ond cirkel av icke-deltagande och icke-representation. Detta bidrar sedan till den sociala uppfattningen att spel är ett medium för män och att icke-män är missgynnade vad gäller spel. Dessutom är kunskap om spel nödvändigt om man ska kunna delta i spel, och kan användas som ett sätt att försvara sig själv mot marginaliserande innehåll i spel. Detta är anledningen till att SpielRaum siktar på att öka icke-mäns medvetenhet för sin egen marginalisering och för att visa att de kan delta i spelvärlden utan att be om lov först.

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