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Dissertations / Theses on the topic 'Role-playing'

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1

Freeman, Lucas Jerome. "Alchemically, an Educational Role-Playing Game." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89252.

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Alchemically is an educational role-playing game that functions as a classroom aid for boosting middle school and high school students' memorization of molecular formulas and molecule's attributes. The game implements several diverse teaching methodologies, including trial and error, practice and feedback, and the presentation of information from audio and visual cues. It also motivates students to continue learning through both intrinsic and extrinsic motivators. Student players craft molecules by choosing and placing atoms into a crafting table, then bonding them together. To help players
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Dyszelski, Christopher J. "Encounters at the imaginal crossroads an exploration of the experiences of women in role-playing games /." Oxford, Ohio : Miami University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1146539391.

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Dyszelski, Christopher Justin. "ENCOUNTERS AT THE IMAGINAL CROSSROADS: AN EXPLORATION OF THE EXPERIENCES OF WOMEN IN ROLE-PLAYING GAMES." Miami University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=miami1146539391.

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4

Jeppsson, Bertil. "AI-controlled life in Role-playing games." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5016.

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Will more realistic behaviour among non-playing characters (NPCs) in a role-playing game(RPG) improve the overall feeling of the game for the player? Would players notice the enhanced life of a NPC in a role-playing game, or is the time spent in cities and villages insufficient to notice any difference at all? There are plenty best-selling RPGs with simplistic, repetitive NPC behaviour on the market. Does that mean that smarter NPCs is not necessary and that an improvement of them wouldn't benefit the players' impression of it? Or would some of these well recognised games get even be
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5

Miller, Mitchell. "Bootstrapping Massively Multiplayer Online Role Playing Games." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2191.

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Massively Multiplayer Online Role Playing Games (MMORPGs) are a prominent genre in today's video game industry with the most popular MMORPGs generating billions of dollars in revenue and attracting millions of players. As they have grown, they have become a major target for both technological research and sociological research. In such research, it is nearly impossible to reach the same player scale from any self-made technology or sociological experiments. This greatly limits the amount of control and topics that can be explored. In an effort to make up a lacking or non-existent player-base f
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Blasingim, Kerry G. "HERO MYTHS IN JAPANESE ROLE-PLAYING GAMES." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1147711469.

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7

Bungard, Christopher William. "Playing with Your Role in Plautine Theater." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1211552932.

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Downey, Genesis M. "Constructing Elysium and Playing Ugly: Methods of Intimacy in Fantasy Role-Playing Game Communities." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435242565.

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9

Hooper, Shelley Wind. "Actors without an Audience? Performance Analysis of the "Borderlands" Live Action Role Playing Epic." Fogler Library, University of Maine, 2003. http://www.library.umaine.edu/theses/pdf/HooperSW2003.pdf.

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10

Bordenet, Mark. "An introduction into the world of gaming and how one achieves the identity of gamer." Morgantown, W. Va. : [West Virginia University Libraries], 2000. http://etd.wvu.edu/templates/showETD.cfm?recnum=1339.

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Thesis (M.A.)--West Virginia University, 2000.<br>Title from document title page. Document formatted into pages; contains vi, 133 p. : ill. Includes abstract. Includes bibliographical references (p. 107-109).
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11

Doran, Jonathon. "Procedural Generation of Content for Online Role Playing Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700051/.

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Video game players demand a volume of content far in excess of the ability of game designers to create it. For example, a single quest might take a week to develop and test, which means that companies such as Blizzard are spending millions of dollars each month on new content for their games. As a result, both players and developers are frustrated with the inability to meet the demand for new content. By generating content on-demand, it is possible to create custom content for each player based on player preferences. It is also possible to make use of the current world state during generation,
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12

Guimaraes, Danilo Silva. "Intersubjetividade e desejo nas relações sociais: o caso dos jogos de representação de papéis." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/47/47132/tde-17122008-080457/.

