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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.
71

Roll to Save vs. Prejudice: The Phenomenology of Race in Dungeons & Dragons

Clements, Philip Jameson 08 December 2015 (has links)
No description available.
72

Making believe, together: a pilot study of the feasibility and potential therapeutic utility of a family tabletop role-playing game

Breen, Lorna 01 September 2021 (has links)
Interventions for children and their families have traditionally stemmed from two interrelated frameworks: play-based child therapies, and family therapies (Gil, 2015). Integrated family play therapy frameworks aim to capitalize on the strengths of both approaches by combining meaningful engagement of children through play, and systems-level insights into patterns of family functioning and interaction (Gil, 2015). A virtually unexplored avenue for play-based therapeutic applications of role-play that may lend themselves to an integrated family play therapy framework are tabletop role-playing games (TRPGs); cooperative and narrative-based games wherein players adopt the role of fictional characters as they navigate a fantasy setting arbitrated by a game master. Case studies on the use of TRPGs with children and young adults have yielded initial evidence of their potential therapeutic utility (e.g., Blackmon, 1994; Enfield, 2007; Rosselet & Stauffer, 2013), however, research on their application is limited, particularly with families. The current study pilot tested an original TRPG module (“The Family Tabletop Adventure”) for use with families to establish the module’s potential therapeutic utility and identify targets for further refinement. A sample of three family groups (N = 11) were recruited to participate in six weekly online sessions (a 1-hour introductory session, four 1.5- to 2-hour game sessions, and a 1-hour exit interview). A variety of mixed-method measures were used to assess family functioning at baseline and post-game, including observational coding, self-report, and qualitative group interviews. Exploratory analyses of the findings indicated the module’s feasibility of implementation and ease of use, low iatrogenic risk, perceptions by families as fun and engaging, and potential utility across a range of family processes relevant to therapeutic contexts, including communication and problem solving, positive interactions and relationship building, and the generation of novel insights about family members. Family feedback was used to identify several targets for additional refinement of the game module to improve families’ comprehension and engagement with the game. The implications of these findings and their relevance to the use of TRPGs in family intervention contexts are discussed. / Graduate / 2023-08-26
73

Uma abordagem CTS das máquinas térmicas na revolução industrial utilizando o RPG como recurso didático

Sabka, Diego Ricardo January 2016 (has links)
O Ensino de Física em um mundo democrático requer mais práticas curriculares que abordem as implicações sociais da Ciência e da Tecnologia (C&T). Buscando articular uma visão marxista com pressupostos do movimento CTS, o presente trabalho de conclusão reporta uma experiência de ensino de máquinas térmicas que apresenta dois diferenciais: (1) situa a máquina térmica no contexto histórico da revolução industrial inglesa; (2) promove um jogo de interpretação de papéis (Roleplaying Game – RPG). A fundamentação teórica está baseada em três fontes principais: o referencial curricular CTS, a teoria do desenvolvimento de Lev Vygotsky1 e a reconstrução histórica de Eric Hobsbawm para a Revolução Industrial. O trabalho foi aplicado em duas turmas da 2ª série do Ensino Médio. Foi elaborado um produto educacional em hipermídia, voltado para professores. Nossos resultados sugerem que a proposta favoreceu que os alunos: (1) percebessem que a máquina térmica, situada em um palco de conflitos sociais, não pode ser compreendida somente como um aparato tecnológico; (2) vivenciassem os conflitos de uma posição social diferente da sua própria (a posição do operário de uma fábrica, por exemplo). / Physics teaching in a democratic world requires more curricular practices addressing social implications of Science and Technology (S&T). Intending to interweave a Marxian stance along with STS ideas, this text reports an experience of teaching thermal machines with two main distinctions: (1) it situates thermal machines in the context of British industrial revolution; (2) it involves a Roleplaying Game (RPG). The theoretical framework is based on three sources: STS curriculum design, Lev Vygotsky’s developmental psychology and Eric Hobsbawm’s account for Industrial Revolution. This experience was enacted twice with high school students. The emerging educational product (directed to other science teachers) was elaborated on hypermedia. The results suggest that this experience favored students’: (1) acknowledging that thermal machine, located in a stage of social conflicts, is not only a technological apparatus; (2) lived the conflicts of a different social position (eg., the role of an industry employee).
74

