• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 3
  • 2
  • Tagged with
  • 7
  • 7
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 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 Development of a Thin Slice Methodology for Coding Scaffolding between Siblings

Prime, Heather 29 November 2012 (has links)
The goal of the present study was to develop and compare two different methods for rating scaffolding between siblings: a thin slice approach and an interval coding approach. Fifty younger (age=3 years) and 50 older (age 3-7 years) siblings interacted for five minutes on a cooperation task and scaffolding during the task was coded for each child. Internal consistency was excellent for the thin slice measure and questionable for the interval measure. Inter-rater reliability was good for both. Thin-slicing was more strongly related to predicted variables (children’s theory of mind, language, age, cooperation, positive and negative behavior) than interval coding, and reduces demands on resources in terms of training and reliability. The development of a reliable and valid measurement for the assessment of child-to-child scaffolding, which involves limited training and is quick to code, will be a useful research and practice tool for developing children’s cooperation skills in applied settings.
2

The Development of a Thin Slice Methodology for Coding Scaffolding between Siblings

Prime, Heather 29 November 2012 (has links)
The goal of the present study was to develop and compare two different methods for rating scaffolding between siblings: a thin slice approach and an interval coding approach. Fifty younger (age=3 years) and 50 older (age 3-7 years) siblings interacted for five minutes on a cooperation task and scaffolding during the task was coded for each child. Internal consistency was excellent for the thin slice measure and questionable for the interval measure. Inter-rater reliability was good for both. Thin-slicing was more strongly related to predicted variables (children’s theory of mind, language, age, cooperation, positive and negative behavior) than interval coding, and reduces demands on resources in terms of training and reliability. The development of a reliable and valid measurement for the assessment of child-to-child scaffolding, which involves limited training and is quick to code, will be a useful research and practice tool for developing children’s cooperation skills in applied settings.
3

Using thin slice methodology to examine patient characteristics among individuals receiving treatment for chronic PTSD

Bergman, Hannah Ellen January 2018 (has links)
No description available.
4

A script development model for the creation of computer games / Cecile van Zyl

Van Zyl, Cecile January 2008 (has links)
The concept of game development has traditionally not implemented the skills of professional writers to develop the scripts for a computer game. However, due to the growth in complexity and size of the computer game development process, as well as the growing teams of people involved in the development of computer games, the need to employ skilled writers has emerged in modern computer game development. It has, however, become clear that the role of the writer within the collaborative game development process is still ill-defined. And therefore, the writer who wishes to start writing for the games industry, is faced with a great deal of obstacles. It was therefore deemed necessary to develop a script development model for the creation of computer games that can assist the writer of a computer game by means of thorough guidance. The aim of this research project is therefore to develop such a model. The first step towards the establishment of a script development model, would be to determine the position of the writer in the collaborative game production communication process. In order to establish this, a communication model was developed for the communication process of the computer game development process, based on Roman Jakobson's communication model. After the position of the writer in the communication process was established, a game development model was developed to determine the position of the writer within the entire game development process. This was done so that the functions and responsibilities of the writer - within a greater collaborative development process - could be determined. This model was developed based on existing software development models, as well as two different models from the games industry that focus on different aspects within the game development process. With the position, functions and responsibilities of the writer determined, it was possible to postulate a script development model for the creation of computer games. This model was developed with an emphasis on the game context, creative strategies and analytical frameworks available to the writer. Furthermore guidelines were provided on the actual scripting of the computer game script, based on elements from drama theory. To test the script development model, a non-functional prototype (thin-slice) computer game script was developed based on the Fritz Deelman-series (Leon Rousseau). The script development model was used as guideline to establish whether the script development model could in future be used to develop a full-scale, implementable computer game script. / Thesis (M.A. (Afrikaans and Dutch))--North-West University, Potchefstroom Campus, 2008.
5

A script development model for the creation of computer games / Cecile van Zyl

Van Zyl, Cecile January 2008 (has links)
The concept of game development has traditionally not implemented the skills of professional writers to develop the scripts for a computer game. However, due to the growth in complexity and size of the computer game development process, as well as the growing teams of people involved in the development of computer games, the need to employ skilled writers has emerged in modern computer game development. It has, however, become clear that the role of the writer within the collaborative game development process is still ill-defined. And therefore, the writer who wishes to start writing for the games industry, is faced with a great deal of obstacles. It was therefore deemed necessary to develop a script development model for the creation of computer games that can assist the writer of a computer game by means of thorough guidance. The aim of this research project is therefore to develop such a model. The first step towards the establishment of a script development model, would be to determine the position of the writer in the collaborative game production communication process. In order to establish this, a communication model was developed for the communication process of the computer game development process, based on Roman Jakobson's communication model. After the position of the writer in the communication process was established, a game development model was developed to determine the position of the writer within the entire game development process. This was done so that the functions and responsibilities of the writer - within a greater collaborative development process - could be determined. This model was developed based on existing software development models, as well as two different models from the games industry that focus on different aspects within the game development process. With the position, functions and responsibilities of the writer determined, it was possible to postulate a script development model for the creation of computer games. This model was developed with an emphasis on the game context, creative strategies and analytical frameworks available to the writer. Furthermore guidelines were provided on the actual scripting of the computer game script, based on elements from drama theory. To test the script development model, a non-functional prototype (thin-slice) computer game script was developed based on the Fritz Deelman-series (Leon Rousseau). The script development model was used as guideline to establish whether the script development model could in future be used to develop a full-scale, implementable computer game script. / Thesis (M.A. (Afrikaans and Dutch))--North-West University, Potchefstroom Campus, 2008.
6

The Development Of The Counselor Intuition Scale

Fox, Jesse 01 January 2013 (has links)
Intuition is an important aspect of counseling, several revered counselors have either attested to the powers of their intuition or have had such powers attributed to them by their contemporaries. Moreover, many counselors believe that their intuition is more influential in their work with clients than are evidence-based practices (EBPs). However, the academy criticizes intuition for its susceptibility to cognitive errors and its poor performance when compared to statistical methods. In addition, the exact nature of intuition’s role in counseling is largely unknown. Therefore, its contribution to client outcomes is equally a mystery, making it difficult for counselors to justify their reliance on its powers. Until this study, counselor intuition has been regarded as a, more or less, phantom construct in need of evidence to even suggest that it does in fact exist. Therefore, the purpose of this study was to develop the Counselor Intuition Scale (CIS). The construction of the CIS began by adapting the methodology of instruments already in existence and whose purpose was to measure interpersonal and emotional sensitivity. The construction of the CIS began by creating a series of 39 video segments (lasting approximately two minutes each) depicting a client discussing a presenting problem. The video segments were then reviewed by two rounds of counseling experts (N = 45) whose intuitive responses to the clients featured in the CIS were used to create the criterion responses of the instrument. The expert responses were analyzed using Q-Methodology, the results of which suggested that the counseling experts approached the clients from a unidimensional perspective, which the researcher named "counselor intuition." The expert ratings were also analyzed using generalizability theory to assess the consistency of expert responses, the results of which iv suggested that interrater reliability was excellent, ranging from .88 to .85. Lastly, the experts identified 263 criterion responses that can be used for the future development of the instrument. The implications of the study’s findings, as well as the recommendations for future research are discussed
7

The Role of Interpersonal Vulnerability in Cognitive Therapy for Depression

Sasso, Katherine E. 23 May 2017 (has links)
No description available.

Page generated in 0.0662 seconds