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Uma das principais vias de transformação no desenvolvimento humano ocorre através da busca pela intersubjetividade. O objetivo deste trabalho foi compreender alguns processos de construção de conhecimento acerca do outro e de si através de um estudo de relações intersubjetivas grupais. Para tanto, trabalhamos com a perspectiva construtivista semiótico-cultural, focalizando especialmente as ações simbólicas dos sujeitos ao buscarem momentos de protagonismo e de reconhecimento uns pelos outros. Procuramos estabelecer uma relação entre essa busca dos sujeitos e a noção levinasiana de desejo, ente
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Inderst, Rudolf Thomas. "Vergemeinschaftung in MMORPGs." Boizenburg Hülsbusch, 2009. http://d-nb.info/994331878/04.

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14

Frank, Mitchell Benjamin. "Friedrich Overbeck, playing the role of the monk-artist." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0004/NQ27925.pdf.

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15

Hodesdon, Kate. "Playing a role : structuralism & the underdetermination of representation." Thesis, University of Bristol, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.633143.

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Hilary Putnam's model-theoretic arguments are closely affiliated with arguments for, and against, structuralism. In this thesis I show that this is no coincidence. Internal realism and structural realism are similarly motivated by worries about intentionality,the way that our language and theories "latch onto" the world. Putnam's model-theoretic arguments challenge a traditional epistemological duality thesis that posits an underlying noumenal world beneath the appearances described by our theories. Internal realism and ontic structural realism both deny that there is such a duality. So, one c
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16

GODINHO, ELIANE BETTOCCHI. "INCORPORAIS RPG: POETIC DESIGN FOR A ROLE-PLAYING GAME." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2008. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=12273@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>Partindo-se de uma definição, baseada na media ecology, de role-playing game (RPG) como meio de comunicação dotado de linguagem narrativa, tecnologia impressa e modo de recepção interativo, propõe-se que é possível pensar este jogo como hipermídia narrativa em que seus componentes atuem como links de abertura para outras informações, promovendo uma refiguração criativa da realidade. Propõe-se um método de concepção poética e análise crítica para um objeto de design gráfico, um livro de RPG, em que o conceito de abertura da
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Orkin, Jeffrey David. "Collective artificial intelligence : simulated role-playing from crowdsourced data." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/79304.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2013.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 173-178).<br>Collective Artificial Intelligence (CAl) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines c
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18

Roy, Andrew. "Flow and fantasy: an exploration of role-playing games." Oberlin College Honors Theses / OhioLINK, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1323879584.

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19

Guillen, Marissa E. "The Performance of Tango: Gender, Power and Role Playing." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1213208506.

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20

Grote, Janice A. Baker Paul J. "A case study of a MicroSociety school." Normal, Ill. Illinois State University, 2002. http://wwwlib.umi.com/cr/ilstu/fullcit?p3064513.

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Thesis (Ed. D.)--Illinois State University, 2002.<br>Title from title page screen, viewed February 28, 2006. Dissertation Committee: Paul J. Baker (chair), Amelia D. Adkins, Wayne A. Benenson, Ramona Lomeli. Includes bibliographical references (leaves 160-162) and abstract. Also available in print.
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Biberstein, David D. "The rationale for and development of a roleplaying model for use in the training of pastoral ministries students." Theological Research Exchange Network (TREN), 1990. http://www.tren.com.

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22

Alves, Alvaro Marcel Palomo. "As teorias do jogo infantil de Vygotsky e Winnicott : uma análise intersubjetiva /." Assis, 2013. http://hdl.handle.net/11449/105591.

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Orientador: Mario Sérgio Vasconcelos<br>Banca: Elizabeth Piemonte Constantino<br>Banca: José Sterza Justo<br>Banca: Luís Guilherme Coelho Buchianeri<br>Banca: Denise de Camargo<br>Resumo: O jogo se configura numa das mais antigas atividades humanas. Repleto de significados foi incorporado na linguagem, na arte, na religião e na cultura em geral. Seus estudiosos se estendem pela Filosofia (WITTGEINSTEIN, 1958; HUIZINGA, 1991; SCHILLER, 1995), História (ARIÈS, 1978; CAILLOIS, 1958), Teoria da Comunicação (POSTMAN, 1994), Antropologia (GEERTZ, 1989; MALINOWSKI, 1978) e inevitavelmente pela Educaç
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Weaver, Shannon E. "A mothering but a mother role : a grounded theory study of the nonresidential stepmother role /." free to MU campus, to others for purchase, 2000. http://wwwlib.umi.com/cr/mo/fullcit?p9974698.

