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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.
211

Ověření intervenčního programu pro integraci osobnosti a rozvoj zdraví mentálně postižených pomocí pohybových aktivit ve Speciální škole Štítného 3, České Budějovice\\ / Verification of the intervention program for personality integration and health development of mentally handicapped by motion exercises at special school, Štítného 3, České Budějovice\\

MARKOVÁ, Michaela January 2006 (has links)
My diploma thesis deals with problems of mentally disabled people, creating and verifying an interventional kinetic programme. The interventional programme was created for the support of health development, kinetic abilities and skills. There are also included psychomotoric games, yoga and simple game-training. The selection of devices, where I made the research, was carried out through a simple accidental selection method, by drawing. The first experimental enquiry was hold at school for children with special needs and the second one was made at medical establishment in České Budějovice. I was given the anamnesis data by the social workers. The somatic parameters were measured at the entry and of the survey. I also tested clients by standard motor tests.\\
212

A Culturally Relevant Symbol: Participant Engagement in a Volunteer Tourism Youth Education Program and Impacts on Program Youth

January 2018 (has links)
abstract: Engagement as a concept and emerging theory has been explored, but key elements have not been clearly described, and as such, work has not been comprehensive in nature. Research was needed to explore the concept and theory of engagement in general, as well its application to the study of volunteer tourism. Additional research was also needed to incorporate youth perspectives of a volunteer tourism program, along with exploration of engagement impacts on program youth. The purpose of this case study was to explore participant engagement in a volunteer tourism youth education program and impacts on program youth as perceived by program participants (volunteer tourist teachers, adult residents, and program youth). Confined within the Engagement Theoretical Framework, data were retrieved from nonprofit documents and websites, researcher observations, individual interviews, and focus groups (two focus groups used participant generated photo elicitation method). Findings suggest participant engagement in a volunteer tourism program is related to the themes of connection, communication, and hope. The primary reason participant engagement in this program is due to the Mpingo (tree), the symbolic bridge between community members and volunteer tourist teachers. This culturally relevant symbol has linkages to the study of signs (or symbols) called semiotics. Through volunteers traveling to this area to teach, this culturally relevant symbol helps to connect, aids in the communication between, and gives hope to, participants. Significant contributions of this study to literature include: volunteer tourist and community member engagement plays an important role in the planning, and the sustaining, of volunteer tourism community development programs today; program youth perspectives about program impacts may result in prospective youth leadership and future adult civic engagement; program skill matched volunteers are likely to be repeat volunteers which leads to group cohesion and program sustainability; and the major theme of hope appears to be a significant motive for program participation in a community development project. In terms of deep meaning ascribed to culturally relevant symbols, this unique finding contributes to engagement research by understanding there are multiple dimensions involved in a diverse group of participants engaged in a specific community program. / Dissertation/Thesis / Doctoral Dissertation Community Resources and Development 2018
213

Para além do templo das musas: museu virtual como possibilidades de leituras de documentos históricos na escola / Besides the temple of the muses: virtual museum as reading possibilities of historical documents in school

