Journal articles on the topic 'Adventure'

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1

Clarke, Jasmine Fay, Josephine Previte, and P. Monica Chien. "Adventurous femininities: The value of adventure for women travelers." Journal of Vacation Marketing 28, no. 2 (October 19, 2021): 171–87. http://dx.doi.org/10.1177/13567667211038952.

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Adventure tourism has become a diverse and lucrative industry but is continually portrayed and advertised through its reflection of masculinity. Guided by the lack of studies on women in adventure tourism, the aim of this study is to examine behavioral diversity, the value gained from adventure experience, and the masculinity and femininity of female adventure tourists. A snowball sample of 420 female adventure tourists was collected through utilizing an internet-based survey methodology. Three clusters of women were identified based on their femininity and masculinity scores; Normatively Masculine Adventurers, Androgynous Adventurers, and Normatively Feminine Adventurers. Novel to this study is the validation of an integrated measurement of experiential value and that adventure tourism provides a spectrum of intrinsic and extrinsic value to women participants, most notably emotional value and functional value. Androgynous Adventurers in particular received stronger value experiences. These findings demonstrate that gender-aware tourism can inform and direct how adventure tourism can be advertised and marketed to women.
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Próchniak, Piotr, and Agnieszka Próchniak. "Adventure Recreation in Blue Spaces and the Wellbeing of Young Polish Adults." International Journal of Environmental Research and Public Health 20, no. 5 (March 2, 2023): 4472. http://dx.doi.org/10.3390/ijerph20054472.

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The aim of this study was to assess the wellbeing of 248 young Polish adults between 18 and 26 years old (M = 22.35; SD = 2.20) involved in adventure blue space recreational activities. The adventure water recreational activities were measured by using a questionnaire specially designed for the purpose of this study. This questionnaire consisted of two subscales: adventure recreation associated with water risks and adventure recreation associated with weather risks. In turn, wellbeing was measured using six scales loaded in two factors: hedonic wellbeing and eudaimonic wellbeing. The regression analysis indicated that wellbeing (hedonic and eudaimonic) was positively predicted by adventure recreation associated with water risks. In turn, eudaimonic wellbeing was negatively predicted by adventure recreation associated with weather risks. Additionally, the cluster analysis revealed three distinct clusters of recreationists characterized by diverse results on the scales of adventure recreation dealing with water and weather risks: soft adventurers (low water risks/high weather risks), hard adventurers (high water risks/high water risks) and avoiders (low water risks/low weather risks). The hard adventurers had significantly higher means on hedonic wellbeing than that of the soft adventurers and the avoiders. Surprisingly, the soft adventurers had a significantly lower mean on eudaimonic wellbeing than that of the group of hard adventurers and the group avoiding risky activity in an aquatic environment.
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Mahendra, Okta, Yasnur Asri, and Nurizzati Nurizzati. "POTRET PETUALANGAN NOVEL ANAK-ANAK MERAPI KARYA BAMBANG JOKO SUSILO KAJIAN SOSIOLOGI SASTRA." Jurnal Bahasa dan Sastra 5, no. 1 (September 7, 2013): 87. http://dx.doi.org/10.24036/833420.

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The purpose of this research is to describe the portrait of adventure the novel that take place in the Children's Merapi Joko Susilo Bambang bouquet of. This research is a qualitative study using descriptive methods, technical content analysis. The data of this study is the portrait of a character in a novel of adventure Kid trim work Joko Susilo Bambang trace elements based characterizations. Based on the research results that the main character in search of adventure father destroyed by the eruption of Mount Merapi in Yogyakarta. Adventures of main character portraits and adventure events that occurred when Father the search.
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Gross, Sven, Manuel Sand, and Theo Berger. "Examining the adventure traveller behaviour - Personality, motives and socio-demographic factors as determinants for German adventure travel." European Journal of Tourism Research 33 (January 20, 2023): 3307. http://dx.doi.org/10.54055/ejtr.v33i.2795.

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Adventure tourism has established itself as a concept and a field of research within tourism. While the German tourism market is one of the biggest in the world, no evidence exists on the German adventure traveller. In adventure tourism research in general, there is little evidence on how personality, motives, and socio-demographic factors distinguish the choice for soft and hard adventure activities. Therefore, this quota-based survey among 1,500 German travellers does investigate demographics, motives and personality aspects. A logistic regression analysis is performed to categorize tourists into soft and hard adventure travellers. Gender and age are descriptive characteristics, as well as extraversion and going on adventures to get to know oneself better. This research helps to better understand German hard adventure travellers and enables operators to cater specifically to the needs of the target group.
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Đurin, Sanja. "The Influence of Digital Technologies on the Experience of Adventure among Outdoor Enthusiasts in Croatia." Narodna umjetnost 59, no. 2 (December 20, 2022): 103–17. http://dx.doi.org/10.15176/vol59no205.

