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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

The features of interactive discourse that characterise a reasoning-based teacher approach to classroom discussion

Triglone, Robyn J., n/a January 1993 (has links)
This study takes a theoretical stance that relies on the notion that cognitive development is predominantly a process of learning. The study rests particularly on the Vygotskian theory that children learn within a social environment by practising cognitive skills, under expert tutelage, that they will later perform independently. If children are to develop skills in reasoning the classroom needs to be a place where reasoning skills are modelled, practised and reinforced. Certain features of interactive discourse may have the effect of emphasising the content of a discussion at the expense of the reasoning process and therefore of the practice of reasoning. This study investigated the interactive discourse of a classroom discussion that had reasoning as the sole objective of the discussion and identified the discourse features that characterised the discussion. One experimental kindergarten group and two experimental grade 1/2 groups were introduced to a reasoning-based approach using the Elfie package. A discussion, based on a children's story, was then held with these groups and with two experimental kindergartens that had received no previous exposure to the reasoning-based approach. Examination was also made of the discourse features of a control kindergarten discussion and a grade 1/2 discussion. Important differences were identified between the discourse features of the control and experimental classrooms. Analyses of the experimental discussions found a lower proportion of teacher utterances that were psuedo questions, and that included evaluation of pupil comments; a higher proportion of teacher invitations to explore the logical implications of an idea; a higher proportion of pupil utterances that were in response to other pupil comments and a higher proportion of pupil utterances that included reasons. Analyses of control discussions found that the prevailing pattern of discourse involved teacher initiation (often a pseudo question) - pupil response - teacher evaluation and re-elicitation. Discussion is included about the role such a pattern plays in emphasising content at the expense of the process of reasoning.
2

Funkce "comment clause" "you know" v literatuře a televiziním sitcomu Přátelé, a její překladové ekvivalenty / The functions of comment clause "you know" in literature and the TV sitcom "Friends", and its Czech translation counterparts

Kuthanová, Magdalena January 2014 (has links)
The aim of the present study is to describe and analyze the English comment clause you know in a corpus of written sources called Intercorp and a corpus created of eight episodes of the television series Friends, which represents the natural language. The study works with the presumption that the language of the TV show Friends is in its conversational nature similar to the natural language of conversations and therefore can be contrasted to the artificial language of written form. As the Czech translations of both corpora are available to us, the study greatly focuses on two main aspects: the Czech translation counterparts of the you know comment clause and their pragmatic functions. The theoretical part introduces the comment clauses, describing their features and functions, not only as described by Quirk et al. (1985), but also from the point of view of the discourse linguists that see the comment clauses like you know as markers and specialize in their research, mostly Povolná (2010), Stenström (1995), Schiffrin (1987) and others. The outline of potential Czech counterparts is given as well, suggested by Dušková (2009), Běličová (1993) and duo Grepl & Karlík (1998, 1999). Moreover, we mention the language of television and the difference between conventional and audiovisual translation, and the...
3

Ficção brasileira de Chico Buarque de Hollanda: a imagem da identidade da personagem / Chico Buarque de Hollanda Brazilian fiction: the image of the character identity

Moraes, Daniela Osório Palin de 08 November 2005 (has links)
Made available in DSpace on 2016-04-28T19:58:44Z (GMT). No. of bitstreams: 1 DANIELA OSORIO PALIN DE MORAES.pdf: 348779 bytes, checksum: d00d4c75ada85f7852f170b3528a257e (MD5) Previous issue date: 2005-11-08 / This dissertation paper aims at unfolding the process as well as the proceedings which underlies the construction of character identity by the narrator which is found in the contemporary fiction written by Chico Buarque de Holanda a Brazilian writer Some vital thematic issues were focused both in the light of the historic and descriptive methods Bakhtin`s dialogism so as to rescue the features of post modern narrator in confront with the classical narrator mainly the role which is transferred to the character In the first chapter the dialogue between Walter Benjamim and Silviano Santiago is used as our theoretical underpinnings to establish the counterpoints between the character on the leading role and in the secondary one within the plan of different voices interaction in the romance discourse in the BENJAMIM (1995) and BUDAPESTE (2003) analyses corpus In the second chapter I focus on the analyses of identity construction which marks the dissolution of prose structure owing to the position of questioning space on an attempt to inscribe it into modernity by providing it with a new time and shape through the character In the third chapter the experience of the narrator is focused and exemplified through identity crises and character s fragmentation in a representational simulacrum Two identities manifested in buarqueana prose are found within the random relations of the esthetic plan: that of the contemporary novel and that of the fictional character through the interactive experience of reading between narrator character and reader / Esta dissertação tem o objetivo de revelar o processo e os procedimentos construtivos da identidade da personagem pelo narrador na ficção contemporânea brasileira do escritor Chico Buarque de Hollanda Alguns aspectos temáticos fundamentais foram tratados tanto pelo método histórico como pelo descritivo o dialógico bakhtiniano de modo a resgatar o perfil do narrador pós-moderno em confronto com o narrador clássico sobretudo transferido à personagem No primeiro capítulo o diálogo Walter Benjamim e Silviano Santiago é nosso suporte teórico para estabelecer os contrapontos entre as personagens principais e secundárias no plano da interação das vozes no discurso romanesco no corpus de análise BENJAMIM (1995) e BUDAPESTE (2003) No segundo capítulo a análise da construção da identidade é prioritária marcando a dissolução da estrutura da prosa pela postura de questionamento do espaço na tentativa de inscrevê-la na modernidade dando-lhe um novo tempo e forma através da personagem No terceiro capítulo é enfocada e exemplificada a experiência do narrador pela crise da identidade e fragmentação da personagem em simulacros representacionais Encontram-se nas relações aleatórias do projeto estético duas identidades manifestas na prosa buarqueana: a do romance contemporâneo e a da personagem ficcional por meio da experiência interativa da leitura entre narrador personagem e leitor
4