Yoshimoto, Elton Mitio 26 November 2016 (has links)
Acompanha: Museu virtual na escola: organização de acervos mediada por recursos Web 2.0 / A presente dissertação explicita os resultados de uma pesquisa qualitativa, de caráter social e participante, enfocando a formação continuada de professores de dois estabelecimentos de Educação Básica, no uso de novas tecnologias de informação e comunicação (TIC), mais especificamente, ferramentas da Web 2.0 que auxiliem na produção de museus virtuais. Para tanto, desenvolveu-se o curso cognominado “Museu Virtual na Escola: organização de acervos mediada por recursos Web 2.0”, produto educacional resultante das leituras efetuadas em meio à revisão bibliográfica. Definiu-se como ponto de partida os seguintes questionamentos: O museu virtual pode ser utilizado na escola como instrumento de auxílio à organização e leitura de objetos e documentos em ambiente on-line? De que modo os professores da Educação Básica podem dinamizar suas aulas, via museu virtual, além de participar da discussão do seu uso? Tal abordagem justifica-se como possiblidade de reflexão docente sobre sua prática, buscando por alternativas que prezem pelo trabalho colaborativo e multidisciplinar. Portanto, considera-se importante analisar o uso do museu virtual como recurso pedagógico a partir das diferentes dimensões da produção humana. Por isso ofertou-se o curso a professores de disciplinas diversas, promovendo debates enriquecedores, valorizando diferentes visões de realidade. Adotou-se como procedimento epistemológico a didática para uma Pedagogia Histórico-Crítica, de modo que os professores-cursistas fossem motivados a transformar sua postura prática. Os resultados obtidos atestam a necessidade de formação continuada como a proposta nesse trabalho, tendo em vista o caráter de incompletude que envolve o ser humano, para além das tradicionais concepções que consideravam o professor o centro do saber historicamente acumulado. Almeja-se, portanto, que a pesquisa aqui apresentada contribua com os debates que envolvem não apenas a criação de museus virtuais na escola, mas também a formação de profissionais reflexivos como caminho para a transformação da prática docente. / The present dissertation explains the results of a qualitative research, social and participant character, focusing on the continuing education of teachers of two establishments of Basic Education, in the use of new information and communication technologies (ICT), more specifically, Web 2.0 tools to assist in the production of virtual museums. For this, was developed the course named "Virtual Museum at the School: organization of collections mediated for Web 2.0 resources," educational product resulting of the readings taken through the literature review. It was defined as a starting point the following questions: The virtual museum can be used in schools as a tool to aid the organization and reading of objects and documents in the online context? How the Basic Education teachers can improve their classes, by way of virtual museum, as well as participate in the discussion of their use? This approach is justified as the possibility of teaching reflection on their practice, searching for alternatives that respect for the collaborative and multidisciplinary work. Therefore, it is considered important to analyze the use of the virtual museum as an educational resource from the various dimensions of human production. So it was offered the course for teachers of different subjects, promoting enriching discussions, valuing different reality views. It was adopted as an epistemological procedure the didactic for a Historical-Critical Pedagogy, so that the teachers of the course were motivated to transform your practice attitude. The results obtained attest to the need for continuing education as proposed in this work, with a view to the character of incompleteness that involves the human being, beyond the traditional conceptions that considered the teacher the center of knowledge historically accumulated. It is expect, therefore, that the research presented here contribute to the discussions involving not only the creation of virtual museums in school, but also the formation of reflective professionals as a way for the transformation of teaching practice.
214

Para além do templo das musas: museu virtual como possibilidades de leituras de documentos históricos na escola / Besides the temple of the muses: virtual museum as reading possibilities of historical documents in school

Yoshimoto, Elton Mitio 26 November 2016 (has links)
Acompanha: Museu virtual na escola: organização de acervos mediada por recursos Web 2.0 / A presente dissertação explicita os resultados de uma pesquisa qualitativa, de caráter social e participante, enfocando a formação continuada de professores de dois estabelecimentos de Educação Básica, no uso de novas tecnologias de informação e comunicação (TIC), mais especificamente, ferramentas da Web 2.0 que auxiliem na produção de museus virtuais. Para tanto, desenvolveu-se o curso cognominado “Museu Virtual na Escola: organização de acervos mediada por recursos Web 2.0”, produto educacional resultante das leituras efetuadas em meio à revisão bibliográfica. Definiu-se como ponto de partida os seguintes questionamentos: O museu virtual pode ser utilizado na escola como instrumento de auxílio à organização e leitura de objetos e documentos em ambiente on-line? De que modo os professores da Educação Básica podem dinamizar suas aulas, via museu virtual, além de participar da discussão do seu uso? Tal abordagem justifica-se como possiblidade de reflexão docente sobre sua prática, buscando por alternativas que prezem pelo trabalho colaborativo e multidisciplinar. Portanto, considera-se importante analisar o uso do museu virtual como recurso pedagógico a partir das diferentes dimensões da produção humana. Por isso ofertou-se o curso a professores de disciplinas diversas, promovendo debates enriquecedores, valorizando diferentes visões de realidade. Adotou-se como procedimento epistemológico a didática para uma Pedagogia Histórico-Crítica, de modo que os professores-cursistas fossem motivados a transformar sua postura prática. Os resultados obtidos atestam a necessidade de formação continuada como a proposta nesse trabalho, tendo em vista o caráter de incompletude que envolve o ser humano, para além das tradicionais concepções que consideravam o professor o centro do saber historicamente acumulado. Almeja-se, portanto, que a pesquisa aqui apresentada contribua com os debates que envolvem não apenas a criação de museus virtuais na escola, mas também a formação de profissionais reflexivos como caminho para a transformação da prática docente. / The present dissertation explains the results of a qualitative research, social and participant character, focusing on the continuing education of teachers of two establishments of Basic Education, in the use of new information and communication technologies (ICT), more specifically, Web 2.0 tools to assist in the production of virtual museums. For this, was developed the course named "Virtual Museum at the School: organization of collections mediated for Web 2.0 resources," educational product resulting of the readings taken through the literature review. It was defined as a starting point the following questions: The virtual museum can be used in schools as a tool to aid the organization and reading of objects and documents in the online context? How the Basic Education teachers can improve their classes, by way of virtual museum, as well as participate in the discussion of their use? This approach is justified as the possibility of teaching reflection on their practice, searching for alternatives that respect for the collaborative and multidisciplinary work. Therefore, it is considered important to analyze the use of the virtual museum as an educational resource from the various dimensions of human production. So it was offered the course for teachers of different subjects, promoting enriching discussions, valuing different reality views. It was adopted as an epistemological procedure the didactic for a Historical-Critical Pedagogy, so that the teachers of the course were motivated to transform your practice attitude. The results obtained attest to the need for continuing education as proposed in this work, with a view to the character of incompleteness that involves the human being, beyond the traditional conceptions that considered the teacher the center of knowledge historically accumulated. It is expect, therefore, that the research presented here contribute to the discussions involving not only the creation of virtual museums in school, but also the formation of reflective professionals as a way for the transformation of teaching practice.
215