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This article investigates the influence of digital technologies on the experience of adventure in outdoor activities at a time when outdoor activities are becoming increasingly popular in Croatia. Based on ethnographic research conducted among outdoor enthusiasts and new adventurers, adventure tour guides, and adventure sports practitioners in Croatia, this paper aims to show some of the ways in which the widespread use of digital media and technologies, from social networks to smart watches, affects us and the perception, concepts, and practices of adventure in Croatia.
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Hennig, Anke. "Adventure in times of terror." Philosophy of Photography 14, no. 1 (April 1, 2023): 49–65. http://dx.doi.org/10.1386/pop_00070_1.

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This article follows the history of the idea of adventure in the Soviet Union, which started as a dream of the great communist adventure but two decades into the revolution turned into the nightmare of the Great Terror. Adventure was implicated in the violent realities of Stalinism through tropes of the adventure genre, such as the loneliness of the adventurer in a precarious world impenetrable by reason. Understanding this situation requires a focus on philosophies of both adventure and terror. For instance, Hegel’s philosophy of adventure will help us to reveal features of the lived experience in times of terror, whilst Mikhail Ryklin’s philosophy of terror sheds light on the significance of the adventure genre in the Soviet 1930s. This double focus allows articulation of a primary feature of violence that is often overlooked, namely, the fundamental reciprocity that structures it. In the Soviet context, we find historically neglected but critically important reflections on the relation between violence and adventure in the life and works of Lev Kopelev. We also find a unique deliberation on the dialectics of violence (and counter-violence) in Evgeni Shvarc’s adventure tale The Dragon (1943) which can be fruitfully read in dialogue with Arendt’s vital distinction between violence and power. Reconsidering these sources is an important task for today given that Russian politics has once again, 30 years after perestroika, regressed into mass violence.
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BOYES, MIKE. "Outdoor adventure and successful ageing." Ageing and Society 33, no. 4 (April 17, 2012): 644–65. http://dx.doi.org/10.1017/s0144686x12000165.

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ABSTRACTThis article explores how outdoor adventure activities in a New Zealand community-based programme are experienced and understood as successful ageing strategies. Outdoor adventures are seen as positive leisure experiences that include challenging physical activity, social engagement and the natural environment. Using a sequential exploratory mixed-methods design, a combination of seven interviews and a survey (N=80) were conducted with a Third Age adventures group. The research outcomes confirmed the attraction of adventure for this cohort. Risk engagement and uncertainty were perceived as less important in favour of emotional, social and environmental engagement through fun, excitement and pleasure. The natural environment was considered integral and defining of the experience with the participants demonstrating a strong environmental ethos. Opportunities for building social capital were plentiful and well illustrated. The benefits of engagement for health, wellbeing and successful ageing are identified through the physical, social and psychological domains. The research supports adventure participation as a successful ageing strategy that is relatively low cost, community based, has many preventative health benefits, builds communities and embraces the environment.
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Kane, Maurice J. "Professional adventure tourists: Producing and selling stories of ‘authentic’ identity." Tourist Studies 12, no. 3 (October 10, 2012): 268–86. http://dx.doi.org/10.1177/1468797612461087.

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The ability to experience distinctive adventure appears limited today in comparison to the accounts of past exploring heroes. Even with these perceived limitations, there is continued growth in remote adventure tours. Guided by a Bourdieusian lens, this article examines the negotiation of authenticity, distinction and identity in the websites and blogs of companies and tourists during the 2010 spring Mt Everest climbing season. The interpretation suggests company blogs offer tourists an experience framed in mountaineering myth. The mountaineering guides’ capital derived from skill, experience and decision making ability make this experience possible. The tourists’ blogs offer authentically, recognisable environments, practices, and emotions disguising their limited mountaineering abilities. Tourist’s existential stories seek to transcend and appropriate mountaineering capital. For the females in this study, tour experience has supported careers based on mountaineering adventurer social identities. The companies’ tourism products facilitate the professional adventure tourist’s role model claims to ‘authentic’ adventurer identities.
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Álvares, Cristina. "Hergé dans la théorie des sphères." Revue Romane / Langue et littérature. International Journal of Romance Languages and Literatures 55, no. 1 (June 26, 2019): 164–81. http://dx.doi.org/10.1075/rro.18022.alv.

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Abstract This paper aims at reading Hergé’s major work in the light of Sloterdijk’s theory of spheres and Agamben’s reflexions on adventure in order to examine the place and function of the island in the adventures of Tintin, a hero without insulation. Much attention is given to the boundery topology of adventure in our discussion of the ontological transitions (human, animal) taking place on the threshold between in and out and of their anthropogenetic significance. We defend that every adventure story is a variation on the anthropogenetic one, and that Hergé and Sloterdijk diverge on the matter of island and insulation.
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Sudana, I. Made Ari, and Made Sukana. "Penerapan Keselamatan Dan Kesehatan Kerja (K3) Di Daya Tarik Wisata Bali Treetop Adventure Park, Bedugul." JURNAL DESTINASI PARIWISATA 6, no. 2 (January 1, 2019): 224. http://dx.doi.org/10.24843/jdepar.2018.v06.i02.p04.

