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1

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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2

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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3

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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Cho, Eun byul, and Ji-Yeon Min. "Longitudinal Development Changes of Positive and Negative Aspects of Creative Personality in Adolescent and Effects of Youth Activities." Korean Society for Creativity Education 22, no. 4 (December 31, 2022): 23–46. http://dx.doi.org/10.36358/jce.2022.22.4.23.

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In this study, we analyzed adolescents’ creativity longitudinal development and how youth activities effect to the changes in creativity development using Korean Children and Youth Panel Survey(KCYPS) 2018 data. Large data on students' positive and negative aspects of creative personality of 7th to 9th grade were analyzed. Results revealed that the creative personality of middle school students tended to decrease in both positive and negative aspects, and the decrease in positive creative personality was greater. Youth activities related with culture/art, adventure, science/information, job/career were positively affected in the initial status of positive creative personality, and science/information and volunteer activities were negatively affected in the slope. Adventure and science/information activities had a positive effect on the initial status of negative creative personality, and adventure activities had a negative effect on the slope. Providing various experiences through extra-curriculum can have a positive effect on creative personality and can help prevent the decrease in creative personality in middle school. Finally, based on the results of this study, the direction of research on creativity development in adolescence and the strategy of creativity education were proposed.
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Haywood, Yerianne Christa, I. Gusti Ngurah Antaryama, and Sri Nastiti Nugrahani Ekasiwi. "Architecture as Adventure: Concept Design for Creative Spaces." IPTEK Journal of Proceedings Series, no. 6 (October 15, 2021): 221. http://dx.doi.org/10.12962/j23546026.y2020i6.11097.

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6

Zafeiroudi, Aglaia, and Charilaos Kouthouris. "Teaching Outdoor Adventure Activities in Preschools: A Review of Creativity and Learning Development." International Journal of Learning and Development 11, no. 2 (June 25, 2021): 141. http://dx.doi.org/10.5296/ijld.v11i2.18722.

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Creativity is a significant part of all aspects of childhood growth and development, including learning. Adventure play has been identified as a key component of early childhood, and it presents a variety of challenges and opportunities to educators, parents and children. This study explores the current state of knowledge of preschool outdoor adventure activity teaching and its impact on learning and creativity. The review reveals that adventure play boosts creativity and learning development in preschool children. Through a review of current literature, this paper discusses the importance of adventure activities in early years, the role of risk in creativity and learning development and the appropriateness of outdoor and adventure activity teaching methods. The paper concludes with an examination of gaps in existing knowledge and a discussion of the challenges to outdoor adventure activities from both parents and children. It recommends that schools, kindergartens and other institutions organize events, such as conferences, to educate parents and teachers on the role of outdoor adventure play in enhancing children’s learning abilities and creative thinking.
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7

Dalton, Joan. "Sharing the Adventure: Sharing the Responsibility." Gifted Education International 6, no. 3 (January 1990): 157–66. http://dx.doi.org/10.1177/026142949000600308.

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This article, in a very practical way, discusses the importance of a creative, supportive classroom environment as a major vehicle for the identification and nurturing of children's talents. It provides detailed guidance on questioning techniques, the development of co-operative learning together with the fostering of the independence of each learner.
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8

Timmreck, Thomas C. "Creative Health Education and the Healthy Stuffed Animal/Muppet Adventure." Journal of Health Education 25, no. 2 (April 1994): 114–15. http://dx.doi.org/10.1080/10556699.1994.10603016.

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9

Gibeault, Alain. "Mr. A’S Creative Adventure: Reflections on Drives and Psychic Conflict." Psychoanalytic Quarterly 74, no. 1 (January 2005): 157–86. http://dx.doi.org/10.1002/j.2167-4086.2005.tb00204.x.

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10

Lundberg, Karin, and Catherine (Katy) Lyons. "Using Twine to Deliver a Grammar-Linked Creative Writing Assignment in a Hybrid ESL Course." HETS Online Journal 9, no. 1 (November 30, 2018): 85–97. http://dx.doi.org/10.55420/2693.9193.v9.n1.267.

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In recent years developmental education began shifting from a reliance on high-stakes testing in reading and writing to a multiple measures model for assessment. The multiple-measures model, which opens up a whole new array of writing opportunities for English Language Learning students, also aligns with good practices in course design, in the hybrid modality. This article describes a Grammar Adventure Game that two faculty members at Hostos Community College (CUNY), developed using Twine. The Grammar Adventure game served both as an alternative to a traditional grammar assignment, and as a pre-writing activity for a creative writing assignment, in an intermediate English as a Second Language (ESL) course. The authors discuss students’ experience using this gamified approach, and why it works in the hybrid environment.
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Kim, Young-Jin, and Sang-Pyo Kim. "Adventure towards Process Community : Creative Advance in Philosophy and Organization Theory." Institute for Korean Culture 62 (April 30, 2016): 185. http://dx.doi.org/10.15186/ikc.2016.04.62.185.

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12

Raisya Shiva Rizal, Althofanis Juliheir Putra, Dwi Putri Nuraini, Fithriyah Fadhillah Ramadhani, Ni Made Jesthami Udgitha Prameswari, Zendra Haris Prasetya, Sumaryadi, and Sugeng Hermanto. "ADVENTURE TOURISM DEVELOPMENT PROGRAM FOR PREMIUM MARKET IN UJUNG KULON NATIONAL PARK." International Journal of Sustainable Competitiveness on Tourism 2, no. 01 (June 30, 2023): 53–64. http://dx.doi.org/10.34013/ijscot.v2i01.1274.

