Dissertations / Theses on the topic 'Educational entertainment'
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Nelson, Jackie M. "Sexually Objectifying Microaggressions in Film: Using Entertainment for Clinical and Educational Purposes." Antioch University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1564418191011389.
Full textPayne, Melissa Alyece. "Toujours Le Choix| The Role of Entertainment Education in Radicalization Prevention." Thesis, The American University of Paris (France), 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13871602.
Full textCOSTA, LEANDRO DEMENCIANO. "WHAT THE ENTERTAINMENT GAMES HAVE THAT THE EDUCATIONAL GAMES DO NOT HAVE: PRINCIPLES TO PROJECT EFFICIENT EDUCATIONAL GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=11728@1.
Full textDeterminar a diversão e o entretenimento como prioridades de projeto de um jogo com finalidade pedagógica parecia um tanto incoerente. Mas esta decisão nasceu da percepção de que jogos de entretenimento, que divertem e entretêm seus jogadores, funcionam muito bem em ambientes de ensino e aprendizagem - isto é notável no RPG e no Xadrez, por exemplo. Deste desafio, nasceu um jogo com fim pedagógico - A Dama da Música - que se mostrou mais efetivo que muitos jogos projetados com este objetivo. Isto confirmou a percepção inicial e reforçou uma hipótese a respeito dela, motivando a pesquisa desenvolvida na presente dissertação. Apoiando-se fundamentalmente na ótica estruturalista da Gestalt, com Max Wertheimer e Kurt Lewin, e com o respaldo de Jean Piaget, iniciou-se uma investigação sobre casos onde a aplicação de jogos de entretenimento para fins pedagógicos produziu resultados muito acima da média dos jogos projetados com este objetivo. Guiada pela pergunta: O que os jogos de entretenimento têm que os jogos com fins pedagógicos não têm? a pesquisa desenvolveu-se por meio do estudo detalhado de jogos existentes no mercado que têm fins pedagógicos declarados. Realizou-se, também, uma análise do projeto A Dama da Música com a finalidade de compreender o método projetual realizado.
Determining fun and entertainment as priorities of a educational game project was a little bit incoherent. However, this decision has its source in the well function perception of the entertainment games, which give its players amusement and entertainment, in an educational environment - it can be realized in RPG games and Chess, for example. This challenge resulted in a educational game - A Dama da Música - which is more effective than many other games with the same purpose. This fact confirmed the initial perception and reinforced a hypothesis about it, motivating the research that is developed in this paper. Based on the Gestalt structuralist view, defended by Max Wertheimer and Kurt Lewin, and according to Jean Piaget`s endorsement, an investigation about the cases where the use of entertainment games for pedagogical purposes produced results much better than the average produced by the games projected to this objective was started. Guided by the question: What the entertainment games have that the educational games do not have?, the research was developed through a detailed study of the games that have pedagogical purposes. An analysis of the project A Dama da Música was also developed in order to understand the method used on its project.
Karlsson, Tobias. "MOTIVATION AND LANGUAGE LEARNING IN ENTERTAINMENT GAMES : The Impact of Instructions." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8251.
Full textMacKinnon, Emily Margaret. "Music as an educational tool for HIV/AIDS : a comparative study." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/1537.
Full textAlmeida, Felipe Neves de. "Jogo aplicado à educação: experiência escolar com Ensino Fundamental II." Pontifícia Universidade Católica de São Paulo, 2015. https://tede2.pucsp.br/handle/handle/18187.
Full textThis dissertation approaches the problem of implementing an educational project using a game with no clear educational goals or characteristics. It s a qualitative work based on a case study. Four methods of applying games in education have been identified and several projects using one of these methods have been analyzed. The goal of this dissertation is to implement and analyze an educational project that uses said method. This work is based on know authors of the field like Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner and David Ausubel and on the field of games applied to education there are Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. A modern vision about traditional theories. The analyses of educational projects and theories is used to formulate a teaching plan that is applied to high school students. This case study confirms the dissertation hypothesis: Experiences that balance focus on educational content and ludic elements result in greater meaningful learning, therefore increasing the effectiveness of the learning process
A presente dissertação aborda a implementação de um jogo sem características e objetivos claramente educacionais em um processo educacional. É uma pesquisa de caráter qualitativo embasada num estudo de caso. Foram identificados quatro métodos de se utilizar jogos na educação e analisou-se uma série de projetos que utilizam esses métodos. O objetivo dessa dissertação é implementar e analisar um projeto educacional utilizando um desses métodos. A dissertação tem base em teóricos conhecidos da área como Edgar Morin, Jean Piaget, Lev Vygotsky, Burrhus Skinner, Jerome Bruner e David Ausubel e no campo dos jogos para a educação utiliza Barbi Honeycutt, John Hopson, Ricardo Mena, Brett Shelton e Eric Zimmerman. Uma visão moderna sobre autores clássicos. Essa análise de projetos e teorias educacionais é utilizada na formulação de um plano de aula que foi aplicado em alunos do sétimo ao nono ano do ensino fundamental. A análise do caso confirma a hipótese dessa dissertação: experiências que equilibram o foco entre conteúdo educacional e elementos lúdicos resultam em uma aprendizagem mais significativa, potencializando o processo de ensino-aprendizagem
Bonetti, Marcelo de Carvalho. "As imagens em movimento e sua contribuição para o ensino das ciências físicas no Brasil - 1800 a 1960." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/81/81131/tde-12072013-165752/.