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Bali Treetop Adventure Park is a tourist attraction, which is located in the Eka Bali Botanical Garden, Candi Kuning, Tabanan Regency. This tourist attraction offers adventure activities or adventures that are above the altitude.This researchaims toknow the application of Workplace Safety and Health on adventure activities in the tourist attraction of Bali Treetop Adventure Park The data used in this research is the type of qualitative data, while the data source is primary data and secondary data. Data was collected byobservation, interview and literature study, and assisted by data analysis technique. The results show that the application ofWorkplace Safety and Health in this tourist attraction has been excellent. From the personal aspect, there is training for all the staf to improve their knowledge and skills in preventing and handling accidents, staf also asks for health conditions of tourists before attempting adventure rides, safety checks of the equipment and checking of the adventure rides is also conducted on a daily basis. From The insitutional aspect, company also divides the staf into different tasks so that stafcan focus on their work. Environmental conditions such as weather conditions are also considered, during bad weather conditions this adventure vehicle will be closed. Every package purchased by tourists include the cost of insurance, in case of an accident involving the tourists then all the medical expenses will be covered by the insurance. Keyword: Occupational Safety and Health ,Adventure Tourism, Bali Treetop Adventure Park
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Kossuth, Karen C. "USING THE ADVENTURE FORMATS FOR CALI." CALICO Journal 3, no. 2 (January 14, 2013): 13–17. http://dx.doi.org/10.1558/cj.v3i2.13-17.

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Because adventure games can be highly interactive and so absorbing that users commonly spend hours in a session, they are well suited to CALI, as long as the level of language on the screen is low enough and as long as the parser can recognize naturally-formed commands. This article attributes the success of the adventure format to the Input Hypothesis and the Affective Filter Hypothesis and sets up criteria for instructional evaluation of foreign language adventures.
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12

Mendoza, Lynle N. "Marinduque Island: Where Culture and Adventure Meet for Sustainable Tourism." International Journal of Scientific and Management Research 06, no. 06 (2023): 115–21. http://dx.doi.org/10.37502/ijsmr.2023.6608.

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Marinduque Island is a unique destination that offers a combination of cultural experiences and adventure tourism. To assess the determinants of customer behavior in Marinduque Island, a survey was conducted, and the results were presented in three tables: Summary of Mean for Cultural Experiences, Summary of Mean Ratings for New Environment, and Summary of Mean Ratings for Adventure. The findings of the study indicate that tourists highly value cultural experiences, unique environments, and exciting adventures in Marinduque Island. Specifically, tourists agreed that the creation of natural learning experiences, cultural interactions, and pleasing cultural experiences are important factors that reinforce their intent to return to Marinduque Island. They also agreed that the new tourism destination provides a unique physical environment that encourages return visits and destination loyalty. Moreover, tourists perceived that physical environment changes and unique experiences in Marinduque Island promote exciting experiences in adventure tourism. This suggests that adventure tourism in Marinduque Island is an important factor that contributes to the growth and sustainability of the tourism industry in the area. Based on the results, the study recommends that Marinduque Island should focus on providing tourists with unique and memorable experiences, including cultural experiences, a distinct physical environment, and exciting adventures. The recommendations emphasize the importance of encouraging return visits, promoting destination loyalty, and contributing to the growth and sustainability of the tourism industry in Marinduque Island. In conclusion, Marinduque Island is a valuable destination for cultural experiences and adventure tourism, and the findings of the study provide insights for the development of sustainable tourism programs and initiatives in the area.
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Scherhag, Knut, Sven Gross, and Manuel Sand. "Adventures on two wheels – Comparative study of motorcycle adventure tourists in Germany, Austria and Switzerland." Zeitschrift für Tourismuswissenschaft 14, no. 3 (November 19, 2022): 303–32. http://dx.doi.org/10.1515/tw-2022-0017.

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Abstract In Western industrialized countries, the use of the motorcycle has changed from a means of transportation to a recreational device. As a result, this form of travel has gained more focus by destinations and specialized travel companies. In this context, the focus on adventure and experience is also increasingly used in customer communication. But there are only few contributions in the scientific literature which deal with motorcycle tourism in principle, a deeper consideration of the adventure character of motorcycle tourism is missing, except for a few travel reports. Based on these considerations, the relationship between adventure tourism and motorcycle vacations is shown and discussed with the help of an empirical study among German, Austrian and Swiss motorcyclists. Motorcycle tourism is a special form of drive tourism, which is connected with motorized tourism as well as with adventure and nature tourism. However, the landscape acts mainly as a backdrop, as the main feature that makes motorcycle tourism special are scenic and winding roads with little traffic. As a result, it can be stated that motorcycle travel can include elements that classify it as a subcategory of adventure tourism. As with other forms of adventure tourism, a distinction can be made here between soft and hard adventures, with the soft variety predominating.
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14

Öhman, Anders. "Äventyraren, passionen och kvinnan." Tidskrift för genusvetenskap 16, no. 4 (June 20, 2022): 3–13. http://dx.doi.org/10.55870/tgv.v16i4.4762.

