Dissertations / Theses on the topic 'Edutainment'
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Gori, Raffaele. "Tangram ed edutainment per l'apprendimento della geometria." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9561/.
Full textІванова, Марина Сергіївна. "Edutainment як спосіб поліпшення вивчення іноземної мови." Thesis, Національний авіаційний університет, 2021. https://er.nau.edu.ua/handle/NAU/50994.
Full textEdutainment - неологізм, який складається з англійських слів education і entertainment - навчання і розвага одночасно. Дана концепція допомагає зробити навчання цікавим, тим самим підвищити включеність учасників в освітній процес. Соціальні мережі, Versus батли, Youtube, серіали, комп'ютерні ігри, мобільні додатки, - все це є невід'ємною частиною нашого життя, і ми навряд чи можемо уявити наше спілкування без цього.
Vogelsberg, Simone. "Verkehrserziehung durch Edutainment : der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und Verkehrsverhalten /." Berlin : Logos, 2008. http://deposit.d-nb.de/cgi-bin/dokserv?id=3095531&prov=M&dok_var=1&dok_ext=htm.
Full textHafidh, Basim. "SmartPads - Encouraging Children's Physical Activity Using a Multimedia Edutainment System." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23236.
Full textAyad, Khaled A. A. "The role of edutainment in e-learning : an empirical study." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/5180.
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 textVogelsberg, Simone. "Verkehrserziehung durch Edutainment der Einfluss spielerischer Lernsoftware auf Verkehrswissen, Gefahrenbewusstsein und Verkehrsverhalten." Berlin Logos-Verl, 2007. http://d-nb.info/988446464/04.
Full textKarime, Ali. "The Magic System: An ambient edutainment system for the young children." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28937.
Full textGibbons, 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.
Full textMornio, Rebekka. "Barn lär med interaktiva och lekfulla metoder." Thesis, Mälardalen University, Mälardalen University, Department of Innovation, Design and Product Development, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-1593.
Full textSom examensarbete har jag utformat en demonstrationsversion av en multimedial barnproduktion. Min roll har både varit beställare, projektledare och kreatör. Produktionen ”Rutger och Zac spårar djur i skogen” är en variant av ”edutainment”, en form av underhållande läromedel. Syftet med projektet har varit att levandegöra djur och natur. Mottagaren lär och förstår med interaktiva och lekfulla metoder.
Deleveaux, Gia. "Critical edutainment : an in-depth look at informal education at one facility." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103194.
Full textRobertson, Charles Kenneth. "Developing edutainment principles and practices for audio-visual representations of Biblical books." Thesis, Stellenbosch : Stellenbosch University, 2001. http://hdl.handle.net/10019.1/52185.
Full textENGLISH ABSTRACT: The main purpose of the study is to develop a model and to establish certain principles for writing a script treatment (personal pictures) of a book of the Bible. Personal pictures can be identified as the most important component of the production (filmic creation) and marketing (promulgation) processes of a fully dramatised audio-visual representation of a biblical book. The study deals primarily with personal pictures. Changes in the communication and perception of biblical content are investigated. The study focuses mainly on the dissemination of such content through audio-visual Bible products (end products). The study contends that audio-visual Bible communications for children and adults should have an educational foundation. The other main dimension of all audio-visual Bible is the entertainment it provides to viewers (patrons). The educational and entertainment facets of end products are described here as edutainment. It is important for end products to have edutainment value as perceived by socio-economically diverse peoples, of both Christian and non-Christian (non-religious) persuasions. Aspects which can contribute to the edutainment value of fully dramatised audio-visual Bible products are expounded. An audio-visual model, which defines the basis for the filmic creation and promulgation of an end product, is explained and its elements described. The determinants of the filmic creation and promulgation processes, some of which have a greater educational impact and some which have a greater entertainment impact, are explicated. An important factor is to involve patrons in the filmic creation and promulgation processes, and to help them to feel part of these processes. Writing the personal pictures of a Bible book is investigated. A personal pictures model is put forward to explain how the personal pictures can be written. A variety of guidelines to help the writer (owner) write the personal pictures of a book are presented. These guidelines deal with aspects such as writing the narrative, selecting the context of the storytelling, gathering and using background information, using enhancement factors, and implementing requirements of the users. The personal pictures already written of two Bible books are assessed. An explanation is given of why the books of Ruth and Hebrews, one from the Old and one from the New Testament, are chosen for such assessment. These personal pictures are found to be deficient and new personal pictures are written for both books, using the model and guidelines given. An empirical survey is undertaken of the personal pictures of one of the two books assessed, namely Ruth. The analysis of the empirical research finds that the respondents are able to visualise a film of Ruth with edutainment value after reading the personal pictures. The results of the survey point to the importance of both the educational and entertainment aspects in end products. Some further valuable deductions can be made from the study: Audio-visual Bible products are beneficial to convey biblical content to patrons. A model and guidelines are presented for writing good quality personal pictures. Patrons can profitably be engaged in the filmic creation and promulgation processes of fully dramatised audio-visual Bible products. A few constraints have been encountered which have a limiting effect on the study. The study highlights a number of important areas which can be further researched.