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24

Redden, Shari Lynn. "The Effectiveness of Combining Simulation and Role Playing in Nursing Education." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1463.

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The profession of nursing is affected by a nursing and nursing faculty shortage that is impacting the ability to produce adequate numbers of nurse graduates to address the healthcare needs of the future. Nursing schools are increasingly using simulation and/or role-playing to supplement the decreased number of nurse faculty and clinical sites in order to be able to continue to enroll nursing school applicants. The purpose of this phenomenological study was to examine the experiences of nursing students with role-playing and simulation and the extent to which role-playing with simulation is per
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25

Martins, Cristina de Matos. "Um estudo do perfil textual de role playing games \'pedagógicos\'." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/8/8142/tde-20122007-134211/.

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Este trabalho estuda as características textuais dos chamados role playing games \'pedagógicos\', com uma dupla finalidade: explicitar alguns dos aspectos que distinguem o jogo de aventura enquanto um tipo de texto, e refletir sobre sua utilização como instrumento pedagógico. O corpus é constituído por dois jogos de aventura com finalidade pedagógica, veiculados em dois suportes: um encarte e um livro. O encarte-jogo integra a Revista do Ensino Médio do MEC (2004) e traz um jogo de aventura bastante simplificado, A travessia do Liso do Suçuarão, baseado no romance Grande Sertão: veredas, de Gu
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Gasque, Travis M. "Design agency: Dissecting the layers of tabletop role-playing game campaign design." Thesis, Georgia Institute of Technology, 2016. http://hdl.handle.net/1853/55055.

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In the field of digital media, the study of interactive narratives holds the aesthetics of agency and dramatic agency as core to digital design. These principles hold that users must reliably be able to navigate the interface and the narrative elements of the artifact in order to have a lasting appeal. However, due to recent academic and critical discussions several digital artifacts are being focused on as possible new ways of engaging users. These artifacts do not adhere to the design aesthetics foundational to digital media, but represent a movement away from the principle of dramatic agenc
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Vasques, Rafael Carneiro [UNESP]. "As potencialidades do RPG (Role Playing game) na educação escolar." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/90316.

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Made available in DSpace on 2014-06-11T19:24:35Z (GMT). No. of bitstreams: 0 Previous issue date: 2008-03-20Bitstream added on 2014-06-13T20:52:08Z : No. of bitstreams: 1 vasques_rc_me_arafcl.pdf: 3890776 bytes, checksum: 44eeac83a6ec4b10388e434263e58f68 (MD5)<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)<br>Este trabalho pretende apresentar uma análise do RPG (Role Playing Game) a partir de sua fecundidade enquanto ferramenta didático-pedagógica. Neste sentido, um de nossos esforços foi o exame de pesquisas brasileiras que abordaram o jogo, para uma melhor compreens
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Towle, Bradford Allen. "Combining role playing game constructs toward real time strategy games." abstract and full text PDF (free order & download UNR users only), 2007. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1447598.

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Vowles, Amy. "The psychology of Massively Multiplayer Online Role-Playing Games (MMORPG's)." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/6875/.

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This paper reviews the literature on the psychological predictors of the problematic use of Massively Multiplayer Online Role Playing Games (MMORPGs). Nineteen studies were included in the review and results are discussed in terms of seven broad areas; Play time, Demographic differences, Psychological wellbeing and mental health, Personality, Cognitive factors, Physiological factors and Gamer experience and motivations. As a new area of research, the literature at present shows some limitations and inconsistencies across studies. Often factors have been considered in only one published paper,
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Vasques, Rafael Carneiro. "As potencialidades do RPG (Role Playing game) na educação escolar /." Araraquara : [s.n.], 2008. http://hdl.handle.net/11449/90316.