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This artiele deals with adventure-ideology and its role in the formation of male identity. Adventureideology is therefore crucial in determining relations beteween men and women. According to Michael Nerlich, who has studied the emergence of adventure-ideology, this ideology is a corner-stone of modernity in Western Europé. For the first time in western civilization, change is regarded as a positive value, and adventure entails the active search for change and the unknown. What Nerlich doesn't consider, however, is the role of woman in this transformational process. By relating the theory of adventure-ideology with the theory of the ideology of love, as it was developed by Denis de Rougemont, it is possible to find a connecting link between man and woman. One aspect of the ideology of love as it emerged in the middle ages, was that it obviously prepared the male for adventure. I.ove as passion is synonomous with suffering and disorder, and everything that is opposite to the routine of everyday life. 1 then examine two nineteenth-century novels from the viewpoint of adventure-ideology, and the ideology of love. In the first novel, Mary Shelley's Frankenstein or the Modern Prometeheus, I lind a high awareness of the importance of adventure-ideology in forming the relations between the everyday and the extraordinary, between common knowledge and new knowledge, and between man and woman. Mary Shelley definitely criticizes adventure- ideology from a woman's perspective, but she is also ambivalent. The second novel I examine was written in 1888 by the swedish author Bernhard Meijer, and is fairly unknown today. In this novel I find the basic characteristics of the male identity in the twentieth century, an identity which I call the frustrated adventurer.
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Sany, Diny Syarifah. "SAGD-VL Framework: A Framework for Serious Adventure Game Development in A Virtual Laboratory." Journal of Informatics Information System Software Engineering and Applications (INISTA) 5, no. 1 (November 30, 2022): 58–70. http://dx.doi.org/10.20895/inista.v5i1.865.

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A virtual laboratory is an instructional approach to facilitate learning on a scientific procedure or experimental procedure to motivate students to think critically and to improve problem-solving skills through virtual media. A serious adventure game is a game that has a serious purpose for example Education but with an adventure genre that allows the user to go on adventures and explore within the game. The merging of a virtual laboratory and a serious adventure game will contribute to the progress of the education field and motivate students in virtual practicum activities. But currently, there is no particular software development framework for developing a serious adventure game for a virtual laboratory. This study aims to produce a serious adventure game framework for a virtual laboratory called SAGD-VL (Serious Adventure Game Development for Virtual Laboratory). SAGD-VL is obtained from analysis of characteristics of virtual laboratory, adventure game, similar software, existing game development methods, and game mechanics mapping framework so that an appropriate development framework will obtain and improve student ability. SAGD-VL consists of pre-production, production, testing, and post-production, and each of these steps has specific components. The SAGD-VL framework was tested by building a game according to the proposed framework. The proposed game mechanics is also the result of testing players repeatedly to get optimal game mechanics. This test aims to see the effectiveness of the game produced with SAGD-VL on improving the player's abilities and determine the importance of specific components in game design. The game was tested on 128 high school students by dividing them into reading groups and playing groups and tested by doing pre-test and post-test. The results show that the game produced by the SAGD-VL framework indicates a better positive impact than learning by reading and obtains an increase in post-test results achieving 115.74%.
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Miles, Beau. "'Walking to Work' Extract from The Backyard Adventurer (2021)." Ekistics and The New Habitat 81, no. 3 (September 29, 2022): 95–103. http://dx.doi.org/10.53910/26531313-e2021813631.

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This paper is an extract from Beau Mile’s The Backyard Adventurer (2021) published by Brio Books. It is the text of the voiceover for the corresponding film ‘Walking 90 Kms to work’ available on Youtube - https://www.youtube.com/watch?v=R-Zyud8xh2c – Miles redefines adventure through his attempts to transform a mundane part of his life into an adventure. The first part of the text details missing travel and adventure when increasingly locked into a regular lifestyle, before deconstructing the necessity of travelling great distances or pushing oneself to extremes in order to experience adventure. In an attempt to demonstrate his argument, Miles decides to walk to work instead of driving. He documents his mindset and experiences when completing his daily 90km commute from a semi-rural lifestyle block to the inner city campus of the university where he works. The simple of idea of “walking to work” reveals how distanced we are from the spaces that surround our transport routes; how insulated we have become from the world around us. The text and film provides an intriguing performance of the philosophy that it articulates.
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Liulka, V. M., and N. I. Tarasova. "Genre specifics of «The Adventures of Tom Sawyer» by Mark Twain." Bulletin of Luhansk Taras Shevchenko National University, no. 2 (350) (2022): 95–104. http://dx.doi.org/10.12958/2227-2844-2022-2(350)-95-104.