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Ujung Kulon National Park (TNUK) has their uniqueness in the diversity of flora and fauna. Thus, it becomes one of the priorities of the Ministry of Tourism and Creative Economy as a tourism development destination, with the availability of adventure tourism products that are being in line with the expectations of the premium market, we called it authentic and exclusive products. The result of this research is to produce an integrated program plan to develop adventure tourism in TNUK which targeting a premium market tourist. The method that we used in this research is descriptive, which suitable to explain the actual situation of TNUK tourism. And to make it more relevant, the collected data were analyzed using descriptive statistical analysis. In results, showed that the development of adventure tourism in TNUK met the dimensions of adventure tourism, as follows; natural environment, physical activity, cultural immersion, risk & competence, operators, and sustainability. However, the characteristics in unqualified of the premium market. Hence, It is necessary to apply the concept of quality tourism
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TULCHINSKII, GRIGORII L. "Adventure Silent Cinema and the Soviet Anthropological Project." Art and Science of Television 20, no. 1 (2024): 13–42. http://dx.doi.org/10.30628/1994-9529-2024-20.1-13-42.

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The article aims to explore the role of national cinema in the early 20th century and its contribution to the development of the Soviet anthropological project. Any significant transformation of society involves the human factor. This factor can be observed in two ways: as a consequence of changes, which shape the new social experiences acquired through individual socialization, and as the unique qualities of those organizing the transformations. The beginning of the 20th century marked a period of active formation of mass society, urban lifestyles, and entertainment industries. Within this landscape, cinema held a special, perhaps even crucial, position—probably due to its accessibility and the condensed intensity of content presentation. The adventure genre, in particular, played a dominant role and greatly contributed to the success of film distribution. The interplay between commercial and creative aspects has been influential in shaping the development of cinema from its inception. However, during the Soviet era, the balance between entertainment and creativity began to shift, influenced by socio-political circumstances. Firstly, there was an increasing emphasis on social themes in films. Secondly, by the 1930s, these circumstances had evolved into direct political pressure, significantly impacting the content requirements for films and even the fate of their creators. This resulted in a clear contradiction: while cinema content portrayed the ideal of an initiative, responsible, and creative individual, in reality, individuals, including film authors, were expected to conform to ideological requirements. This contradiction between the broadcast content and the real lives of people led to the squandering of the resources of the anthropology project and the creative potential of cinema. Nonetheless, it did not impede the development of models and technologies that shaped the personalized power of mass society, which have retained their significance to this day. Hence, cinema, which initially emerged as a form of entertainment with adventure genre for a dominant, not only played a role in shaping the concept of the “mass man,” but also laid the groundwork for the models and technologies that defined a “person in power.”
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14

Diah Natarina and Agus Sachari. "JOMBLANG CAVE'S CONTEXTUAL DIVERSITY IN SUPPORTING ADVENTURE EXPERIENCE TOURISM AS A SUSTAINABLE CREATIVE ECONOMY." International Journal of Geotourism Science and Development 1, no. 1 (October 28, 2021): 22–27. http://dx.doi.org/10.58856/ijgsd.v1i1.5.

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The world tourism industry, which has been hit hard by the prolonged pandemic, has yet to show its revival. It has become a concern of the government, organizations communities and other private parties. The current situation did not allow people to have mobility. Some organizations considered that its time to evaluate and make recovery strategies to implement when the pandemic ends. It is Ollivaud and Haxton from the Organization for Economic Co-operation and Development providing advice on recovery steps. They say that the creative economy can help offer new products and services for new target groups away from conventional models of environmental or heritage-based cultural tourism: that can be through unconventional media advertisements, art creation in a specific building, and sound-and-light shows. Increasingly visitors are looking for experi-ence-based, instead of destination-based, tourism. Jomblang Cave located in Semanu Village, Gunung Kidul, since 2011 has wide-ly been well known as experience-based tourism, a form of the creative economy, which is currently experiencing a lack of visitors. This writing aims to optimize the contextual diversity of Jomblang Cave to upgrade itself to be ready to accept adventure tourists when the pandemic is gradually over. The research method used is the descriptive method with a qualitative approach. Data collection techniques by conducting interviews with managers, literature studies and site reviews. The data will be processed by the analytical method. The result is to prioritize the contextual diversity that owned, a form of the creative econo-my in the field of adventure tourism Jomblang Cave will remain sustainable.
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15

Klaehn, Jeffery. "‘I love this, I wish I could make this’: Talking digital adventure games with Mark Yohalem." Journal of Fandom Studies 9, no. 2 (June 1, 2021): 177–89. http://dx.doi.org/10.1386/jfs_00040_7.

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A conversation with attorney and game developer Mark Yohalem about his passion for point-and-click adventure games, and how his experiences as a player and fan inspired him to pursue game writing, to co-found Wormwood Studios (with artist Victor Pflug and programmer James Spanos) and, in 2010, to develop Primordia, a classical point-and-click adventure game that has sold roughly a quarter-million copies. Additional topics discussed include the potential of digital games to encourage empathy and connection; gaming fan communities; suitability of games for storytelling; gaming journalism, reviews and analysis; and games and creative work in relation to connection, participation and engagement.
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Levens, Laura Rodgers. "Curiosity doesn’t kill cats: Passion and pragmatism for adventurous life-long learning." Review & Expositor 114, no. 3 (August 2017): 336–40. http://dx.doi.org/10.1177/0034637317716987.

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Life-long learning should be full of love of discovery, passion for adventure, and pragmatic self-formation. This article is a conversation between author and reader about continuing education as a life-giving and challenging journey. It analyzes the self-critical narratives people tell to propel themselves forward in learning, and invites the reader to take up narratives that are self-aware, non-judgmental, and willing to be stretched anew. It describes the balancing act between passion for adventure and pragmatic self-formation at work in the life of the adult learner, and invites the reader to step forward in curious, creative, and reflective learning.
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17

Shutko, Serhii. "Contemporary Music Directing — Innovation or Adventure?" Часопис Національної музичної академії України ім.П.І.Чайковського, no. 3-4(52-53) (December 14, 2021): 203–16. http://dx.doi.org/10.31318/2414-052x.3-4(52-53).2021.251822.

