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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

Didaktická adaptace románu Luisa a Lotka od Ericha Kästnera s využitím zjednodušené verze Easy readers / Didactic adaptation of the novel by Luisa and Lotka by Erich Kästner using a simplified version of Easy readers

Konupková, Eliška January 2021 (has links)
The Master's thesis deals with the didactic adaptation of the book Das doppelte Lottchen (Luisa and Lotka) using its simplified version. The introductory part is dedicated to the important stages of the life and work of its author Erich Kästner, especially the period of the Second World War, specifically the years 1943-1949 and the post-war period in which the novel Luisa and Lotka was written. The interpretative part deals with a comparative analysis of the original version of the text and its simplified version Easy Readers published by Klett. Emphasis is placed on the storyline, the characteristics of the main characters, their language and the language of the narrator. The aim is to describe the changes that have been made to the text in order to make it accessible to Readers who are learning German. The didactic adaptation is based on a simplified version of the novel and is intended for teaching in primary school. It offers suggestions for using this simplified text not only in German language classes, but also focuses on various cross-curricular relationships. The aim of the thesis is to present the text Das doppelte Lottchen in a simplified version and to outline for teachers the broad possibilities of working with a foreign language text not only in German language classes. KEYWORDS Erich...
2

A Hypnotic Digital Artefact

Cederlund, Micaela January 2023 (has links)
This essay investigates what may constitute a hypnotic digital artefact from a design standpoint. This essay is meant to help designers who want to create hypnotic digital artefacts in the shape of a game, or researchers who wants to further this field. With a case study analysing the game Cultist Simulator, this essay observes applications from this essay’s frameworks: NLP, Procedural Rhetorics, Flow, Trance, and Ericksonian Hypnosis. The case study serves to demonstrate how a larger scale reflection of intrinsic cross over points between hypnosis and the video game medium may take place within state-of-the-art discourse. This essay fulfils its design-aid purpose by charting factors that can be put in place to facilitate a trance and a hypnosis in a game, in a design table summarising design methods discussed. The means that may put a player’s mind in abeyance are posited here regarding how this may influence the game experience, including induction techniques, where suggestions are provided in how these might translate to a game format. Through its frameworks and case study, hypnotic content generation is put in focus, where this essay finds that games utilising metaphors and depicting inner spaces carry significance in this pursuit. It also finds that mirroring communication of the unconscious, such as adhering to rules of a dream state, and acknowledging the unconscious’ uses and capacities, has potential in this pursuit. Importantly, the essay includes a discussion on Cultist Simulator’s decadent aesthetics and its role in leading a player towards an alternate state of consciousness.

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