AFRIKAANSE OPSOMMING: Die hoofdoel van die studie is om sekere riglyne neer te Ie vir die skryf van 'n draaiboeksinopsis of visuele voorstelling ("personal pictures") van 'n Bybelboek. "Personal pictures" van 'n Bybelboek is waarskynlik die belangrikste komponent van die vervaardigings- en verspreidingsprosesse van 'n volledig-gedrarnatiseerde oudio-visuele weergawe van so 'n boek. Die studie handel hoofsaaklik oor "personal pictures". Veranderinge in die kommunikasie en in die begrip van die inhoud van die Bybel word ondersoek. Die studie fokus hoofsaaklik op die uitdra van die inhoud van Bybelboeke deur middel van oudio-visuele Bybelprodukte. Die studie toon aan dat oudio-visuele Bybelkommunikasie vir kinders en volwassenes 'n opvoedkundige grondslag het of behoort te he. Die ander belangrike grondslag van 'n oudiovisuele Bybel is die vermaaklikheidsaspek. Die opvoedkundige en vermaaklikheidsfasette van oudio-visuele Bybelprodukte word hierin beskryf as opvoedkundige vermaak ("edutainment"). Dit is belangrik dat oudio-visuele Bybelprodukte "edutainment'' verskaf aan uiteenlopende sosio- . ekonomiese groepe van sowel Christel ike as nie-Christelike oortuiging. Sekere aspekte word verduidelik wat die waarde van "edutainment" in gedramatiseerde oudiovisuele Bybelprodukte kan verhoog. 'n Oudio-visuele model, wat die grondbeginsels vir die vervaardiging en verspreiding van so 'n Bybelproduk uiteensit, word verskaf en die onderskeie beginsels word gedefinieer. Die bepalende faktore in die vervaardigings- en verspreidingsprosesse, waarvan sornmige 'n groter opvoedkundige en ander 'n groter vermaaklikheidsimpak het, word uitgewys. 'n Belangrike faktor is dat verbruikers by die vervaardigings- en verspreidingsprosesse betrek word, en op 'n wyse wat hulle dee I van hierdie prosesse laat voel. Hoe om "personal pictures" van 'n Bybelboek te skryf, word ondersoek. 'n "Personal pictures"- model word aangebied, asook 'n verskeidenheid riglyne vir die skryfvan die "personal pictures" van 'n boek. Hierdie riglyne omvat aspekte soos die storielyn, die keuse van die konteks waarin die storie afspeel, die inwin en gebruik van agtergrondinligting, die gebruik van effekte wat die storie bevorder, en die toepassing van spesifieke vereistes van die vervaardigingspersoneel. Die "personal pictures" wat reeds van twee Bybelboeke bestaan, word beoordeel. 'n Verduideliking word gegee waarom Rut en Hebreers, boeke uit onderskeidelik die Ou en die Nuwe Testament, vir so 'n evaluering gekies is. Hierdie "personal pictures" word as ontoereikend bevind, en nuwe "personal pictures" word vir beide boeke geskryf deur van die genoemde model en riglyne gebruik te maak. 'n Empiriese ondersoek word gedoen om die "personal pictures" van een van die twee boeke, naamlik Rut, te evalueer. In die ontleding van die empiriese ondersoek word bevind dat respondente in staat is om 'n film van Rut met "edutainment"-waarde te visualiseer, nadat hulle die "personal pictures" gelees het. Die resultate van die ondersoek wys op die belangrikheid van die opvoedkundige sowel as die vermaaklikheidsaspekte van oudio-visuele Bybelprodukte. Die volgende verdere waardevolle afleidings word uit die studie gemaak: Die inhoud van Bybelboeke kan met vrug deur middel van oudio-visuele Bybelprodukte oorgedra word. Goeie kwaliteit "personal pictures" kan geskryf word deur gebruik te maak van die voorgestelde model en riglyne. Dit kan voordelig wees om verbruikers by die vervaardigings- en verspreidingsprosesse van gedramatiseerde oudio-visuele produkte van die Bybel te betrek. Die faktore wat 'n beperkende uitwerking op die studie gehad het, word aangetoon. Die studie lig 'n aantal belangrike areas uit vir verdere navorsing.