Aide à la réalisation de systèmes de pilotage de narration interactive : validation d'un scénario basée sur un modèle en logique linéaire / Towards the realization of interactive storytelling control systems : validation of a scenario based on a linear logic model

Dang, Kim Dung 30 April 2013 (has links)
L’objectif de cette thèse est de fournir un modèle, une méthode et un outil d’aide à la réalisation de scénarios interactifs. Cette solution répond au problème de l’opposition entre la maîtrise du déroulement d’un jeu vidéo et son niveau d’interactivité. En d’autres termes, notre but est d’aider à réaliser des jeux vidéo dont l’évolution satisfait les intentions des auteurs tout en autorisant un déroulement influencé par les choix du joueur (exprimés aux travers de ses actions). Pour cela, notre proposition permet à l’utilisateur de produire un modèle de scénario de jeu de bonne qualité qui est : (a) riche – le scénario fournit suffisamment d’options pertinentes aux personnages joueur/non-joueur de sorte que le joueur puisse déterminer le déroulement du jeu et sente toujours que le discours créé est intéressant, (b) valide – tous les discours possibles dans le scénario sont cohérents et répondent aux effets désirés par les auteurs, (c) opérationnel – la représentation du scénario est exécutable. Ce scénario est ensuite employé comme l’entrée d’un système de pilotage de narration interactive assurant le contrôle de la gestion du déroulement du jeu. Par conséquent, l’évolution des jeux, qui sont dirigés par un tel système de pilotage, garantit que l’exécution du jeu respecte les souhaits des auteurs, et en même temps, autorise la liberté des actions du joueur. Pour répondre au problème exposé ci-dessus, nous appuyons notre solution sur un modèle mathématique calculable (la logique linéaire) qui offre des mécanismes de déductions rigoureux et automatiques.Nous avons fait un tour d'horizon des approches existantes concernant le pilotage de narration interactive et la validation de scénario. Ceci nous permet d'identifier les principes nécessaires à notre solution, tels que les éléments d'architecture d'un système de pilotage ; la construction,la représentation, l'exécution de scénarios narratifs ; les propriétés de narration importantes ; l'évolution de référence des paramètres dramatiques ; la structuration de discours ; la stratégie pour la validation d'un scénario ; les informations qualitatives et statistiques nécessaires… Nos contributions portent (1) sur la définition d'un ensemble de propriétés de narration spécifiant la qualité des scénarios de jeu ; (2) sur la proposition de modèles, algorithmes et outils pour écrire des modèles de scénario respectant ces propriétés. Nous validons nos résultats par la réalisation de deux exemples. Le premier est un extrait d'un jeu éducatif expliquant comment appliquer notre outil en vue de produire un modèle de scénario de jeu valide, qui est exprimé par un séquent de logique linéaire dont la représentation est conforme à un métamodèle du calcul des séquents. Pour le second exemple, nous décrivons le processus de production complet d'un jeu vidéo réel basé sur l'histoire « Le Petit Chaperon rouge », mettant en oeuvre un prototype de système de pilotage que nous avons proposé, ce qui permet de dérouler le jeu selon le scénario valide produit, donc son évolution satisfait les intentions des auteurs, et en même temps, dépend des actions du joueur. / The objective of this PhD thesis is to provide a model, a method and a tool for producing interactive scenarios. Our solution solves the opposition between the controlle devolution of a video game and its interactivity level. In other words, our goal is to assist (authors) in producing video games whose unfolding satisfies authors’ intentions while it is simultaneously influenced by player’s choices (expressed via her/his actions).To this purpose, our proposal is to allow users to produce a good quality game scenario model, which is: (a) rich – the scenario provides enough pertinent options for player/non-player characters so that the player can determine the evolution of the game and always feels that the created discourse is interesting, (b) valid – all the possible discourses in the scenario are consistent and meet authors required effects, (c) operational – the representation of the scenario is executable. This scenario is then used as the input of an interactive storytelling control system to assist it in managing the unfolding of the game. As a consequence, the evolution of the video games, which are directed by such a control system, guarantees authors requirements, while at the same time, it depends on player’s actions. In order to execute the foregoing proposal, we base our solution on a calculable mathematical model (linear logic) which provides rigorous and automatic deduction mechanisms. We have made an overview of existing approaches concerning interactive storytelling controland scenario validation problems. This allows us to identify necessary principles for our solution, such as: architecture elements of a control system; construction, representation, implementation of narrative scenarios; important narrative properties; reference evolution of the drama parameters; discourse structuralization; scenario validation strategy; necessary statistical and qualitative information; etc. Our contributions consist (1) in the definition of a set of narrative properties specifying the quality of game scenarios; (2) in the proposal of models, algorithms and tools in order to produce scenario models respecting these properties. We validate our results by realizing two examples. The first is an extract of an education algame explaining how to apply our tools to produce a valid game scenario model, which is expressed by a linear logic sequent whose representation conforms to a metamodel of the sequent calculus. For the second example, we describe the complete production process of areal video game based on the story "Little Red Cap", implementing a prototype of control system we have proposed, which allows unfolding the game according to the produced valid scenario, so its evolution satisfies authors intentions and simultaneously depends on player's actions.

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