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The article illustrates that “The Adventures of Tom Sawyer” has a number of features characteristic of the novel as a kind of epic: a fairly large volume of work, the epicness of the author's story, full of dialogues and monologues. It is noticed that the plot narrative is not as detailed as in the classic samples of novels, although it has three plot lines. The work is quite simple in compositional structure, and the characters at the time of the story are almost formed. Although “The Adventures of Tom Sawyer” tells of the protagonist's private life in inseparable connection with the life of society, there is no scale to its image. “The Adventures of Tom Sawyer” highlights the features of the following genres: 1) adventure – adventure themes, the saturation of the plot with unusual events and their unexpected turn; the presence of mystery and two groups of characters – heroes and villains; 2) autobiographical – specific facts of the writer's biography, the presence of most characters real prototypes; 3) family and household – the author touches on the life and everyday life of ordinary people, relationships in the family and society, moral values and immoral acts, education and upbringing, friendship and love; 4) school story – the dynamism of the plot from the life of school children; depiction of the activities of the educational institution and participants in the educational process, children's life in extracurricular activities; 5) literary parody – similarity of the internal structure of the work with Don Quixote by Cervantes and the main characters of these works about their lives according to the laws of books, as well as parodies of adventure novels about robbers through children's play, Sunday school books through the image of “bad boy” Tom and on the relationship of adults in love because of Tom's love for Becky; 6) humorous and satirical – Mark Twain considers the realities of life exclusively through the prism of laughter, using various means of comic – from light irony to sarcasm. It is proved that “The Adventures of Tom Sawyer” is an adventure and humorous story and a work that combines features of several genres, i.e. polygenre.
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Filc, Dani. "Tintin and Corto Maltese." European Comic Art 13, no. 1 (March 1, 2020): 95–121. http://dx.doi.org/10.3167/eca.2020.130106.

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The Tintin and Corto Maltese series are among the most famous European adventure comics. The adventure genre – both in novels and comics – is deeply related to nineteenth-century colonialism. This article compares the ways in which colonialism and the relationship to the colonial Other appear in Hergé’s and Pratt’s creations, focusing on Tintin and Corto Maltese’s adventures in Africa and Latin America. The comparison between Tintin and Corto shows that although Hergé developed an ambivalent view of European colonialism, Eurocentrism is constant through all his work. Pratt’s Corto, in contrast, shows a more critical, though ambiguous, view of colonialism, and a more egalitarian, though also ambivalent, conceptualisation of the colonial Other.
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Ivanov, Maksim V. "Model of organization of socio-cultural youth adventure practices." Yaroslavl Pedagogical Bulletin 1, no. 124 (2022): 25–31. http://dx.doi.org/10.20323/1813-145x-2022-1-124-25-31.

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The article presents theoretical materials devoted to the urgent problem of socio-cultural adventure practices and their educational effectiveness in relation to the modern student. The modern student is not like the student of past decades, and innovative educational methods are required to work with him. One of these methods can be the social and cultural practice of youth adventure. The purpose of the described research is development of a model for the creation and use of socio-cultural practices of youth adventures as a means of educating a student's personality on the example of a campaign. The practice of youth adventure has a number of pedagogically useful features that allowit to have a complex educational impact on the student. Creating a descriptive model of the sociocultural practice of youth adventures in the form of a hike, we rely on certain pedagogical approaches and principles, as well as on the theory of collective creative activity of I. P. Ivanov. The advantages of the hike, in the ability to synthesize physical and intellectual activity, together with the vast possibilities of cognizing the environment, turn out to be a decisive factor for us in choosing the form of social and cultural practice of youth adventure. The hike becomes the basis for the introduction of a role element that allows students to distribute the process of cognition of the world around them to specific sciences, which will allow to collect more information in aggregate and more effectively immerse students in the matter of different (interesting to them) sciences. At the end of the trip, the knowledge gained is exchanged, which helps to improve relations within the team and stimulates students' interest in various sciences. Since the hike is conducted in the home area for the students, the practice also fosters a sense of patriotism.
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Dorbić, Boris, Dino Slavica, and Tanja Radić Lakoš. "Public urban green and other public areas in the function of off-season tourism on the example of adventure days in 2021 in Šibenik." Glasilo Future 6, no. 4 (December 31, 2023): 41–53. http://dx.doi.org/10.32779/gf.6.4.3.