Milanopulo, Erica <1995>. "Padova senza barriere: un itinerario turistico virtuale per conciliare edutainment e accessibilità." Master's Degree Thesis, Università Ca' Foscari Venezia, 2021. http://hdl.handle.net/10579/20497.
Full textFurió, Ferri David. "Desarrollo y validación de sistemas de Realidad Aumentada para edutainment y dispositivos móviles." Doctoral thesis, Universitat Politècnica de València, 2014. http://hdl.handle.net/10251/35329.
Full textFurió Ferri, D. (2014). Desarrollo y validación de sistemas de Realidad Aumentada para edutainment y dispositivos móviles [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/35329
TESIS
Malik, Aisha. "Feminist Edutainment and the Pakistan Televisual Commons: A multi-site Ethnography of Urdu Serial Drama." Thesis, The University of Sydney, 2021. https://hdl.handle.net/2123/24751.
Full textDay, Rachel. "BBC Media Action Radio for Development: Exploring maternal health programs with a gender and development lens in Ethiopia." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22688.
Full textVeltman, Alfred, and Jenny Wennersten. ""I´m not ready for this, jag får inte ens in en tampong liksom" : En kritisk diskursanalys av hur fyra svenska Youtube-vloggar konstruerar sex." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, HLK, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35061.
Full textBengtsson, Eric, and Philip Heimer. "Lek- och lärspel - en studie av hur IT kan stödja integration av lek och lärande." Thesis, Halmstad University, Halmstad University, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-1652.
Full textSyftet med denna uppsats var att undersöka hur lek och lärande kan integreras i ett lek- och
lärspel för att skapa motiverande och engagerande övningar. I studien användes konkreta
övningsexempel från ett modernt lek- och lärspel som presenterades och undersöktes med
hjälp av elever i årskurs fem. Det som specifikt analyserades i övningarna var hur eleverna
lyckades interagera med systemet och hur inslag av motiverande faktorer för lek kan skapa en
underhållande användarupplevelse, samt om de lyckades lära sig något av den
ämnesrelaterade kunskapen. Krav på teknikvana, ämnesrelaterad kunskapsnivå samt en
förståelse och lärande av den specifika uppgiften var det som satte gränser för hur väl de
lyckades engagera och lära sig något i övningarna. Med hjälp av observation samt intervjuer
identifierade vi ett underlag som kan vara utvecklare, lärare, föräldrar och användare till hjälp
för att reflektera över design och användande av lek- och lärspel.
Fowler, Sarah Marie. "Enlightening lightning! Producing and directing a multimedia planetarium show." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1569.
Full textDe, La Lama Luis. "Creating a Mythopoeic Graphic Novel To Expand Self-Understanding." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5622.
Full textCasadio, Daniele. "App Ibrida per l’apprendimento della matematica attraverso esercizi di logica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10532/.
Full textLundberg, Per. "Pedagogiska spel - Helig graal eller ohelig allians." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31900.
Full textFacing new reality students are expected to deal with new technology. This thesis aim to describe and analyze attitudes regarding the use of edutainment games in Swedish schools. The empiric material consists of interviews with five secondary school teachers. These results are analyzed by previous research in the field. Even if the teachers report positive attitudes towards new technology they also highlight problems regarding the quality of the games. The edutainment games have to be able to compete with commercial games to feel relevant.
Larsson, Paul, and Jakob Wijk. "Hållbarhetslära genom ett inkluderande medium : Ett interaktivt sätt att lära sig om cirkulär ekonomi." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20084.