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The author considered the problem of the artistic integrity of the opera in terms of finding ways to renew the musical theater of Ukraine, caused by socio-cultural challenges of today. The article clarifies the fragmentary nature of scientific research on the issue with the priority of musicological aspect and insufficient research of theatrical aspects, which requires a new comprehensive understanding of the director's concept in musical theater.The problem of artistic integrity of opera performance in the conditions of search ways to update the musical theater of Ukraine caused by sociocultural challenges of the present is considered. The article clarifies the fragmentary nature of scientific investigations of the problem with the priority of musicology and insufficient research of theatrical aspects, which requires a new comprehensive understanding of the director's concept in musical theater. The methodology of research key moments of the chosen subject is outlined: modern directorial approaches to creation of artistic integrity of opera performance — structural and functional; the concept of training musical theater directors in the realities of today — systems analysis; vectors of renewal of directorial approaches to the interpretation of works — semiotic. The purpose of the research is formulated — to determine the director's concept of creating the artistic integrity of opera performance in the context of updated synthesis of means of expression of different arts, based on harmonious artistic and research training. The main components of directorial content in solving art work in accordance with the modern possibilities proposed by the theater stage are analyzed. Director's approaches, techniques, means of expression aimed at an organic combination of different arts and achievements of science to find a new synthesis in the embodiment of opera performances are revealed. It is proved that in modern researches of the artistic integrity of the opera performance the mainly musicological aspect is revealed. The analysis of directorial incarnations of operas reflects the achievements of scientific thought at the end of the last century and needs to be reconsidered from the standpoint of the present. The study of directorial interpretations of opera performances in Ukraine makes it possible to state the existence of problems both at the stage of conception and during its implementation, which is due to aesthetic approaches of the end of the last century. The importance of universal training of a musical theater director, able to combine all the components of artistic synthesis into a complete performance with the help of a production team and creative staff, is revealed. Renewal of directorial approaches in the interpretation of operas involves the use of original techniques with the synthesis of traditional and innovative means of expression. The scientific novelty of the research is to establish causal links between integrative artistic and research, research training of the specialist and his ability to produce the latest original ideas in the context of staging. Prospects for further scientific explorations of key aspects of the typology of modern opera directing in the socio-cultural realities of today are predicted.
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Raphaël, Freddy. "Tradition et Traditionalisme." Recherches anglaises et nord-américaines 29, no. 1 (1996): 1–8. http://dx.doi.org/10.3406/ranam.1996.1303.

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If living tradition is both repetition and continuous innovation, traditionalism, in its nostalgia of the lost origin, freezes tradition into an immutable order and negates at once time and otherness. The inventive and creative dynamics of man results from the tension between the desire for rootedness and the call of adventure.
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Vaughan, Trefor D. "The Balance of Opposites in the Creative Process." Gifted Education International 3, no. 1 (January 1985): 38–42. http://dx.doi.org/10.1177/026142948500300107.

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This paper argues that the creative process is a complex interaction of thinking, emotion and intuition and the major characteristic is the balancing of opposites which integrate the process. The creative process can only be maintained by holding the opposites in a state of dynamic tension which can be called a “tolerance of ambiguity”. This tension of opposing forces charges the creative expression with power avoiding the degeneration which occurs when the balance of opposites is uneven. In considering the practical applications in the classroom, it would seem that the encouragement of a learning atmosphere which generates alternative modes of thinking and problem solving strategies and an acceptance of openended situations encourages the creative act. The classroom needs to be “emotionally charged”, pupils encouraged to pursue individual ideas in an atmosphere of adventure and risk-taking.
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Wijaya, Immanuel. "Treasure Hunt: Ethical Egoism vs Individual Anarchism." K@ta Kita 8, no. 1 (March 29, 2020): 116–23. http://dx.doi.org/10.9744/katakita.8.1.116-123.

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This creative project is a novel with an urban-fantasy as the setting and adventure fiction as the plot framework. This novel is depicting a team of a treasure hunters, Michael Harmanto and Lucius Ferdinan. The two of them are trying to find the lost treasures of Kahja, in which they will be asked and tested in their perseverance and ego. In this creative work, I use Egoism as my topic, and I chose on understanding how egoism if applied ethically, can be treated as a good thing as my theme. Through this, I can show the process and the struggle of people clashing and betraying each other in the name of the egoistic desire of reaching their own personal goal. This story, topic, and theme were inspired by how it would be contrasting to the Indonesian philosophy as a nation. The main viewpoints which are ethical egoism and egoistical anarchism will be depicted in the way the two main characters Michael and Lucius’ attitudes, methods, and results. Keywords: ethical egoism, egoistic anarchism, urban-fantasy, adventure
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21

Diana, Purwati Zisca, Ika Putri Indriyani, Roni Sulistiyono, Putri Ayu Wulandari, and Revola Aridya Prafitra. "Developing Website-Based Gamification Learning Media on Debate Texts in Indonesian Language Learning." Journal of Languages and Language Teaching 12, no. 1 (January 9, 2024): 296. http://dx.doi.org/10.33394/jollt.v12i1.9744.