Full textThis study intends to identify elements of the historical paths taken by education and audiovisuals in Brazil, produced both inside and outside of the Country, related to physics teaching, searching for elements since the empire period with the firsts animations, until those produced in the 60`s for physics teaching in Brazil. We aim to identify the educational transformation and teaching methods, since the empire time until the 60´s, when projects for physics teaching are introduced in Brazil, along with educative movies for this specific purpose. We also identified the transformation of teaching programs at Pedro II secondary school, which were used as a reference for secondary school in the whole Country, trying to identify all contents of physics teaching that were presented in audiovisual format. We dedicated special attention for the primary physics teaching, specially related to senses education, searching possible contribution from the first\'s mute movies. The contributions of physics teaching from The National Educative Cinema Institute where also looked into, regarding to physics and applied physics. At last, movies related to physics teaching propose has also been searched. We aim that the study of audiovisuals, that helped spreading physics sciences, help with a better comprehension of education in Brazil.
Jonsson, Sandra. "Are games more than fun? : Motivational aspects on digital games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-63288.
Full textMcClure, Kendra M. "Hidden in plain sight : an examination of entertainment-education /." View online, 2010. http://repository.eiu.edu/theses/docs/32211131575802.pdf.
Full textArnold, Nathan S. "Reexamining Deus ex Machina: Artificial Intelligence, Theater, & a New Work." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1569001838298508.
Full textWidmark, Annica. "The success of Amah - Communicating AIDS prevention through entertainment-education." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23063.
Full textNETO, VICENTE CORREA DA SILVA. "A JRPG GAME PLATFORM WITH THE PURPOSE OF EDUCATION AND ENTERTAINMENT." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2016. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28684@1.
Full textNeste projeto, inspirados pelas áreas de Pedagogia e Entretenimento, buscamos criar uma plataforma de desenvolvimento de jogos eletrônicos, cujo o objetivo é facilitar a criação de jogos educativos do sub-gênero JRPG (Japanese Role Playing Games), mais interessantes do que a maioria dos jogos educativos disponíveis no momento. O gênero RPG é, por definição, baseado em contação de histórias e interpretação de papéis, identificadas pela literatura como importantes ferramentas cognitivas capazes de estimular a imaginação dos estudantes, envolvê-los emocionalmente e despertar seus interesses por tópicos do currículo escolar tradicional. O sub-gênero JRPG, por sua vez, representa uma categoria especial de RPGs eletrônicos que, herda essas mesmas características educativas, mas possuem delimitações claras acerca de mecânicas de jogo e identidade artística. Tais delimitações são positivas no sentido em que funcionam como uma espécie de guia para que o desenvolvedor se oriente durante o processo de criação de jogos desta natureza.
In this project, inspired by the fields of Pedagogy and Entertainment, we aim to develop a digital games development framework in order to facilitate the creation of educational games of the sub-genre JRPG (Japanese Role-Playing Games), more interesting than the majority of educational games available for now. The RPG genre is, by definition, based in storytelling and role-playing principles, identified by the literature as important tools that stimulates the students imagination, engage them emotionally and arouse their interests for the traditional educational program. The subgenre JRPG, in turn, represents a special category of eletronic RPGs that inherit those same educational principles, but have well defined delimitations in respect of game mechanics and artistic identity. These delimitations are positive in a sense that they work as guidelines for the development process of this kind of games.
Arendt, Kathleen [Verfasser]. "Entertainment-Education für Kinder : Potenziale medialer Gesundheitsförderung im Bereich Ernährung / Kathleen Arendt." Baden-Baden : Nomos Verlagsgesellschaft mbH & Co. KG, 2013. http://d-nb.info/1110061366/34.