Full textThis bachelor thesis aims to highlight virtual reality as a medium with potential within both educating and entertaining purposes. Exploration of concepts such as serious games, gamification, and edutainment is conducted to discover what makes certain games educational, what motivates the user to keep playing a game, as well as how these characteristics could be combined. To explore these areas, an interactive environment in virtual reality is designed, and meant to be used with VR-headsets such as Oculus Quest (2016) or Oculus Rift (2014). This environment allows the player to learn about circular economy in an immersive and interactive way. The hope is that the player can use this knowledge in real-life to contribute to the future wellbeing of the planet.
Severi, Eugenio. "Webapp per l'apprendimento della matematica attraverso cruciverba numerico." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9539/.
Full textTassinari, Francesca. "WebApp per l'apprendimento della matematica attraverso esercizi di statistica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10448/.
Full textRossetti, Arianna. "Matematica e musica, aspetti didattici e divulgativi." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.
Find full textDanielsson, Öberg Karin. "Att främja medverkan : Utmaningar och möjligheter för barns och ungdomars delaktighet vid design av digitala edutainmentproduktioner." Doctoral thesis, Umeå universitet, Institutionen för informatik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35603.
Full textGentilini, Cristina. "Sviluppo di una webapp per gli esercizi e giochi a supporto dell'apprendimento della matematica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13031/.
Full textAlam, Kazi Masudul. "Towards Diverse Media Augmented E-Book Reader Platform." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/22884.
Full textNaeslund, Lars. "Bibeläventyret i praktiken : Ett religionspedagogiskt koncept för grundskolan." Thesis, Teologiska högskolan Stockholm, Avdelningen för teologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ths:diva-163.
Full textHaugaard, Anne. "Medeltid i samtid : Salvestaden en rekonstruktion i mellanlandet." Thesis, Linköping University, Department of Thematic Studies, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2481.
Full textThe Middle Ages in contemporary time – Salve City; a reconstruction in the Between Land is an essay dealing with the reconstruction of medieval Kalmar. The Salve City is a melting pot of such diverse fields as archaeology, pedagogies, reconstruction, historical tourism, regional development policy et cetera. Together, these parts form a space for research and mediation, business and pleasure, a place where commercialism and historical tourism can function alongside with history enthusiasts and entrepreneurs. Both pros and cons of the use of a reconstructed part of medieval Kalmar are debated.
Medeltid i samtid – Salvestaden en rekonstruktion i mellanlandet, är en uppsats om återskapandet av det medeltida Kalmar. Salvestaden är en smältdegel av vitt skilda områden så som arkeologi, pedagogik, rekonstruktion, historieturism, regional utvecklingspolitik med mera. Alla dessa delar bildar tillsammans en plats för forskning och förmedling, nytta och nöje, en plats där kommersialism och historieturism samsas med eldsjälar och entreprenörer. Nyttan med en återuppbyggd del av det medeltida Kalmar är omdiskuterad på både gott och ont.
Wolf, Joshua. "It takes more than sun, sea and sand : the case of tourism in the Tampa Bay region, circa 1970-2000." [Tampa, Fla] : University of South Florida, 2007. http://purl.fcla.edu/usf/dc/et/SFE0001884.
Full textSackelius, Mirelle. "Datorn och internet som förändringsredskap : En studie om teknikens förmåga att bidra till förändrat arbetssätt i en förskolas verksamhet." Thesis, Högskolan i Borås, Institutionen för Pedagogik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16317.
Full textProgram: Lärarutbildningen
Aprile, Anna Chiara. "Sviluppo di un serious mobile game per bambini in età scolare e pre-scolare." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10425/.
Full textCorradin, Matteo. "MecWilly 3D: supporto all’orientamento topografico nei bambini in età scolare attraverso un serious game per la raccolta differenziata." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13246/.
Full textRodrigues, Fabio Luiz Doreto. "Avaliação qualitativa da engenharia de sistemas imersivos para edutenimento." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-03052018-102736/.