Att lära och utvecklas i fiktiva världar : Rollspel som spelplan för existentiella frågor

Bergh, Saga Sunniva January 2012 (has links)
Rollspel är en form av sällskapsspel som går ut på att deltagarna tillsammans berättar en historia, som ofta utspelar sig i fiktiva världar och utgår från perspektivet av den enskilda spelarens skapade rollperson. En av deltagarna är spelledare och är den som skildrar spelets miljöer och karaktärer. I studien diskuteras rollspelens identitetsskapande och sociala funktion samt rollspel som kunskaps- och färdighetsfrämjande, med utgångspunkt i tanken att rollspel kan skapa ett intresse för och främja bearbetandet av existentiella frågor. En enkät utdelad till trettio rollspelare samt fem mer djupgående intervjuer av erfarna spelare visar att rollspelsdeltagare genom spelet utforskar och behandlar existentiella frågor, samt att spelare själva rapporterar om rollspelandets positiva inflytande på det individuella och sociala livet samt spelandets kunskaps-, färdighets- och intressefrämjande förmåga.
75

The Null Game: feature-specific player enjoyment in massively multiplayer online role playing games

Bouchard, Matthew Unknown Date
No description available.
76

The Null Game: feature-specific player enjoyment in massively multiplayer online role playing games

Bouchard, Matthew 06 1900 (has links)
Massively Multiplayer Online Role Playing Games (MMORPGs) are complex and interesting objects of study. They are quite popular among both casual and connoisseur gamers, and they are often played continuously over many years. Despite a reasonable amount of existing research on MMORPGs, no clear explanation has emerged to explain what particular game features encourage so many players to enjoy these games for so long. In this thesis, I contend that the most important elements in the success of an MMORPG are meritocratic play and managed player efficiency (MPE). This contention is proved by examining the existing literature on player enjoyment and game design, surveying popular MMORPGs, and building and testing a simple, browser-based game that implements meritocratic play and managed player efficiency. While existing research and my survey of popular MMORPGS provide good support for the importance of meritocratic play and MPE, participants in my study provided much stronger support by reporting particular enjoyment of game tasks that displayed the clearest meritocratic play and the best opportunities to manage player efficiency.
77

RPG Digital e Segurança Pública: uma proposta de aplicação pedagógica para instrução policial militar