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This research and development is motivated by the lack of creative learning media in Indonesian language learning, especially in grade X high school debate text material. Therefore, there is a need to develop website-based gamification learning media that makes learning more creative and innovative. Until the researcher developed the Website-Based "Adventure of Gama" Gamification in Class to determine the feasibility of developing website-based "Adventure of Gama" gamification in class X high school debate texts, and (3) to determine the effectiveness of the gamification trials being developed. This research uses the Research and Development (R&D) research method, using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development procedure. In this research, the ADDIE development procedure. The subjects in this research were class X high school students The data collection technique and instrument used in this research is a questionnaire sheet, while the information analysis technique used is quantitative descriptive data analysis. The research results show that the learning media developed is in the "Very Good" category. This is proven by obtaining an average score of 85.2 and is suitable for testing to obtain an effectiveness test. The average obtained from material experts was 100, from media experts as much as 78.8, and teaching experts as much as 77. Based on these results, it can be concluded that research into the development of website-based "Adventure of Gama" Gamification in Class X High School Debate Texts was used as media. learning that can motivate students to follow the Indonesian language learning series, especially in debate material.
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Russell, Wendy, John Fitzpatrick, and Bridget Handscomb. "'Adventure Playgrounds', 'Nature' and 'Learning': Disrupting Lofty Notions." Built Environment 47, no. 2 (June 1, 2021): 206–22. http://dx.doi.org/10.2148/benv.47.2.206.

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In this article we playfully and seriously bring the subversive tendencies of adventure playgrounds to the exploration of outdoor learning, nature and urban play spaces which are the focus of this issue of Built Environment. The history of adventure playgrounds shows how they have always had to navigate the tension between supporting play for its own sake and meeting current policy agendas. We suggest that 'nature and learning' is one such agenda and off er both a theoretical challenge to current orthodoxies of thought and also a practical suggestion. Critical cartography is a spatial, relational and creative approach to documenting playwork that can offer a different articulation of the value of playwork, be the basis for playworkers' (rather than children's) learning, and also prompt a re-enchantment with children's play.
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Hackbert, Peter H., and Xiliang Lin. "Equestrian Trail Riding: An Emerging Economic Contributor To The Local Rural Appalachian Economy." Journal of Business Case Studies (JBCS) 5, no. 6 (June 27, 2011): 47. http://dx.doi.org/10.19030/jbcs.v5i6.4732.

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The purpose of this paper is three-fold. First to summarize the importance of tourism in the Appalachian region with a focus on the State of Kentucky; second, to consider adventure tourism and the equestrian and trail riding segment as a potential contributor to Kentucky adventurism tourism; and third, to illustrate the economic value of trail riding in the form of an economic impact study which indicates levels of community economic development opportunity. Importantly, for this publication, is the fact that this research was conducted by undergraduate students at Berea College. This initial research was conducted by undergraduate within the Entrepreneurship for the Public Good Program at Berea College in the summer of 2008 and the economic impact study field work was conducted by freshman undergraduates in a Creative Writing class with a focus on adventure tourism in the fall of 2008.
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Balkaran, Raj. "Joseph’s Journey: Uncovering Israel’s Unconscious." Journal of Genius and Eminence 2, Volume 2, Issue 2: Winter 2017 (December 1, 2017): 95–103. http://dx.doi.org/10.18536/ge.2017.02.2.2.10.

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This paper decodes the story of Campbell’s namesake, Joseph of Genesis, son of Jacob. It demonstrates that Joseph, much more so than Moses, represents the archetypal hero. Joseph is called to adventure into the unknown. Due to the boundedness of the Abrahamic worldview, Joseph must leave monotheistic Israel to fulfil his potential in polytheistic Egypt. It is as viceroy of Pharaoh that he comes into his own power, his political eminence an emanation of his intuitive, creative power. Joseph’s journey itself serves as the Call to Adventure for the hero’s journey of Israel: Israel, as a people, must recognize Joseph’s creative power and follow him into Egypt to realize their own procreative power. Before returning to the familiarity of the desert, the motherless children of Israel are called into the unknown to be nourished by the Nile. It is at the banks of the Nile that they fulfil their divine mandate to multiply. Joseph’s intuitive power—the ability to receive and interpret prophetic dreams—makes explicit what is implicitly encoded in the Campbellian hero’s journey: the masculine individual consciousness venturing into the feminine collective unconscious, matrix of creativity, in pursuit of wholeness. His story moreover celebrates the centrality of personal transformation to the Campbellian heroic quest, flourishing through embodiment of transformational leadership.
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Guskov, Nikolaj. "VAMBA’S NOVEL “THE PRINCE AND HIS ANTS” IN A LITERARY CONTEXT." Children's Readings: Studies in Children's Literature 21, no. 1 (2022): 86–108. http://dx.doi.org/10.31860/2304-5817-2022-1-21-86-108.

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This article deals with the novel “The Prince and his Ants” (1893) by Luigi Bertelli (1860–1920), who wrote under the pseudonym of Vamba, who was one of the founders of classical Italian children’s literature, and whose work is little known in Russia. The plot about the adventures of a lazy boy turned into an ant is compared with other books about insects. The pretexts of the novel are the works of Alfred Brehm, Jean Henri Fabre, Frances Hubert, Carlo Emery, popular science articles in Italian children’s magazines, the novel “The Adventures of a Cricket” (1877) by Ernest Candez. Traditionally ants were portrayed either sympathetically or antipathically in the role of social and moral allegories (Bible, Virgil, Ovid, Aesop and other fabulists, Fransis Bacon, and others). Vamba’s innovation is that the educational, instructive and entertaining principles are inseparable from each other and are of equal importance. Although there is no direct evidence of the acquaintance of Russian writers with Vamba’s novel, a comparison of the texts suggests that this is one of the possible pretexts of famous children’s books about insects: “The Adventure of an little Ant” (1935) by Vitaly Bianki, “The Extraordinary Adventures of Karik and Valya” (1937) Jan Larri and “Barankin, be a (hu)man” (1962) Valery Medvedev. While differing in their views on the place of man among other animals, these texts are typologically close to Vamba’s creative principles.
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Dwyer, Angelique K. "Doce Horas: A Family Border Tale." PORTAL Journal of Multidisciplinary International Studies 16, no. 1-2 (November 13, 2019): 163–65. http://dx.doi.org/10.5130/pjmis.v16i1-2.6474.