Full textThe use and development of immersive systems for edutainment are well documented in academic works, with very satisfactory results in several areas of knowledge. However, systems engineering methods for immersive edutainment systems were not found in this research. The evaluation and understanding of systems\' engineering for immersive edutainment can aid in transferring academic knowledge to society. This work presents the achievement of ground theory based on qualitative evaluation of the design of two immersive edutainment systems developed from by partnership between a technological university center and a science museum. This evaluation consisted in obtaining data to elaborate a theory based on summarizing main aspects to be considered in engineering immersive edutainment systems based on studied cases. Qualitative research methods were used to collect and analyze development data from both systems, using in-depth interviews and projects\' documentation. From data coding, the grounded theory was elaborated and validated. The resulting theory points out that understanding, satisfaction and synergy between different teams of distinct disciplines and institutions are factors that have influenced both immersive edutainment systems projects.
Björkman, Daniel. "Datorprogram i skolmiljö : en utvald grundskola som fallstudie." Thesis, Södertörn University College, School of Communication, Technology and Design, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-297.
Full textIn this thesis I'm trying to investigate how good educational computer programs work in elementary school. I delimited the study to contain one elementary school in the stages of 6 to 9. The method I used was qualitative and the approach was inductive. I interviewed four teachers and five pupils as the way to collect data for the study. The theories I used were parts from different books with authors, which have done similar studies and researches. I also used the elementary school course documentations as theories.
From this study I can tell that the selected school's programs are best suited for background information. The programs are not as good for deeper knowledge. The motivation gets better among pupils when using the programs. The programs for mathematic follow their course documentation better than the programs for the social-oriented subjects do. The interviewed teachers and pupils want more programs, and the ability to use the programs fully (which aren?t possibly today due to some circumstances). This study may be continued in the future to include other schools in Sweden.
Kyhlberg, Calle. "Chokladtäckt broccoli och jakten på en utsökt morot : Reflexiv rapport om att utforma ett lärande datorspel om riskhantering för körskolor." Thesis, University of Skövde, School of Humanities and Informatics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-99.
Full textUppsatsen är en reflektiv rapport om ett verk som behandlats inom ramen för examensarbete i medier vid Högskolan i Skövde. Verket består av ett designdokument för ett bilspel om riskhantering för körskolor. Innehållet i denna rapport behandlar från ett reflexivt perspektiv arbetet med att utforma ett lärande bilspel (serious game) för körskolor med fokus på riskhantering. Rapporten beskriver inledningsvis rapporten, verkets och spelets syfte och mål, samt fokus och problemställning. Därefter redogörs arbetsprocessen som tillämpats i skapandet av verket och sedan en reflekterande analys kring hur spelets designriktlinjer översatts till- och påverkat spelinnehåll. Sedan görs en analys och reflektion kring de största utmaningarna i utformningen av verket. Slutsatsen som presenteras i denna rapport vittnar om att de största problemen var frågor som att designa innehåll som var roligt och lärande, balansering av spel och lärandemoment, implementation av alkoholmoment, moralisering samt att utforma spel utifrån olika krav och ramar. De flesta av problemen har gått att hitta lösningar på om än svårt, samtidigt som vissa problem anses svåra att lösa då den avsedda produkten som verket beskriver inte existerar.
Sandberg, Hanna. "Roligt eller lärorikt? : En studie om barns attityder till spel i skola och hemmiljö." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-15046.
Full textDenna C-uppsats behandlar digitala spel och undersöker skillnader och likheter angående barns åsikter om inlärningsspel och underhållningsspel. Målgrupp för studien var barn i sju års ålder och vi har undersökt deras användning av spel både i hem- och skolmiljö. Den teori som kanske varit viktigast i uppsatsen, 8 theories of fun, är författad av Marc LeBlanc m.fl (2004) och tar upp vilka delar som samspelar för att göra ett spel roligt. Vår metod bestod av att utföra gruppintervjuer då vi intervjuade tolv barn inom målgruppen för att se vilka attityder som gått att uppvisa. De resultat vi fått av studien är bland annat att de barn vi undersökt inte reflekterar speciellt mycket över vad de spelar för spel. Samt att den kanske viktigaste delen i ett spel är att det upplevs som roligt. Studien uppvisade fler olikheter än likheter i jämförelsen mellan underhållningsspel och inlärningsspel. Respondenternas generella åsikt var att underhållningsspel upplevs roligare är inlärningsspel.