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Orientador: Marilda da Silva<br>Banca: Ricardo Leite Camargo<br>Banca: Edvaldo Souza Couto<br>Resumo: Este trabalho pretende apresentar uma análise do RPG (Role Playing Game) a partir de sua fecundidade enquanto ferramenta didático-pedagógica. Neste sentido, um de nossos esforços foi o exame de pesquisas brasileiras que abordaram o jogo, para uma melhor compreensão da metodologia aplicada ao estudo deste que é um objeto recente das ciências. Por notarmos a existência de uma visão marginalizadora em relação ao RPG, capaz de limitar as iniciativas de utilização do jogo no processo de ensinoapren
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Alrehaili, Enas Abdulrahman. "A Virtual Reality Role-Playing Serious Game for Experiential Learning." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/37901.

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Educational systems can benefit from Virtual Reality’s (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This thesis proposes an immersive VR-RPG to educate players about the behavior of honeybees. The player adopts the role of a honeybee and experiences a virtual world mimicking the real one from the honeybee’s perspective. Unlike most studies in educational VR, we assess the impact of immersion on knowledge gain by testing the players’ knowle
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Trnka, Jiri. "Exploring Tactical Command and Control : A Role-Playing Simulation Approach." Doctoral thesis, Linköping : Department of Computer and Information Science, Linköpings universitet, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-20641.

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33

Завальна, Л. С. "Використання рольвих ігор на уроках англійської мови". Thesis, Видавництво СумДУ, 2009. http://essuir.sumdu.edu.ua/handle/123456789/20074.

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Berkutova, T. I., V. V. Vrakina, and V. B. Makarov. "Interactive methods in teaching foreign languages." Thesis, NTU "KhPI", 2017. http://repository.kpi.kharkov.ua/handle/KhPI-Press/38034.

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Jara, Soto David [Verfasser], and Peter Paul [Akademischer Betreuer] Schnierer. "Framing Strategies in Role-Playing Games. 'My Pleasure': Toward a Poetics of Framing in Tabletop Role-playing Games / David Jara Soto ; Betreuer: Peter Paul Schnierer." Heidelberg : Universitätsbibliothek Heidelberg, 2021. http://d-nb.info/1228700745/34.

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36

Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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37

FREITAS, LUIZ EDUARDO RICON DE. "ROLE PLAYING GAMES AND SCHOOL: A GAME OF MULTIPLE LANGUAGES AND COMPETENCIES. A CASE STUDY OF ROLE PLAYING GAMES AS PART OF THE SCHOOL´S CURRICULUM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=9584@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>FUNDAÇÃO DE APOIO À PESQUISA DO ESTADO DO RIO DE JANEIRO<br>Este trabalho registra e analisa criticamente uma experiência de inserção dos jogos de RPG (Role Playing Game) como parte integrante do currículo de uma escola particular da zona sul do Rio de Janeiro, com o objetivo de se trabalhar a expressividade e a criatividade dos alunos por meio do uso de múltiplas linguagens e também como meio de se promover o desenvolvimento de variadas competências dentro de sala de aula. Ao todo, 69 crianças e jovens dos 9 aos 17 anos, a
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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Hong, Tianpeng, and hodyhong@gmail com. "Investigating privacy issues in mobile messaging through a role playing game." RMIT University. Media and Communication, 2010. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20100128.142455.

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When internet-mediated messaging and social networking applications were introduced in mobile phones, mobile messaging entered a new paradigm. Users can easily create profiles and communicate with other users instantly at anytime of day and anywhere in the world. This paradigm however, has brought forward new privacy issues. Over the course of this exegesis I aimed to explore different aspects of privacy issues related to mobile messaging, including users' awareness and the control of the privacy issues when using social networking messaging. This was demonstrated by conducting a project
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Rogers, Neal L. Umphress David A. "Discrete event role playing simulation of small team software engineering projects." Auburn, Ala., 2006. http://repo.lib.auburn.edu/2006%20Summer/Dissertations/ROGERS_NEAL_18.pdf.

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Wong, Tiffany Chi Man. "ELK : an online, role-playing game to better elicit learner knowledge." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113454.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 63-64).<br>Teachers that elicit learner knowledge at the beginning of new units are more aware of student preconceptions and reasoning. Teachers who understand student preconceptions are able better to anticipate misconcepti
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Van, Wyngaard Elizma. "Volatiles playing an important role in South African Sauvignon blanc wines." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/80274.