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This creative non-fiction piece written in Spanglish called "Doce horas: A Family Border Tale" comically narrates my family's adventure crossing the U.S./Mexico border by car a few days after Three Kings Day (Epiphany). The story deals with identity negotiation, biculturalism and bilingualism in a non-conventional American family raised in Mexico. The narrative voice in my piece provides a unique perspective broadening dialogue(s) on Mexican American identity.
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Scott, Deborah. "Creatively expanding research from work-based learning." Journal of Work-Applied Management 12, no. 2 (July 16, 2020): 115–25. http://dx.doi.org/10.1108/jwam-03-2020-0015.

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PurposeThe purpose of this paper is to explore the potential of creativity in work-based research and practice to yield deeper understanding of practice situations. Unexpected insights can lead one (or a team) to identify new approaches, tackling workplace issues differently, leading to unexpected outcomes of long-term impact.Design/methodology/approachThis paper draws on work conducted for a doctoral thesis, investigating the impact of work-based learning for recent masters graduates of a work-based learning programme. Fiction was incorporated into analysis of the data, creating play scripts to represent key aspects of the researcher's perceptions and interpretations for each participant.FindingsResearch participants experienced personal, professional and organisational impact, although there was considerable variability between individuals. Additionally, societal impact was wished for and/or effected. The approach to representation of analysis, which involved fictionalising participants' experiences, created a strong Thirdspace liminality. This appeared to deepen awareness and understanding.Research limitations/implicationsSuch approaches can transform the researcher's perspective, prompting insights which lead to further adventure and development in work-based research and practice.Practical implicationsManagers and employees taking creative approaches in the workplace can prompt wide-ranging development and, with professional judgement, be constructive.Social implicationsManagers and employees taking creative approaches in the workplace can prompt wide-ranging development and, with professional judgement, be constructive.Originality/valueThe creation of play scripts, representing an interpretation of participants' stories about their work-based learning experience, is an innovative feature of this work.
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Damaševičius, Robertas, and Tatjana Sidekerskienė. "Virtual Worlds for Learning in Metaverse: A Narrative Review." Sustainability 16, no. 5 (February 29, 2024): 2032. http://dx.doi.org/10.3390/su16052032.

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As digital technologies continue to evolve, they offer unprecedented opportunities to transform traditional educational paradigms. Virtual worlds offer a dynamic and immersive platform for fostering sustainability education, bridging the gap between theoretical knowledge and practical application. In these interactive environments, students can engage with complex ecological systems and sustainability challenges in a risk-free setting, allowing for experimentation and exploration that would be impractical or impossible in the real world. This study aims to investigate the application of various types of virtual worlds in educational settings, examine their characteristics and potential, and explore how they foster critical 21st-century skills like critical thinking, creativity, communication, and collaboration. This paper comprehensively explores various types of virtual worlds—Adventure World, Simulation World, Creative World, Role-Playing World, and Collaborative World—assessing their impact on educational processes and outcomes. Adventure Worlds, with narrative-driven quests, engage students in exploratory learning within a story context. Simulation Worlds replicate real-world environments, allowing students to practice and hone practical skills in a risk-free setting. Creative Worlds provide open-ended, sandbox-like environments where innovation and imagination are paramount. Role-Playing Worlds facilitate empathy and perspective-taking through character-driven scenarios, while Collaborative Worlds emphasize teamwork and problem-solving in group projects. The narrative review methodology was adopted for the comprehensive analysis and synthesis of the literature to assess the impact and integration of virtual worlds in education, focusing on identifying trends, challenges, and opportunities within this domain. The evaluation methodology used in this study incorporates a mix of the Theory of Inventive Problem Solving (TRIZ), Concept-Knowledge (C-K) theory, Structure-behavior-function (SBF) modeling, the Framework for 21st Century Learning (P21), and Universal Design for Learning (UDL) to evaluate the characteristics and educational potential of different virtual world types. Findings indicate that virtual worlds effectively support critical thinking, creativity, communication, and collaboration skills, presenting a comprehensive analysis of how these environments can support, supplement, or transform traditional educational models. The main outcome of the study is the comprehensive exploration of various types of virtual worlds—Adventure World, Simulation World, Creative World, Role-Playing World, and Collaborative World—in education, demonstrating their significant potential to enhance learning experiences and outcomes through immersive, interactive environments that foster critical thinking, creativity, communication, and collaboration skills.
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Kartika, Yessi, Rahmi Wahyuni, Bornok Sinaga, and Juniastel Rajagukguk. "Improving Math Creative Thinking Ability by using Math Adventure Educational Game as an Interactive Media." Journal of Physics: Conference Series 1179 (July 2019): 012078. http://dx.doi.org/10.1088/1742-6596/1179/1/012078.

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Jang, Jaehong. "Exploring the instructions and evaluation methods for improving creative thinking competency." Korean Society for Creativity Education 22, no. 2 (June 30, 2022): 21–40. http://dx.doi.org/10.36358/jce.2022.22.2.21.

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The purposes of this study were confirmed the student's creative thinking competency profile and the instructions and evaluation methods that affect the profile. LPA was performed using divergent thinking, creative flexibility, curiosity and adventure, and inquiry as index variables, and the degree of individualization, interaction, and students' classroom engagement was used as the instruction method, and process fortified assessment and evaluation feedback were used as evaluation methods. For the analysis, the 6th year of the Korean Education Longitudinal Study 2013 were used. As a result of the study, first, creative thinking competency was classified into three latent profiles. Second, individualization was an influential variable that differentiated the ‘higher competency’ profile. Third, interaction did not affect creative thinking competency profile differentiation. Fourth, students' classroom engagement was the most important variable affecting the differentiation of all profiles. Fifth, process fortified assessment differentiated the ‘general competency’ and ‘higher competency’ profiles. Sixth, evaluation feedback affected the differentiation of all profiles. In order to improve creative thinking competency, it is necessary to create an environment that can foster learners' activeness and initiative attitude for student engagement classes. In addition, it should support process fortified assessment and evaluation feedback that can check the process as well as the result of learning.
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Peng, Sheng-Hsiang Lance. "Multiversal Adventure in Decolonising Education: Everything Everywhere All at Once." eTropic: electronic journal of studies in the Tropics 22, no. 2 (July 23, 2023): 239–68. http://dx.doi.org/10.25120/etropic.22.2.2023.3956.