Shi, Xueying. "The Audience Engagement for the TV Show of the Palace Museum : Case Study for the Social Media, Weibo account of the TV Show, There is Something New in the Palace Museum." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-421480.
Full textRossi, Sofia. "Gamification e Applicazioni Ibride: sviluppo di una caccia al tesoro e analisi dei feedback." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.
Find full textRahman, Abu Saleh Md Ma. "Towards Internet of Things Interaction Framework Using Geometric Annotated Multimedia Objects." Thesis, Université d'Ottawa / University of Ottawa, 2017. http://hdl.handle.net/10393/36021.
Full textBolander, Eva. "Risk och bejakande : Sexualitet och genus i sexualupplysning och sexualundervisning i TV." Doctoral thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-17208.
Full textThis dissertation examines the ways in which Swedish formal and informal sex education materials produce, reproduce and challenge notions of sexuality and gender. The main empirical material consists of four different series of television programmes about sexuality and relationships produced and aired between 1998 and 2004. The programmes make use of an “edutainment” approach, trying to both educate and entertain. The theoretical approach is derived from gender and queer theory by which gender and sexuality is regarded as construed through discourse. Another theoretical outline is that sexuality is subjected to stratification, in which sexual identities and practises are placed in a hierarchical order, placing some as normal and others as deviant. The analysis discloses that the programmes make use of two different but intertwined perspectives. The first is an affirmative discourse in which sex is construed as a positive phenomenon. The second is sex as a risk, emphasising what can be perceived as the destructive aspects of sexuality. The programmes takes heterosexuality for granted and therefore reinforces a heteronormative order. In contrast to heterosexuality, homosexuality is named and made into a topic for specific programmes and program items. The normative sexual practise is the heterosexual vaginal intercourse, a practise which is frequently discussed but hardly ever mentioned by name. Rather, it is unwanted or questioned sexual practises that are mentioned explicitly, among others penetrative anal sex.
Ingeson, Elin. "En sandödla på dejt : En diskursanalytisk undersökning av hur berättelser om djur är präglade av mänskliga föreställningar om genus och sexualitet." Thesis, Södertörns högskola, Institutionen för kultur och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45230.
Full textBrown-Turner, Jasmine. "A Phenomenological Examination of Virtual Game Developers' Experiences Using Jacob's Ladder Pre-Production Design Tactic." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/3519.
Full textCIOTOLI, LUCA. "“Sail with Columbus”: un progetto di tangible narrative applicato al patrimonio nautico ligure." Doctoral thesis, Università degli studi di Genova, 2022. http://hdl.handle.net/11567/1083503.
Full textJahn, Verena. "Lernen mit Multimedia: Die Spezifizierung des Modalitätsprinzips unter Berücksichtigung individueller und gestaltungsdidaktischer Faktoren." Doctoral thesis, Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-71034.
Full textLila, Halima. "Perceptions of risk for hiv amongst south african university students: the impact of the mtv film “shuga”." Thesis, University of the Western Cape, 2012. http://hdl.handle.net/11394/3676.
Full textMagister Artium - MA
Portalés, Ricart Cristina. "Entornos multimedia de realidad aumentada en el campo del arte." Doctoral thesis, Universitat Politècnica de València, 2008. http://hdl.handle.net/10251/3402.
Full textPortalés Ricart, C. (2008). Entornos multimedia de realidad aumentada en el campo del arte [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/3402
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Schmoll, Laurence. "Concevoir un scénario de jeu vidéo sérieux pour l'enseignement-apprentissage des langues ou comment dominer un oxymore." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAC014.
Full textThis research examines the use of video games in foreign language classrooms. It investigates the integration of this digital medium, originating as an informal leisure activity, in a formal language learning classroom setting. The ‘learning video game’, which refers to both the act of learning and the act of play, can be seen as an oxymoron encompassing seriousness as well as fun. This work focuses on the fun aspect. This work is motivated by the following research question: how can the use of a learning video game foster a playful attitude, hypothetically conducive to a greater involvement of the learner, while also potentially leading to increaseand complexification in student foreign language production and interaction? As a part of the Eveil 3D-project, this study analyses reception from a sample of learners to two learning games which have the same scenario but were completed according to two different game design models. The findings provide both a game design model and a scenario template in order to support foreign language learning through the use of the video game