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U radu je prikazan osvrt na neke od mogućnosti koje pruža kulturni i zeleni turizam kao i rezultati ispitivanja ponašanja, percepcija i stavova o vizualnom dojmu, boravku i emocijama ispitanika s Adventure 2021. u Šibeniku. Šibenska Adventura, bila je otvorena od 3. prosinca 2021. i trajala do 1. siječnja 2022. i to nakon godine dana pauze, prouzrokovane pandemijom bolesti COVID-19. Povodom navedenog bile su specijalno uređene javne gradske zelene i ostale javne površine, među kojima se ističu Perivoj Roberta Visianija i Trg Poljana. Danas je masovni turizam stvar prošlosti i potrebno se okrenuti alternativnim oblicima turizma. Osim kulturnog turizma u našem slučaju treba razvijati zeleni ili hortikulturni (vrtni) turizam čiji je razvoj započeo krajem dvadesetih godina prošlog stoljeća u Engleskoj. Temeljem istraživanja dobivenih anketnim ispitivanjem studenata Veleučilišta u Šibeniku ispitanici su najbolju ocjenu dodijelili uređenju i oblikovanju Perivoja R. Visianija (4,19). U razdoblju Adventure 2021. ispitanici su najviše posjećivali Perivoj R. Visianija, Trg Poljanu i ulicu Kralja Tomislava (Kalelarga). Najugodnije su se osjećali na Trg Poljani, zatim na zelenim površinama u Perivoju Roberta Visianija, a onda i na šibenskoj rivi (Obala dr. Franje Tuđmana). Preko 60 % ispitanika bilo je izrazitog stava da šibenska gradska jezgra ima turističkog potencijala i u razdoblju Adventure 2021. te da bi se komunalno, prostorno i krajobrazno uređenje Šibenika trebalo dodatno unaprijediti da bude na razini izvrsnosti. Dobiveni rezultati ovog istraživanja mogu poslužiti gradskim tijelima i turističkom sektoru za unaprjeđenje destinacije u razdoblju sljedećih adventura.
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Raflis, Raflis, and Ester Rani Julchardilla Harita. "The Struggle of Finding Identity as Seen in Mark Twain’s The Adventures of Tom Sawyer." Jurnal Ilmiah Pendidikan Scholastic 7, no. 3 (December 18, 2023): 82–91. http://dx.doi.org/10.36057/jips.v7i3.640.

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The title of this research is "The Struggle to Find Identity as Seen in Mark Twain's Novel The Adventurs of Toms Sawyer". The problem of this research is focused on Tom's struggles using Kennedy's (2016) theory, Tom's adventures which reflect his true identity using Mark and June's (2012) theory and external conflicts experienced by Tom as reflected in Mark Twain's novel The Adventures of Tom Sawyer using Kenny's (1966) theory. The approach used in this research is psychology. This research is a qualitative descriptive research. The technique used in this study is a documentary based on Mason. The results of this study indicate that all of Tom's struggles in this novel are based on the majority of people who always think that Tom is a delinquent, naughty boy. And Tom's struggle to get the girl he loves so much. It took a struggle to prove that Tom was actually a good boy. The adventures of Tom, who is looking for his true identity, is caused by the people of evaluate, that Tom is a very naughty child and the attitude of the whole society, which is often unpleasant, finally makes him look for happiness or pleasure with adventure, which in the end, his adventures make his identity change from the beginning. always known as a naughty child who turns into a good, smart child and becomes a role model in the village. The external conflict occurs because sometimes humans disagree with other people because of their mischief.
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Stoks, Gé. "Adventures In Het Moderne Vreemde Talenonderwijs." Computer-ondersteund talenonderwijs 33 (January 1, 1989): 47–53. http://dx.doi.org/10.1075/ttwia.33.07sto.

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An adventure is a new type of computer game which has become immensely popular in the course of the 1980s. This article is about the possible role of adventures in foreign language learning and teaching (FLL). First there is a brief explanation of what adventures are, the different types and the way communication within the game can take place in natural language. Examples are given for French, German and English. Adventures can play a role in FLL in several respects: -they stimulate discovery learning procedures -they encourage the use of certain reading strategies -they are suitable contexts for vocabulary learning -they can present contexts for communication. Moreover adventures can be looked upon as a new type of literary text, which learners can read as an alternative to a book (some adventures are known as interactive fiction). The article then presents a set of criteria for FLL: For advanced levels text adventures are more suitable than graphic ones from the point of view of language learning, because they present a rich language environment. Graphic ones may be more suitable for beginners. Adventures should accept a variety of syntactic patterns and provide adequate semantic analyses, so that the student gets appropriate feedback. A certain tolerance to spelling is needed, or easy correction options should be available. The program must show the student the type of language it accepts. Hint-files to help students when they get stuck are important and possibly an on-line glossary might be useful. The vocabulary used must not be too exotic and the plot not too complex. It is finally demonstrated that the Infocom adventure SHERLOCK meets these requirements to a large extent.
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Christian, David D., and Kristi L. Perryman. "Adventures in Supervision: Implications for Supervision of Adventure Based Counseling." Journal of Creativity in Mental Health 13, no. 1 (September 27, 2017): 19–30. http://dx.doi.org/10.1080/15401383.2017.1345670.