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This article is a conceptual creative piece, drawing a parallel between the themes of the 2022 cinematic work Everything Everywhere All at Once (EEAAO) and decolonising education. Initially, I examine the career trajectories of the film's two leading protagonists, both of whom originally hail from tropical Southeast Asia, expounding upon Asian media representation and juxtaposing their personal narratives with the discourse surrounding decoloniality, inclusivity, and diversity. Secondly, through a close analysis of key scenes and motifs, I highlight the film's relevance to debates around decolonisation, including the need to challenge dominant narratives, recognise diverse perspectives, and acknowledge the intersectionality of identity and experience. Thirdly, I suggest incorporating playful pedagogies and praxes that draw inspiration from the imaginative ingenuity of EEAAO as a means of overcoming the continuing ramifications of colonialism and Western-centrism within education. By positioning the film as a catalyst, I hope to contribute to broader efforts to decolonise and transform the structures, systems, and practices that shape our social fabric. This paper is a valuable resource for educators aiming to connect Eastern philosophies, quantum physics, and decolonising approaches to teaching and learning with adolescent learners, using the themes of interconnectedness, multiverses, and collective action.
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LaLonde, Suzanne. "Don Quixote’s Quixotic Trauma Therapy: A Reassessment of Cervantes’s Canonical Novel and Trauma Studies." Open Cultural Studies 1, no. 1 (November 27, 2017): 244–56. http://dx.doi.org/10.1515/culture-2017-0022.

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Abstract This article presents a non-canonical reading of Miguel de Cervantes Saavedra’s canonical novel Don Quixote. Using a trauma theory lens (from both cultural studies and psychiatry) to understand the pre-Don Quixote character Alonso Quijano, this research first advances several new arguments as to why Quijano appears to have endured a traumatic experience of ageing. Instead of interpreting his obsessive behaviour as madness, it is argued that he engages in a form of both individual and collective therapy consisting of reading to educate himself about emotions; engaging the body in adventures; listening to others’ stories of traumatic suffering; and stimulating “empathic unsettlement” toward others and his previously traumatized self, one of the main critical suggestions advanced. This article takes an original turn in trauma studies too by putting forward that Quijano’s therapy is effective because it addresses the “central dialectic of psychological trauma.” He embarks on an imaginative and collective adventure of self-identity, transforming himself into another who is exempt from the traumatic experience; he knows without knowing and speaks without speaking. His trauma therapy occurs outside the reality of trauma or inside the “unreality” of creative expression, and this is how he endures a traumatic experience of ageing.
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Arifullin, Farit M. "«History of culture in exile»." Vestnik of Saint Petersburg State University of Culture, no. 1 (46) (March 2021): 187–89. http://dx.doi.org/10.30725/2619-0303-2021-1-187-189.

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Review of the monograph: Bazanov P. N. «Petropolsky Tacitus» in exile : the life and work of the Russian historian Nikolai Ulyanov. – Saint-Petersburg: Vladimir Dal’, 2018. – 511 p. – ISBN: 978-5-93615-196-5 The monograph by Piotr N. Bazanov is devoted to Russian historian immigrant of the second wave, professor Nickolay I. Ulyanov (1904–1985). His life like an adventure novel, his scientific and creative heritage in the book explored thoroughly and deeply which allows us to take a fresh look at the history of Russian emigration and return unfair forgotten name of expatriate historian.
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Krasnoborod’ko, T. I. "Concerning the Second Rhymed Insertion in Pushkin’s «» ("Chto s Toboi, Skazhi Mne, Bratets?..")." Russkaya literatura 2 (2020): 5–18. http://dx.doi.org/10.31860/0131-6095-2020-2-5-18.

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Having performed the comprehensive paleographic analysis of the manuscript of Pushkinʼs poem «Chto s toboi, skaszhi mne, bratets?..», the author of the article has reconstructed the autographic and creative context of this draft, which was traditionally dated back to the year 1825. In fact, it is the second rhymed insertion for the «<Povest’ iz rimskoi zhizni>» («<A Tale of Roman Life>») and was written in early 1835, when Pushkin resumed his work on the story of the tragic fate of the Roman writer Petronius, the author of the satirical adventure novel Satyricon.
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Hizmi, Surayyal, and Ni Nengah Ayu Trisna Puspawati. "Digital marketing strategy for adventure tour packages on the Trekking Rinjani website with an online marketing model approach." Jurnal Pariwisata Pesona 8, no. 2 (December 31, 2023): 220–28. http://dx.doi.org/10.26905/jpp.v8i2.8265.

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Trekking Rinjani is a travel agent that has been established for a long time with a market focus on adventure tour packages via the website. In recent times, sales of adventure tour packages on this type of travel have decreased, so there is a need for appropriate strategies as reference and evaluation material in competing and increasing the number of customers, especially at low sessions. The study was conducted on the marketing strategy by reviewing strengths, weaknesses, opportunities and threats aspects of Trekking Rinjani with consideration of the 5C (Customer, Creative Content, Communication, Consistency and Control) aspects of the Online Marketing Model, where all data is collected through an interview process and secondary data analysis from Google Analyst. The data is then aggregated and classified based on internal and external factors through a SWOT analysis. Based on the SWOT analysis, it was found that Trekking Rinjani has to improve service and content quality to increase the enthusiasm of the visitors on the website in enjoying the content as well as to improve customer trust. In addition, the quality of the website display and minimizing errors in the website system should be conducted.
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Stengers, Isabelle. "The Answer of a Happy Elephant." Process Studies 37, no. 2 (October 1, 2008): 164–89. http://dx.doi.org/10.2307/44797223.