Ribeiro, Josete Bispo 30 March 2016 (has links)
Submitted by JOSETE BISPO RIBEIRO (josetebisporibeiro@gmail.com) on 2016-09-08T10:48:46Z No. of bitstreams: 1 Tese JOSETE BISPO RIBEIRO.pdf: 1208356 bytes, checksum: 9aea1bbdc5a48aa8bd8070c08b2b5d99 (MD5) / Rejected by Maria Auxiliadora da Silva Lopes (silopes@ufba.br), reason: Prezada Josete, Preencha os campos somente com as iniciais maiúsculas, exceto os nomes próprios. Saudações, Auxiliadora on 2016-09-08T16:37:56Z (GMT) / Submitted by JOSETE BISPO RIBEIRO (josetebisporibeiro@gmail.com) on 2016-09-09T01:45:30Z No. of bitstreams: 1 Tese JOSETE BISPO RIBEIRO.pdf: 1208356 bytes, checksum: 9aea1bbdc5a48aa8bd8070c08b2b5d99 (MD5) / Approved for entry into archive by Maria Auxiliadora da Silva Lopes (silopes@ufba.br) on 2016-09-09T17:50:54Z (GMT) No. of bitstreams: 1 Tese JOSETE BISPO RIBEIRO.pdf: 1208356 bytes, checksum: 9aea1bbdc5a48aa8bd8070c08b2b5d99 (MD5) / Made available in DSpace on 2016-09-09T17:50:54Z (GMT). No. of bitstreams: 1 Tese JOSETE BISPO RIBEIRO.pdf: 1208356 bytes, checksum: 9aea1bbdc5a48aa8bd8070c08b2b5d99 (MD5) / Esta investigação estuda a funcionalidade dos jogos digitais como instrumentos pedagógicos voltados para promover aprendizagem colaborativa em segurança pública. Para isso, focalizou a abordagem sobre os jogos do tipo Role Playing Game (RPG), para construir uma aplicação pedagógica, numa versão digital, denominada RPG Digital PMBA, voltada para utilização nos processos instrucionais da Polícia Militar da Bahia (PMBA). Identificou-se uma representação virtual e operabilidade lógica mais adequada à apresentação de ocorrências policiais militares, que, face à perspectiva decisória, promovessem nos profissionais policiais militares aperfeiçoamento de competências profissionais inerentes ao seu modus operandi. Este instrumento pedagógico, construído colaborativamente entre analistas cognitivos e especialistas em segurança pública, foi aplicado para teste de efetividade com os policiais militares do Batalhão Especializado de Polícia Turística (BEPTUR), unidade operacional vinculada à PMBA. Por se tratar de uma pesquisa aplicada, foram realizados experimentos reais, através de simulações virtuais de ocorrências policiais militares similares, em conteúdo especifico e narrativas usuais, àquelas encontradas no campo de atuação natural dos sujeitos da comunidade de prática. Considerando trata-se de uma investigação sobre tecnologias educativas, utilizou-se da abordagem metodológica Design Based Research (DBR), como método de pesquisa e dos pressupostos da Praxiologia, como concepção epistemológica, tendo em vista a indissociável relação formativa e instrucional entre o conhecimento teórico e a experiência prática, típica de profissionais da área de segurança pública. / ABSTRACT This investigation studies the funcionality of digital games how pedagogical instrument to promove collaborate knowledge in public security. Then, the focused approach about the games how role playing games (RPG), to build one pedagogical application, in a digital version, meaning RPG PMBA digital, to use instructions process of military police of Bahia (PMBA). It identified a virtual representation and logic operation more appropriate to submit police reports that, given operative perspective, to promote improvement of professional competencies inherents to yours. This pedagogical tool built collaboratively between cognitive analysts and public security experts, was applied to effectiveness test with militaries polices of special touristic police group (BEPTUR), operation linked to the PMBA, because it is an applied research, real experiments were performed through virtual simulations of similar military police reports, on specific content and the usual narratives, those found in the natural field of activity of the subjects of the community practice. Whereas it is a research on educational technology was used the methodological approach (DBR), as research method and praxeology of assumptions, such as epistemological conception, in view of the indissoluble training and institutional relationship between theoretical knowledge and practical experience, typical public stafety professionals area.
78

Uma abordagem CTS das máquinas térmicas na revolução industrial utilizando o RPG como recurso didático

Sabka, Diego Ricardo January 2016 (has links)
O Ensino de Física em um mundo democrático requer mais práticas curriculares que abordem as implicações sociais da Ciência e da Tecnologia (C&T). Buscando articular uma visão marxista com pressupostos do movimento CTS, o presente trabalho de conclusão reporta uma experiência de ensino de máquinas térmicas que apresenta dois diferenciais: (1) situa a máquina térmica no contexto histórico da revolução industrial inglesa; (2) promove um jogo de interpretação de papéis (Roleplaying Game – RPG). A fundamentação teórica está baseada em três fontes principais: o referencial curricular CTS, a teoria do desenvolvimento de Lev Vygotsky1 e a reconstrução histórica de Eric Hobsbawm para a Revolução Industrial. O trabalho foi aplicado em duas turmas da 2ª série do Ensino Médio. Foi elaborado um produto educacional em hipermídia, voltado para professores. Nossos resultados sugerem que a proposta favoreceu que os alunos: (1) percebessem que a máquina térmica, situada em um palco de conflitos sociais, não pode ser compreendida somente como um aparato tecnológico; (2) vivenciassem os conflitos de uma posição social diferente da sua própria (a posição do operário de uma fábrica, por exemplo). / Physics teaching in a democratic world requires more curricular practices addressing social implications of Science and Technology (S&T). Intending to interweave a Marxian stance along with STS ideas, this text reports an experience of teaching thermal machines with two main distinctions: (1) it situates thermal machines in the context of British industrial revolution; (2) it involves a Roleplaying Game (RPG). The theoretical framework is based on three sources: STS curriculum design, Lev Vygotsky’s developmental psychology and Eric Hobsbawm’s account for Industrial Revolution. This experience was enacted twice with high school students. The emerging educational product (directed to other science teachers) was elaborated on hypermedia. The results suggest that this experience favored students’: (1) acknowledging that thermal machine, located in a stage of social conflicts, is not only a technological apparatus; (2) lived the conflicts of a different social position (eg., the role of an industry employee).
79

