932 resultados para role-playing games


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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

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Gifted children develop asynchronously, often advanced for their age cognitively, but at or between their chronological and mental ages socially and emotionally (Robinson, 2008). In order to help gifted children and adolescents develop and practice social and emotional self-regulation skills, we investigated the use of an Adlerian play therapy approach during pen-and-paper role-playing games. Additionally, we used Goffman's (1961, 1974) social role identification and distance to encourage participants to experiment with new identities. Herein, we propose a psychosocial model of interactions during role-playing games based on Goffman's theory and Adlerian play therapy techniques, and suggest that role-playing games are an effective way of intervening with gifted children and adolescents to improve their intra- and interpersonal skills. We specifically targeted intrapersonal skills of exercising creativity, becoming self-aware, and setting individual goals by raising participants' awareness of their privately logical reasons for making decisions and their levels of social interest. We also targeted their needs and means of seeking significance in the group to promote collaboration and interaction skills with other gifted peers through role analysis, embracement, and distancing. We report results from a case study and conclude that role-playing games deserve more attention, both from researchers and clinical practitioners, because they encourage change while improving young clients' social and emotional development.

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This study evaluates the use of role-playing games (RPGs) as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group) or a lecture (lecture-based group) on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later), the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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This thesis focuses on the technical approach to the translation of the Italian horror role-playing game Sine Requie into English. It aims to prove that both the role-playing and horror aspects of the genre are important to convey an enjoyable experience to the players, and that it is possible to create and international reference glossary to better translate the horror genre itself. Following a brief introduction of the history of role-playing games (RPGs), we will look at the RPG technical vocabulary in Sine Requie, and analyze which of these elements can be translated following the great models of the history of role-playing games. A brief introduction will follow regsrding the horror genre and its core characteristics based on the work of worldwide famous horror writer H.P. Lovecraft. Lastly, a description on how the international reference glossary for the horror genre was created will be presented along with a few examples of its practical use.

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Se propone la realización de un juego de rol con el objetivo de que los alumnos comprendan una asignatura a priori tediosa, Gestión Integrada en la Industria Química, de una forma práctica y amena. Este tipo de prueba facilita la evaluación de varias competencias a la vez, englobando tanto habilidades técnicas, como la comunicación oral y la puesta en escena. En este caso concreto los alumnos se han introducido en la situación de una auditoría de los distintos sistemas de gestión de la Universidad de Alicante, incluyendo calidad, medio ambiente y prevención de riesgos laborales. Los profesores han valorado las competencias adquiridas y los alumnos han realizado una encuesta para comprobar si ellos tienen la percepción de haberlas adquirido. Además se estudia su utilidad en un entorno laboral, en prácticas en empresa, ya que varios alumnos realizan las asignaturas de Prácticas Externas después de haber cursado la asignatura de Gestión Integrada en la Industria Química. El trabajo se completa con el estudio del posible interés de los juegos de rol en otras asignaturas de la titulación.

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This article introduces a theoretical framework for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Player Character Grid and its constituent Pivot Player Character Model, a conceptual framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although video game characters have been scrutinised from many different perspectives, a systematic framework has not been introduced yet. This study aims to fill that void by proposing a model replicable across the cRPG genre. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999) and is demonstrated with reference to The Witcher (CD Projekt RED 2007).

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It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, visualizing and demonstrating through which the learner succeeds in constructing his own knowledge. Although it is not easy to achieve these actions through current ICT supported learning approaches, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer game with RPG characteristics, about the 500th anniversary of the city of Funchal, the capital of Madeira Island, is invested with compelling educational/pedagogical implications, aiming clearly at teaching history and social relations through playing. Players interpret different characters in different settings/scenarios, experiencing adventures, meeting challenges and trying to reach multiple and simultaneous goals in the areas of education, entertainment and social integration along the first 150 years of the history of Funchal. Through this process they will live and understand all the social and historical factors of that epoch.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The TViews Table Role-Playing Game (TTRPG) is a digital tabletop role-playing game that runs on the TViews table, bridging the separate worlds of traditional role-playing games with the growing area of massively multiplayer online role-playing games. The TViews table is an interactive tabletop media platform that can track the location of multiple tagged objects in real-time as they are moved around its surface, providing a simultaneous and coincident graphical display. In this paper we present the implementation of the first version of TTRPG, with a content set based on the traditional Dungeons & Dragons rule-set. We also discuss the results of a user study that used TTRPG to explore the possible social context of digital tabletop role-playing games.

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Tesis (Licenciado en Lenguas Castellana, Inglés y Francés).--Universidad de La Salle. Facultad de Ciencias de La Educación. Licenciatura en Lengua Castellana, Inglés y Francés, 2013

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Exames ginecológicos são especialmente sensíveis tanto para os estudantes inexperientes quanto para a mulher que está sendo examinada. O uso do role-playing ou troca de papéis tem sido cada vez mais reconhecido como forma de aprendizagem das habilidades de comunicação e tem se tornado particularmente importante. Com o intuito de analisar o impacto da troca de papéis nos acadêmicos de Medicina admitidos no módulo de Ginecologia e Obstetrícia do internato, foram realizadas simulações de exame ginecológico durante o ambulatório de ginecologia, com o consentimento dos alunos. A dinâmica foi incorporada e interpretada pelos participantes de modo pleno, demonstrando que as soluções para as questões abordadas podem ser encontradas no íntimo de cada aluno que passa por uma situação de inversão de papéis com sua paciente. Se for possível trazer a experiência do role-playing ou troca de papéis para o ensino médico e para a vida profissional, certamente nos colocaremos no lugar de cada paciente na hora do exame, o que fará da dinâmica realizada um instrumento para a humanização no ensino da ginecologia.

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Resumen basado en el de la revista. Contiene dos anexos al final del artículo con la descripción de una situación concreta y con el cuestionario sobre expectativas del curso anterior