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Abstract Four different contributions about my Penser avec Whitehead are a bit like four different chemical tests, helping me to understand better how my proposition may activate interest and connections, but also, and more surprisingly, enlightening me about "how" I myself have inherited from Whitehead’s sphilosophical adventure. This answer weaves threads from Debaise, Goffey, Meyer, and Palin together with this very special gift I owe them all: the recognition that if I felt it needed to resist the notion of a Whiteheadian "conception of a creative world," it is because to me "thinking with Whitehead" is not thinking about the world, rather reclaiming the kind of trust that thinking requires.
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Smith, Jacob. "Travels with Jack." Resonance 1, no. 1 (2020): 94–115. http://dx.doi.org/10.1525/res.2020.1.1.94.

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Nonprofit arts organization the ZBS Foundation began as a “media commune” in the early 1970s and continues to the present day: a period that spans dramatic changes in American radio culture and audio technology. The key creative figure at ZBS is the writer and producer Thomas Lopez, whose work serves as a case study in a “post-network” style of radio drama, one shaped by multitrack editing, field recording, and the ethos of the 1960s counterculture. The ZBS aesthetic comes into sharpest focus in the Jack Flanders adventure series, which demonstrates how ZBS adapted a “theater of the mind” approach to radio drama to create a “theater of the mind-body” that re-accentuated earlier conventions of the radio adventure serial for a countercultural audience. Lopez’s increasing use of field recordings to structure his narratives established a formal tension between the inner exploration of the hero’s psyche and an encounter with different cultures. I chart the development of this formal tension in ZBS’s theater of the mind-body and argue that Lopez’s work with ZBS is a bridge across multiple eras of radio, an archive of enduring characters and distinctive styles of storytelling, and a sonic laboratory for the fostering of cultural dialogue through sound.
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Hodiono, Helen, and Stefanny Irawan. "Finding Jingga and Other Stories: Creating Children’s Picture Books Exploring Disenfranchised Grief." k@ta kita 11, no. 3 (December 2, 2023): 353–59. http://dx.doi.org/10.9744/katakita.11.3.353-359.

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This paper revolves around disenfranchised grief in children. Disenfranchised grief refers to a loss that is not acknowledged, not socially accepted, and not discussed in public which makes people think that they have no right to grieve that loss. With children’s picture books as the chosen creative form and adventure as the chosen genre, this paper presents what causes children to grieve and how they process this grief. The stories depict Putra, Gwen, Daniel, Deborah, and Gabriel experiencing disenfranchised grief because their attachment to people or things they care about is broken, regardless of how trivial it is. Onward, they process grief by going through John Bowlby and Colin Murray Parkes’s four phases of grieving namely numbness, yearning and searching, disorganization, and re-organization to seize acceptance.
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BREUER, HENNING. "LEAN VENTURING: LEARNING TO CREATE NEW BUSINESS THROUGH EXPLORATION, ELABORATION, EVALUATION, EXPERIMENTATION, AND EVOLUTION." International Journal of Innovation Management 17, no. 03 (May 31, 2013): 1340013. http://dx.doi.org/10.1142/s1363919613400136.

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Corporate venturing is a real adventure that teams may only master gradually through research and learning, which proceeds through iterative specification and validation of business models. Based on this understanding we have developed a five E framework for corporate venturing that is organized by learning objectives on five levels of maturity, and backed up with scaffolding tools and methods. It shows how to explore, elaborate upon, evaluate, experiment with and evolve assumptions. Scaffolding tools and methods support the two main sets of activities required within this framework: the creative exploration of new ideas and opportunities, and the iterative specification, quantification and evaluation of assumptions. Examples from nine new venture projects in the telecommunication industry illustrate the approach.
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Habrel, Taras. "CRYPTO ART: A NEW ERA IN ART VS ADVENTURE CHALLENGE." CULTURE AND ARTS IN THE MODERN WORLD, no. 23 (June 30, 2022): 85–92. http://dx.doi.org/10.31866/2410-1915.23.2022.260967.

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The purpose of the article is to consider the current phenomenon of crypto art from an artistic point of view. The research methodology includes historical, art studies, and comparative analysis. The scientific novelty of the article is that the fact of the emergence and development of a new phenomenon that attracts the attention of an increasing number of artists has been established, and a systematic analysis of its existing challenges and advantages over the traditional art market has been carried out. Conclusions. We are at the beginning of a multi-year process. The trend is gaining momentum, increasingly drawing humanity into a technological singularity, where, on the one hand, the war in all its forms and manifestations does not end, and on the other — the synergy of passionaries opens up new unprecedented horizons for joint creative work and monetisation of their artistic skills. The popularisation of NFT by a “magical” force has attracted the attention of independent creators to new communication channels and the formation of new decentralised communities, which usually demonstrate a high level of cooperation and culture in general. Digital art has rarely received as much attention as it does now. The NFTs may disappear, but the critical dialogue they have created will remain in our collective memory, and the value and legitimacy they have brought to digital art through this conversation may have changed their social perception forever. The new paradigm first of all emphasises that “value” as a property and characteristic of objects or phenomena in modern conditions is increasingly determined not by the past, but by the future. This is what determines the “paradigm shift” — the present in the future is much more important than the traditional in the past.
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Osmukhina, O. Yu, and A. B. Tanaseichuk. "Little-Known Page of Co-Creation of Ch. Dickens and W. Collins: Novel “No Exit”." Nauchnyi dialog, no. 5 (May 28, 2021): 256–71. http://dx.doi.org/10.24224/2227-1295-2021-5-256-271.