Uma abordagem CTS das máquinas térmicas na revolução industrial utilizando o RPG como recurso didático

Sabka, Diego Ricardo January 2016 (has links)
O Ensino de Física em um mundo democrático requer mais práticas curriculares que abordem as implicações sociais da Ciência e da Tecnologia (C&T). Buscando articular uma visão marxista com pressupostos do movimento CTS, o presente trabalho de conclusão reporta uma experiência de ensino de máquinas térmicas que apresenta dois diferenciais: (1) situa a máquina térmica no contexto histórico da revolução industrial inglesa; (2) promove um jogo de interpretação de papéis (Roleplaying Game – RPG). A fundamentação teórica está baseada em três fontes principais: o referencial curricular CTS, a teoria do desenvolvimento de Lev Vygotsky1 e a reconstrução histórica de Eric Hobsbawm para a Revolução Industrial. O trabalho foi aplicado em duas turmas da 2ª série do Ensino Médio. Foi elaborado um produto educacional em hipermídia, voltado para professores. Nossos resultados sugerem que a proposta favoreceu que os alunos: (1) percebessem que a máquina térmica, situada em um palco de conflitos sociais, não pode ser compreendida somente como um aparato tecnológico; (2) vivenciassem os conflitos de uma posição social diferente da sua própria (a posição do operário de uma fábrica, por exemplo). / Physics teaching in a democratic world requires more curricular practices addressing social implications of Science and Technology (S&T). Intending to interweave a Marxian stance along with STS ideas, this text reports an experience of teaching thermal machines with two main distinctions: (1) it situates thermal machines in the context of British industrial revolution; (2) it involves a Roleplaying Game (RPG). The theoretical framework is based on three sources: STS curriculum design, Lev Vygotsky’s developmental psychology and Eric Hobsbawm’s account for Industrial Revolution. This experience was enacted twice with high school students. The emerging educational product (directed to other science teachers) was elaborated on hypermedia. The results suggest that this experience favored students’: (1) acknowledging that thermal machine, located in a stage of social conflicts, is not only a technological apparatus; (2) lived the conflicts of a different social position (eg., the role of an industry employee).
80

Creating Your Fantasy Self : An Analysis of Ethnicity in Character Creators in Computer Fantasy Role-Playing Games

Ljungqvist, Ylva, Svensson, Frida January 2015 (has links)
This thesis examines whether character creators in fantasy role-playing games allow players to create ethnically diverse characters. We studied eight games following a procedure to record perceivable data about the available options, and conducted interviews. The results show that options for minority ethnicities are usually either very few and lack variation or are non-existent. All the interviewees answered that they were generally dissatisfied with the options given to them in character creators and could rarely make a representation of themselves. This highlights the need to diversify the options in order to not exclude players. / Denna avhandling undersöker om karaktärsskapare i fantasy dator-rollspel tillåter spelare att skapa karaktärer av etnisk mångfald. Vi studerade åtta spel efter bestämda riktlinjer och samlade information om de tillgängliga alternativen, och genomförde intervjuer. Resultaten visar att alternativ för minoritetsetniciteter är vanligtvis antingen mycket få och har ingen variation eller är helt obefintliga. Alla de intervjuade svarade att de var allmänt missnöjda med de alternativ som ges i karaktärsskapare och kan sällan göra en representation av sig själva. Detta belyser behovet av att diversifiera alternativen för att inte utesluta spelare.

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