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Maier, Veit, and Alexandra Budke. "Developing Geographical Narratives: Pupils Create Digital Text Adventures with Twine." European Journal of Investigation in Health, Psychology and Education 10, no. 4 (December 3, 2020): 1106–31. http://dx.doi.org/10.3390/ejihpe10040078.

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Applying geographical knowledge in new contexts is a creative and difficult task for school pupils. However, creating text adventures with the open-source tool Twine may be one way to apply geographic knowledge, but there is currently no research that confirms this. We attempted to determine how pupils in small groups constructed text adventures in geography lessons, focused on the topic “Tourism in Myanmar: threat or opportunity”. We recorded the construction processes of 14 pupils audibly, organized into six teams, and analyzed their games. We found that the different text adventure construction activities between the groups had minimal differences. The groups predominantly asked questions and expressed ideas that used meta-conversation for organization and used agreements. These and other text adventure construction activities can help to specify a model of collaborative creativity. In addition, successful groups wrote geographical narratives with adverbs to emphasize the psychological proximity, rhetorical questions and feelings in their stories, and used more words than the others. The results suggest a focus of future research should be on developing a model for integrating geographical narrative skills into geography lessons and intensifying research about collaborative creativity.
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Parlaungan Nasution, Ade, Muhammad Yasir Arafat Pohan, Denny Ammari Ramadhan, Christine Herawati Limbong, and Nova Jayanti Harahap. "Factors affecting adventure tourist satisfaction: Evidence from Indonesia." Innovative Marketing 19, no. 2 (April 19, 2023): 51–62. http://dx.doi.org/10.21511/im.19(2).2023.05.

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Adventure tourism has received significant attention recently because it offers unique sensations. Managers of adventure tourism objects need to understand the determinants of satisfaction in adventure tourism. This study aims to examine the effect of intrinsic motivation and flow theory on extreme and non-extreme adventure tourists’ satisfaction in Indonesia. This study uses a quantitative approach. The sample includes 405 tourists engaged in adventure tourism activities (extreme adventure tourism activities – 200 respondents, and non-extreme adventure tourism activities – 205 respondents). Structural Equation Modeling-Partial Least Square (SEM-PLS) was used to analyze the data. The results show that autonomy and competence influence flow experience (p-value < 0.05). This applies to extreme adventure and non-extreme adventure tourism. Furthermore, flow experience has a positive effect on adventure tourist satisfaction. In the context of extreme adventure tourism, autonomy does not affect the satisfaction of extreme adventure tourists (path coefficients = 0.025 and p-value = 0.761). In the context of non-extreme adventure tourism, competence does not affect the satisfaction of non-extreme adventure tourists (path coefficients = –0.036 and p-value = 0.682). This study recommends that managers of non-extreme tourism spots add challenging aspects to tour packages because they are believed to increase tourist satisfaction.
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OHNO, Tetsuya. "Commodified "Adventure"." Japanese Sociological Review 58, no. 3 (2007): 268–85. http://dx.doi.org/10.4057/jsr.58.268.

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Kelly, Eamonn, Marilynn J. Richtarik, Sean Caffrey, Tom Mac Intyre, Aidan Mathews, Cathy Leeney, Thomas Kilroy, and Marina Carr. "Adventure Onstage." Books Ireland, no. 261 (2003): 239. http://dx.doi.org/10.2307/20632604.

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Brentnall, Edward. "Adventure tours." Medical Journal of Australia 177, no. 11 (December 2002): 675. http://dx.doi.org/10.5694/j.1326-5377.2002.tb05012.x.

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Cole, Mike. "Breathtaking adventure." Emergency Nurse 16, no. 1 (April 2008): 12–13. http://dx.doi.org/10.7748/en.16.1.12.s18.

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Appleby, Bruce C., Kay Gore, and Joan Dunfey. "Adventure Writer." English Journal 74, no. 3 (March 1985): 103. http://dx.doi.org/10.2307/817136.

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Pinter, Frances. "Eastern adventure." Logos 12, no. 4 (2001): 183–89. http://dx.doi.org/10.2959/logo.2001.12.4.183.

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Kjølsrød, Lise. "Adventure Revisited:." Sociology 37, no. 3 (August 2003): 459–76. http://dx.doi.org/10.1177/00380385030373004.

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Hill, Brian V. "Educational Adventure." Journal of Christian Education os-47, no. 2-3 (September 2004): 73–84. http://dx.doi.org/10.1177/002196570404700205.