Quissamã somos nós: pesquisa participante para construção de hipertexto sobre identidade cultural

Santo, Carmelita do Espírito 28 February 2003 (has links)
Made available in DSpace on 2015-10-19T11:50:12Z (GMT). No. of bitstreams: 1 carmelita2003.pdf: 967683 bytes, checksum: a34bdf8dc6fd7d9ab7cb442218895236 (MD5) Previous issue date: 2003-02-28 / This participant research was developed in association with Quissamã community, located in Rio de Janeiro, represented by students, teachers and educational agents of six public schools. The objective of the research was to construct a digital hypertext, considered as a part of an information regime and significant structure [information] with the purpose of producing knowledge. We assume that is necessary to socialize information to produce knowledge, as part of the social role played by Information Science. The hipertext is considered as an instrument to produce, organize and to make information available in the Internet, known as a potential space to socialize information. The information contents of the hypertext reflects the information regime about the cultural identity of Quissamã, that has in its folklore one of the most expressive elements / Trata-se de uma pesquisa participante realizada em conjunto com a comunidade de Quissamã, RJ, representada pelos alunos, professores e outros agentes educacionais de seis escolas do município. Objetivou a construção de um hipertexto digital, aqui considerado como parte integrante do regime de informação e estrutura significante [informação] para a produção do conhecimento. Parte do princípio de que, para atingir este fim, é necessário a socialização da informação, como parte da responsabilidade social da Ciência da Informação. O hipertexto é visto como um instrumento para produzir e organizar informações visando sua disponibilização na Internet, espaço potencial de socialização da informação. O conteúdo informacional do hipertexto reflete um regime de informação sobre a identidade cultural de Quissamã, que tem no folclore um dos elementos mais expressivo
216

Spelar de någon roll? : En kvalitativ studie om ansiktsarbete inom debattformatet / Do they play roles? : A qualitative study on facework in the debate format

Forsberg, Lisa January 2017 (has links)
This paper focuses on facework used by the invited guests in a broadcasted debate. The purpose of this analysis is to investigate how the invited guests use facework and how the guest relate to their functional role within the debate. The aim is also to investigate how the phases of the debate regulate the facework used by the guests. The analysis is based on transcrition and videomaterial from one of Sweden’s most viewed debates, Opinion Live. Conversation analysis (CA) is part of the theoretical framework used to analyse support, interruption and conversation turns. To analyze facework this paper relies on Goffman’s theory of face and Muntigl & Turnbull’s four types of disagreement acts in facework and arguing. Brown & Levinson’s politeness theory has also been used to investigate facework and strategies. In addition, Svensson’s definition of the debate’s specific roles within the format has also been used. The results show that facework has two purposes. The first is that it is used to defend the guest’s own face. The other purpose is to attack other guest’s faces which implies that their functional roles in the debate are being challenged. The results also points towards that the structure of the conversation in the debate itself influence the types of facework used by the guests.
217

Increasing sensitivity towards everyday work practice in system design

Karasti, H. (Helena) 10 April 2001 (has links)
Abstract This thesis explores the integration of work practice and system design in deliberating upon how to increase the sensitivity of system design towards everyday work practice. The attempt to make work practice visible and intelligible for system design necessarily relates to two very different bodies of knowledge: the actual work activities and knowledge of practitioners, and what is considered relevant information for requirements analysis in system design. The strategy of this work comprises the integration of ethnographically informed study of work practice and participatory design by drawing on the longitudinal fieldwork of studying technologically mediated radiology work and promoting work practice based participatory design interventions into technology projects in the clinic of radiology. The adopted theoretical attitude of interweaving construction and reconstruction necessitates questioning and reconfiguring some of the taken-for-granted assumptions of disciplinary dichotomies and conventional frames of reference both with regard to ethnographic traditions focused on current practices as well as technology-centered and future-oriented system design. Radiology, with its ongoing and complex transition from film-based to digitally mediated work, has provided the concrete setting for thinking about the relations between researcher, designer and work practice practitioner in an attempt to find ways in which to sensitise system design towards everyday work practice. Establishing the relevance between ethnographic findings of work and design specifications requires a reformulation of work practice that appreciates the everyday fluency of work practice and recognises the endogenous change for the needs of system design. The possibilities of extending the multivoiced expertise prevalent in participatory design with an explicit interest on emic-etic views and knowledges inherent within ethnographic traditions is explored through reflecting on the changing researcher knowledge and location. The reflections are also used in developing a tool for work practice oriented participatory design and in constructing the role of participant interventionist. Through mutual exploration and constructive collaboration of ethnographic and participatory design traditions as well as scrutiny of actual design sessions, the dimensions of analytic distance, horizon of work practice transformations and situated generalisation are put forward as general interactions of work practice sensitive participatory design.
218