Full textMiller, Brian G. "Effects of Entertainment-Education Versus eLearning on Pharmaceutical Sales Ethical Decision-Making." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5905.
Full textEcker, Jordan Margaret-May. "Entertaining Education or Purely Entertainment: A Case Study of the Yorktown Victory Center." W&M ScholarWorks, 2014. https://scholarworks.wm.edu/etd/1539626744.
Full textde, Miguel Capell Jordi. "Looking for Amina: An experience on Forum Theatre. Entertainment-Education and participatory approaches." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21229.
Full textJones-Renger, Jill J. "Reading at their peril : dangerous entertainment from Wilkie Collins to Mae West /." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488191124572393.
Full textMeeks, Lisa M. "COLLEGE STUDENTS PERCEPTIONS OF AND BEHAVIORAL INTENTIONS TOWARD A POPULAR MEDIA CHARACTER WITH QUALITIES OF ASPERGER SYNDROME." Cleveland State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=csu1398938713.
Full textLavis, Simon Murdoch. "Moved to Learn: Exploring Eudaimonia and Comprehension in the Context of a Political Narrative." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1565989281057566.
Full textConnors, Lori Jean. "A report on an Arts Administration internship with the Foundation for Entertainment, Development, and Education." ScholarWorks@UNO, 2003. http://scholarworks.uno.edu/aa_rpts/17.
Full textDupuy, Sandra. "Co-creation in serious digital game development: innovation and participatory method for entertainment-education." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23427.
Full textBrownlow, Rosalind. "Tales from the cardioverse : exploring the lived experiences of learning through online entertainment-education." Thesis, University of Huddersfield, 2015. http://eprints.hud.ac.uk/id/eprint/25439/.
Full textDe, Lisle Jethro S. "Experiencing entertainment-education : the influence of transportation and identification on story-consistent beliefs and attitudes." Online access for everyone, 2006. http://www.dissertations.wsu.edu/Thesis/Summer2006/J%5FDelisle%5F060906.pdf.
Full textWright, Kallia O. "Putting sugar diabetes on the table : evaluating "the sugar plays" as entertainment-education in Appalachia /." View abstract, 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&res_dat=xri:pqdiss&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&rft_dat=xri:pqdiss:3372401.
Full textEmeka-Ogbonna, Caroline Obiageli. "An emancipatory approach in the use of entertainment in non-formal education for community change." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/15996.
Full textHarewood, Terrence O'Neal. "Struggling to find black counternarratives multiculturalism, black entertainment television, and the promise of 'Star Power' /." Oxford, Ohio : Miami University, 2002. http://www.ohiolink.edu/etd/view.cgi?miami1020349622.
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Lei, Ming. "Entertainment education and gender how do they contribute to the prevention of teen and unplanned pregnancy? /." Online access for everyone, 2008. http://www.dissertations.wsu.edu/Thesis/Summer2008/m_lei_072108.pdf.
Full textOdirile, Shumie T. "Mareledi: An Audience-Reception Study of an HIV/AIDS Entertainment-Education Serial Television Drama in Botswana." Ohio University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1461322756.
Full textThies-Brandner, Yvonne Verfasser], Margrit [Akademischer Betreuer] Schreier, Klaus [Akademischer Betreuer] Boehnke, and Dagmar [Akademischer Betreuer] [Unz. "Let's Play it Safe! Entertainment-Education in the Digital Age : Developing and Testing a Digital Entertainment-Education Game about HIV/AIDS Protection for Female Adolescents / Yvonne Thies-Brandner. Betreuer: Margrit Schreier. Gutachter: Margrit Schreier ; Klaus Boehnke ; Dagmar Unz." Bremen : IRC-Library, Information Resource Center der Jacobs University Bremen, 2014. http://d-nb.info/108729519X/34.
Full textHarewood, Terrence O'Neal. "Struggling to Find Black Counternarratives:Multiculturalism,Black Entertainment Television, and the Promise of 'Star Power'." Miami University / OhioLINK, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=miami1020349622.
Full textSchulz, Sandra, and Cornelia Schade. "Entwicklung und Evaluation digitaler Lernspiele: Wissenschaftliche Befunde jenseits des Entertainment." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73917.
Full textNichols, Kristen M. "Examining the Effects of a Motion Comic Intervention on HIV-Stigma Among a Sample of Adolescent Men Who Have Sex With Men." Digital Archive @ GSU, 2013. http://digitalarchive.gsu.edu/iph_theses/299.