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Riemenschneider, P. A. "Malaysian adventure." Radiology 182, no. 3 (March 1992): 749–51. http://dx.doi.org/10.1148/radiology.182.3.1535889.

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Simpson, Duncan, Phillip Guy Post, and Lauren Saenz Tashman. "Adventure Racing." Journal of Humanistic Psychology 54, no. 1 (March 31, 2013): 113–28. http://dx.doi.org/10.1177/0022167813482188.

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Hewson, Claire. "Roma adventure." Early Years Educator 22, no. 2 (July 2, 2020): S2—S3. http://dx.doi.org/10.12968/eyed.2020.22.2.s2.

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GODDARD, JULES. "ADVENTURE CAPITAL." London Business School Review 28, no. 1 (January 2017): 32–37. http://dx.doi.org/10.1111/2057-1615.12154.

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de Medeiros, Kate. "Glorious Adventure." Journal of Aging, Humanities, and the Arts 3, no. 3 (August 31, 2009): 234–37. http://dx.doi.org/10.1080/19325610903015661.

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Moos, Daniel C., and Brian Honkomp. "Adventure Learning." Journal of Research on Technology in Education 43, no. 3 (March 2011): 231–52. http://dx.doi.org/10.1080/15391523.2011.10782571.

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Simone, Joseph V. "Another Adventure." Oncology Times 30, no. 11 (June 2008): 3–4. http://dx.doi.org/10.1097/01.cot.0000324874.42477.6f.

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Moorman, Marta K., Barbara E. Schlatter, and Amy R. Hurd. "Adventure Recreation." Journal of Physical Education, Recreation & Dance 78, no. 9 (November 2007): 22–26. http://dx.doi.org/10.1080/07303084.2007.10598094.

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Sinclair, Jean. "Adventure racing." Practice Nursing 17, no. 3 (March 2006): 130–34. http://dx.doi.org/10.12968/pnur.2006.17.3.20603.

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HOLYFIELD, LORI. "MANUFACTURING ADVENTURE." Journal of Contemporary Ethnography 28, no. 1 (February 1999): 3–32. http://dx.doi.org/10.1177/089124199129023352.

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AMATO, IVAN. "DALY'S ADVENTURE." Chemical & Engineering News Archive 84, no. 26 (June 26, 2006): 36–37. http://dx.doi.org/10.1021/cen-v084n026.p036.

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Maize, KennedyP. "PUHCA “adventure”." Electricity Journal 2, no. 10 (December 1989): 4–7. http://dx.doi.org/10.1016/1040-6190(89)90028-6.

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HOUSTON, CHARLES S. "High Adventure." Exercise and Sport Sciences Reviews 22, no. 1 (January 1994): 1–22. http://dx.doi.org/10.1249/00003677-199401000-00003.

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FUJII, Jun. "Italian Adventure." Hyomen Kagaku 38, no. 8 (2017): 427–28. http://dx.doi.org/10.1380/jsssj.38.427.

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Brown, Fraser. "Adventure playgrounds." International Journal of Play 4, no. 3 (September 2, 2015): 333–34. http://dx.doi.org/10.1080/21594937.2015.1106055.

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Rohnke, Karl. "Project Adventure." Journal of Physical Education, Recreation & Dance 57, no. 5 (June 1986): 68–69. http://dx.doi.org/10.1080/07303084.1986.10606139.

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50

Yunita, Amalia, Budi Santosa, and Maria R. Nindita Radyati. "DEVELOPING INDONESIA SUSTAINABLE ADVENTURE TOURISM MODEL." Journal of Sustainable Development Issues 1, no. 2 (April 13, 2022): 18–30. http://dx.doi.org/10.56282/jsdi.v1i2.127.

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In the Adventure Travel Development Index, Indonesia is ranked 101 out of 163 developing countries, even though it is ranked fifth in natural resources due to so many natural assets that can be developed as world-class adventure destinations. Hence, this study aims to understand the complexities of relationships between Environmental Sustainability, Social Equity & Cultural Vitality to Economic Prosperity, and Sustainable Adventure Tourism Development. This study examined 73 indicators adopted by Global Sustainable Tourism Council and Travelife to build Sustainable Adventure Tourism Model in the Indonesia context, surveyed three Adventure Tour Operators (ATOs) from 15 adventure tourism destinations, from Land Based Adventure (Nusa), Water Based Adventure (Tirta) and Air Base Adventure (Dirga), and conducted a cross-sectional quantitative study using partial least square structural equation modeling. Several findings show that although Economic Prosperity is not proven to mediate the positive influence of Governance and Environmental Sustainability on Sustainable Adventure Tourism Development, Economic Prosperity is proven to mediate the positive influence of Social Equity & Cultural Vitality on Sustainable Adventure Tourism Development. It is recommended to increase sustainable adventure tourism by creating jobs and increasing people's income.
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