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Thesis (MScAgric)--Stellenbosch University, 2013.<br>ENGLISH ABSTRACT: Sauvignon blanc wines have become progressively more important in the commercial market. Extensive research is being done in various countries to gain more understanding about the aroma compounds found in Sauvignon blanc wines and the interactions between them. Sauvignon blanc wines often have either have a green or tropical style. The green style is caused by the methoxypyrazines while the volatile thiols are important contributing compounds to the tropical style. Various international studies have focussed on measuri
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Jakobsson, Joel, and Sara Ullman. "The role-playing game Final Fantasy 7 and English vocabulary development." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-30830.

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Abstract In this study, the role-playing game Final Fantasy 7 was analysed in regards of its qualities for English language development. Areas concerning language, specifically vocabulary, and video games explored in this study were academic words, words that express time, collocations, frequency, and keywords. Other areas investigated in this study are video games in connection to the syllabus for English, students’ outside of school interests, and implications for teaching. Data from a corpus-based vocabulary analysis showed that the players of Final Fantasy 7 will encounter a rich variety o
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Balzer, Myriel. "Live action role playing die Entwicklung realer Kompetenzen in virtuellen Welten." Marburg Tectum-Verl, 2008. http://d-nb.info/992430801/04.

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Balzer, Myriel. "Live action role playing : die Entwicklung realer Kompetenzen in virtuellen Welten /." Marburg : Tectum-Verl, 2009. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=017395356&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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46

Hoffmann, Raul de Souza. "Ética em jogo : uma aliança entre filosofia e role-playing games /." Bauru, 2020. http://hdl.handle.net/11449/192235.

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Orientador: Luciene Ferreira da Silva<br>Resumo: Esta pesquisa, centrada no ensino de filosofia no Ensino Médio, investiga a problemática das restrições do ensino e aprendizagem da ética, bem como a forma tradicional com que o tema é abordado no Ensino Médio e tem como objetivo propor uma sugestão de ensino de filosofia através do RPG, resgatando assim o lúdico no Ensino Médio, após esclarecer como aspectos macroestruturais, como o neoliberalismo, configuram a educação. Então, se justifica por viabilizar formas amparadas no jogo como proposta para o desenvolvimento de aprendizagem dos conceito
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MARAFFI, SABINA. "Learning on Gaming with Computer Class Role Playing Game: GeoQuest Project." Doctoral thesis, Università degli Studi di Camerino, 2019. http://hdl.handle.net/11581/428550.

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GeoQuest is a PhD research project in Geoscience education with a focus on Teaching and Learning Processes. It aims to answer both students’ and teachers’ needs in a fast-changing world, where, in particular, todays’s students need learning tools that use communication codes closer to them, as they are less accustomed to abstraction. On the other hand, there is an increasing need to make the students more aware of the environment: in particular the geological hazards, in a fragile territory like the Italian one, too often put at risk population, property, infrastructure and the natural sett
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Smith, Kevin Grant. "The role of story telling in a police probationer training classroom." Thesis, n.p, 1999. http://ethos.bl.uk/.

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Souza, Laudicéia Normando de. "Role-play aplicado ao ensino da contabilidade: um estudo à luz dos estilos de aprendizagem e percepções discentes." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/12/12136/tde-15122006-091321/.

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Abstract:
Pesquisa realizada com alunos de graduação, na disciplina introdutória de Contabilidade e Análise de Balanço para economistas, com o objetivo de verificar se o emprego das modalidades didáticas do role-play comparativamente ao exercício grupal exerce influência no nível da percepção discente relativas ao desenvolvimento de habilidades (domínio psicomotor), satisfação (domínio afetivo) e aprendizagem (domínio cognitivo). A pesquisa usou o estilo do ?quase-experimento?, aplicado em duas turmas de 28 e 32 alunos. Considerando aspectos éticos relativos a possíveis prejuízos na aprendizagem discent
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Дегтярьова, Тетяна Олегівна, Татьяна Олеговна Дегтярева, Tetiana Olehivna Dehtiarova та З. Б. Суджу. "Ролевые игры в методике преподавания русского языка как иностранного". Thesis, Издательство СумГУ, 2012. http://essuir.sumdu.edu.ua/handle/123456789/26256.

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