Full textChaikin, Eric Justin. "An Assesment of Historic and Contemporary Models of Native Representation from Ethno-Entertainment Films to Experiential Education Films." Thesis, Montana State University, 2006. http://etd.lib.montana.edu/etd/2006/chaikin/ChaikinE0806.pdf.
Full textMakwambeni, Blessing. "Re-appraising entertainment-education praxis and reception in subaltern spaces: the case of Tsha Tsha in South Africa." Thesis, University of Fort Hare, 2013. http://hdl.handle.net/10353/d1015380.
Full textKwok, Oi-yan, and 郭靄恩. "Media reporting on psychosis : a study of entertainment television in Hong Kong." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/206599.
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Psychological Medicine
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Master of Psychological Medicine
Terzic, Marilyn. "When education becomes entertainment : the effects of heavy viewing of content light programming on instructional television comprehension and recall." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0021/MQ54252.pdf.
Full textWeber, Candice J. "The Process of Writing and Performing in a Live Wildlife Show." University of Akron / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=akron1145241110.
Full textPeirce, L. Meghan. "Botswana's Makgabaneng: An Audience Reception Study of an Edutainment Drama." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1304698745.
Full textShiller, Elizabeth A. Shiller. "I Don’t need a Medical Degree, I Watch TV." University of Akron / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=akron1527540526477336.
Full textGorabi, Aline, and Goitom Aida. "#BlackLivesMatter : - Kändisars bidrag till spridning av rörelsens budskap genom medverkan på bilder." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325661.
Full textKawooya, Tina. "One Sound Bite at a Time: Examining the Discourse of the Representation of People Living with HIV/AIDS on an Entertainment-Education Drama RockPoint 256." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/24002.
Full textStevens, Dawn Helen. "Live interpretation : an asset, or an indulgence? : in the fields of education and entertainment, how valuable is live interpretation as an effective tool of communication?" Thesis, University of Plymouth, 2000. http://hdl.handle.net/10026.1/2313.
Full textHampton, Kathryn Elizabeth. "El Uso de la Propaganda Pol¿¿tica en las Telenovelas de Una Venezuela en Crisis." Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1342408798.
Full textSengupta, Ami. "ENACTING AN ALTERNATIVE VISION OF COMMUNICATION FOR SOCIAL CHANGE IN THE PERUVIAN AMAZON." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1178730094.
Full textGallo, Josie Eve. "The role of film in maternal health communication in low-income countries : An analysis of ‘Di Kombra Di Krai (Cry of a Mother)’ – a maternal health drama in Sierra Leone." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-39257.
Full textCastillo, Judy L. "A Comparative Historical Analysis of Post-war Moral Panics and the Construction of Youth from 1938 to 2010." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3025.
Full textKoide, Emi. "Por um outro cinema - jogo da memória em Chris Marker." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/47/47131/tde-09092011-152805/.
Full textThis thesis is a critical treatment of images and their relationship to memory and incontemporary social history, specifically the influence of the mass media where audiovisual media aredominant in industrial culture. Mainstream audiovisual production creates consensus of memoriesand accepted history by imposing standardization of experience, in contrast this thesis focuses on ananalysis of a different practice within cinematography which, through developing critical reflection,highlights how human perception has changed due to the adoption and influence of new technologies:ideas put forward by Benjamin in his essay The Work of Art in the Age of Its Technical Reproducibility. Miriam Hansens interpretation of mimicry, developed by play and similarity, is astarting point for this thesis. Herein it is proposed that cinema has the ability to free itself from endlessand perverse repetition, establishing between humans and technology a new relationship that is criticaland non-destructive. By investigating the syntax in Chris Marker films, which consider history andimages, this thesis aims at a possible working-through process as to how cinema could enablememory. Benjamins writings about cinema and history are explored by analysing Markers films,photographs and texts; understanding is sought through the manner of his articulation of image andsound. In Markers films, the purpose is to fairly convert the cinema into an antidote againstrepression, by turning his cameras on the illusions and denouncing those same production methodsused to make false images and history. The montage of his images mimics a creative memory, anarrangement of sounds and images that create dialectic connections; his work awakens what had beenforgotten and provokes reflection.
Heinrich, Anselm Carl Adolf Maximilian. "Entertainment and education : a comparative study of an English and a German provincial theatre : the Städtische Bühnen in Müster and the Theatre Royal in York between 1925 and 1945." Thesis, University of Hull, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.411912.