Bankovní regulace: Tržní mechanizmus jako řešení / Banking regulation: Market mechanism as a solution

Šabatka, Juraj January 2010 (has links)
This paper aims to find an optimal regulatory system for banking industry. In its first part, it analyzes main sources of banking crises throughout 20th and 21st century. In the second part, it proposes a regulatory system and its tools. Analysis is based on understanding of incentives of market participants, regulators and their interactions. Regulatory tools are assessed in terms of efficiency, i.e. examining their consequences for the economy. This paper is based on an idea that despite unquestionable flaws, market mechanism is the best tool to organize an economy and its industries.
219

To know the self as a matrix of maybe : An account of the specialness of self-knowledge

Andreev, Konstantin January 2020 (has links)
The essay is an attempt to make sense of the apparently special relation between self-knowledge and agency. To achieve that goal, the essay translates the account of what it is like to be a human self offered by Sartre into the language of evolutionary psychology. In L’être et le néant, Sartre describes the phenomenology of the self as a series of inescapable choices in a contingent set of circumstances. This essay identifies Sartre’s description with what Baumeister, Maranges and Sjåstad call a matrix of maybe: the mechanism of nonfactual pragmatic prospection found in humans. Consequently, it defines the self as a matrix of maybe operating within a contingency matrix and reflecting on its own operation. Self-knowledge, the essay concludes, seems special because we routinely and erroneously ascribe to the self features of its contingency matrix. Most of our true first-person claims should not be read as I PREDICATE. Instead, they can be explicated as I have to act in a world where C PREDICATE, where C is the relevant part of the contingency matrix.
220

Bättre brädspel : En utforskande fallstudie om hur slutanvändaren kan integreras i den grafiska formgivningens skapandeprocess av ett brädspel och vilka utmaningar detta medför / Better board games : An exploratory case study on how the end-user with focus on graphic design can be integrated into the creation process of a board game and the challenges it entails

Bengtsson, Jennie January 2021 (has links)
En grafisk designer är van att arbeta i en klassisk rak metod, och skapa sina designlösningar med tanke på användaren i tron om att de är experter på att visuellt kommunicera. Samhället kräver dock mer hållbara och användbara produkter och tjänster, vilket tyder på att slutanvändarintegrering kan vara en lösning som ger bred feedback på en potentiell lösningsmetod. En grafisk designers uppgift är att visualisera sin uppdragsgivares uppdrag, göra en målgruppsanalys och leverera en produkt eller tjänst efter en brief; detta inom designerns konstnärliga stil samt expertis. Hur blir det då att inkorporera en slutanvändare i en process där man som grafiker ofta gör individuella beslut? Denna uppsats undersöker vilket värde slutanvändarintegrering skapar och i vilken grad det används idag inom brädspelsbranchens skapandeprocess. Uppsatsen utmanar också genom att presentera barriärer för implementering av en slutanvändar-baserad designmodell. Med utgångspunkt i ett intervjumaterial destilleras ett standardiserat arbetsflöde för brädspelsdesign fram, vilket leder till en bättre förståelse för när och hur slutanvändaren framgångsrikt kan inkorporeras i processen. Detta jämförs sedan med egenutförda användarcentrerade designmetoder där brädspelet ”Green Guardians” har designats men hjälp av speltestningsgrupper bestående av slutanvändare. Intervjumaterialet ger en bred och generell förståelse för hur brädspel skapas, med ett fokus på vad moderatorn studerar under ett speltestningstillfälle. Det sammanfattade resultatet redovisar integrering av slutanvändare som en vital och tillförlitlig del av skapandeprocessen av brädspel. Däremot finns för lite forskning på hur teori och metod tillämpas i praktiken. Dessutom påvisar resultatet att det inte är vanligt att få feedback om brädspelets grafiska utformning och utmanar denna teori med påståenden om att den grafiska designern ser sig som expert, och att kommunikationsproblem kan stå som barriär. Uppsatsen ger därför förslag på hur interaktionen kan förbättras mellan moderator och speltestare för att brädspelet ska utvecklas optimalt.

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