Full textRosa, Alexandre Machado. "Programação esportiva na TV Brasil = a influência da ideologia e indústria cultural." [s.n.], 2010. http://repositorio.unicamp.br/jspui/handle/REPOSIP/274730.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação Física
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Resumo: Este trabalho analisa a programação esportiva da TV Brasil desde sua criação em 2007. Ao percorrer os mecanismos ideológicos dominantes, percebemos que a indústria cultural e sua ideologia são aplicadas na forma e no conteúdo da programação esportiva das emissoras abertas comerciais. Há fortes evidências de que este domínio se estende à TV Brasil, apesar de os meandros que permitiram a sua criação implicarem em uma ruptura com o modelo comercial hegemônico. Este pressuposto seria a condição básica para a TV Brasil cumprir seu papel histórico, qual seja: o de construir conteúdos culturais, educativos, de informação, de entretenimento e esporte acessíveis em sinal aberto a toda a população brasileira. Nas raízes do aparecimento da televisão no Brasil, notamos o papel agressivo da iniciativa privada, em 1950. Sob a liderança de Assis Chateaubriand, surgiu o modelo de TV materializada na criação da TV Tupi. Nasceu assim o modelo jurídico hegemônico e o determinismo do mercado de como deve ser a TV no Brasil, dando sequência ao que já havia sido feito na Era do Rádio. O Estado curvou-se durante 60 anos a esta lógica. O entretenimento televisivo se impôs como negócio, absorvendo o esporte e a circulação de informações, chegando a colocar em disputa aberta os interesses das empresas de comunicação, como ocorre entre Globo e Record. Neste devir, a Educação Física perdeu o domínio do esporte que se tornou transversal a todas as áreas do conhecimento, e é um dos maiores fenômenos sociais da humanidade. Na atualidade converteu-se em produto caro na grade das emissoras comerciais. Sua chegada à TV Brasil mistura-se com a falação, a captação e edição de imagens, uma velha receita utilizada pelas TVs. O roteiro reproduzido pelas emissoras comerciais apoia-se no legado deixado por Leni Riefenstahl e aperfeiçoado pelo documentarista Bud Greenspan, responsáveis estéticos pelo primeiro e atuais registros de eventos esportivos. Este trabalho busca, ainda, compreender os detalhes que envolvem as escolhas feitas pela TV Brasil, sempre na perspectiva de alteração desta condição. A experimentação e a ousadia ainda não ocuparam as mentes dos diretores e produtores da programação geral e esportiva da emissora. Arnaldo Mexas, editor de esportes da TV Brasil também concorda com a necessidade de poder ousar mais. A tese está contida nos apontamentos feitos nos documentos dos Grupos de Trabalho, criados no I Fórum das TVs públicas, sobre Programação e Modelo de Negócios, o documento afirma que: "É preciso pensar na formação e na qualificação profissional que faz a TV pública. É preciso formar profissionais com espírito público dentro dessas TVs", e vai além quando aponta que essa política irá impactar a formação crítica dos telespectadores com a mudança de paradigmas que orientam a produção dos conteúdos
Abstract: The paper seeks to analyze the sports programming on TV Brasil since its creation in 2007 through a comparison with the historical and ideological mechanisms that determine the sports programming on commercial stations. The benchmarks takes into consideration the aspects around the advent of television in Brazil, through the private initiative in 1950 until the constitution of the so-called culture industry, a term coined by intellectuals from the Frankfurt School and the emergence of the public TV field centralized by TV Brasil. Under the logic of television entertainment and the deals involving media companies, sports, which is a phenomenon of great social interest, became one of the main products sold in the grid of the commercial broadcasters. But what is its role in the public broadcasting? The details that determine the choices and the sports content that form the current grid of TV Brasil and the identification of possible paths that could change this condition. Experimentation and audacity are the only alternatives to escape the detected common sense that guides the producers of the programming, thesis which receives the consent of the sports editor of TV Brasil, Arnaldo Mexas, and had already been identified by documents from the working groups created at the I Forum of Public TV, which states in item 2 of the working group on Programming and Business Model that "We must consider the training and qualifications that make public television. We need to train professionals in the public spirit of these TVs" and goes further when he points out that this policy will impact the critical formation of the viewers. In addition, it is necessary to involve the area of Physical Education in the understanding and influencing of the concepts presented by the sport on TV Brasil
Mestrado
Educação Fisica e Sociedade
Mestre em Educação Física
Gibbons, Laura. "Participatory Edutainment in Practice : A Case Study of Wan Smolbag, Vanuatu." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-39015.
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