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The article is devoted to comprehending the creative cooperation of the outstanding Victorians Ch. Dickens and W. Collins, who were co-authors for a decade and a half, as well as to the study of the peculiarities of the novel “No Exit”, which was not republished in Russia from the end of the 19th century until 2021 and was virtually unknown to the Russian-speaking reader. The relevance of the article is due to the need to build a coherent and consistent history of the development of English literature of the Victorian epoch in the domestic literary consciousness, an important part of which is the legacy of its masters, as well as the elimination of gaps in the creative biography of the largest figures of Victorianism. The scientific novelty of the work lies in the fact that for the first time in Russian English studies a gap in the reception of the creative tandem of Ch. Dickens and W. Collins has been filled: the key studies of their heritage have been comprehended; the history of their creative union has been studied; the novel “No Exit” in the context of the creative biography of Ch. Dickens and W. Collins was analyzed; the features of the generic (interweaving of epic and dramatic elements) and genre synthesis (combination of gothic, detective, adventure beginning) of the novel are revealed. The authors of the article used comparative historical, biographical, sociocultural methods, as well as the method of holistic analysis of a work of art.
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Shin, Yeonghwan. "A study on the effect of creativity of youth who participated in arts and culture program on creative leadership." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 20 (October 31, 2022): 157–75. http://dx.doi.org/10.22251/jlcci.2022.22.20.157.

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Objectives The purpose of this study is to analyze the effect of creativity of adolescents participating in arts and culture programs on creative leadership. Methods In order to achieve the purpose of this study, a survey was conducted targeting 700 second and third year high school students located in Daejeon Metropolitan City, Gyeonggi-do, Gangwon-do, Gyeongsangbuk-do, and Chungcheong-do. Among the non-probability sampling methods, the objective sampling method was applied. Five sub-factors of creativity were selected as curiosity, sensitivity, task obsession, humor, and independent adventure, and three sub-factors of creative leadership were problem-solving leadership, personal leadership, and social leadership. Results Through this study, the positive influence relationship between creativity and creative leadership, that is, problem-solving leadership, personal leadership, and social leadership, was confirmed among adolescents who had participated in arts and cultural education programs. Since the sub-factors of creativity according to the characteristics of participants have been identified, the results of this study are expected to contribute to the development of specific creativity. In addition, it will be useful as a basic data for the development, dissemination and education of customized arts and culture programs according to the characteristics of school-age adolescents. Conclusions Since the influence of the creativity of the youth who participated in the arts and culture program on creative leadership has been confirmed, it is necessary to develop an effective arts and culture program to promote the creativity of the youth and to strengthen the creative leadership competency.
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Lee, Soo-Jin, and Ok-han Yoon. "Effect of Applied Design Thinking Courses." Korean Association of General Education 15, no. 4 (August 31, 2021): 205–15. http://dx.doi.org/10.46392/kjge.2021.15.4.205.

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This study examines learning outcomes by applying design thinking to logic and writing in the area of education, educational philosophy and in history classes. It also provides basic data on whether to expand the application to other classes. The results of the study are as follows: First, in creative thinking competency, the average score of the students was higher than before in all divergent thinking abilities, adventure and curiosity, intellectual inquiry, but not for original flexibility. The difference between the means was statistically significant (p < .05). Second, in emotional intelligence improvement, the average was higher than before in all forms of emotion recognition and expression, empathy, thinking promotion, and emotion utilization. Only with emotional regulation did the average score not increase. The difference between the means was statistically significant (p < .05). Third, design thinking was effective in five categories of learning outcomes. From this study, we found that using design thinking is meaningful in improving the ability of students to solve problems related to creative thinking and emotional intelligence.
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Gramigna, Valeria. "Literary Concordances in the Twenty-First Century." Forum for Modern Language Studies 55, no. 3 (July 1, 2019): 257–68. http://dx.doi.org/10.1093/fmls/cqz024.

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Abstract In the context of the most recent experiments involving dance–literature relations, I would like to focus on Concordan(s)e, a fascinating literary and artistic adventure that has been ongoing since 2007. A collaborative encounter between a writer and a choreographer leads to the co-creation of a new, shared work, which is a sort of prolongation or extension of their individual artistic worlds. This ‘shared artistic act’ invites reflection on a possible transformation that affects not only the novel but also creativity itself. The novel is changed by the ‘mutation’ of the act of writing. This ‘mutation’ both nourishes the reader-spectator and serves as the foundation for thinking about the writer’s creative process; it also gives the literary text another form. Might not this change in the act of writing be the main issue to be considered if we are to understand one of the ways the contemporary novel is developing, and to broaden the scope of studies on the relationship between dance and literature?
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Peacock, Suzanne, David Carless, and Jim McKenna. "Inclusive adapted sport and adventure training programme in the PTSD recovery of military personnel: A creative non-fiction." Psychology of Sport and Exercise 35 (March 2018): 151–59. http://dx.doi.org/10.1016/j.psychsport.2017.12.003.

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Parengkuan, Andrew, Elisabeth Oroh, and Imelda Lolowang. "MORAL LESSONS IN DOROTHY’S ADVENTURE AS REFLECTED IN BAUM’S THE WONDERFUL WIZARD OF OZ." KOMPETENSI 2, no. 01 (December 15, 2022): 1052–62. http://dx.doi.org/10.53682/kompetensi.v2i01.4734.

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The novel the Wonderful Wizard of OZ by L Frank Baum is chosen because the writers want to reveal the moral lessons of Dorothy. Moral lesson is what you have learned and what you encountered right. The form that the writers use in this research is qualitative research. The writers collect the data from two sources, first is primary source from literary works itself or the novel. And secondary source is from documents and internet articles. In analyzing the data, the writers use objective approach. The result of the study is the ten indicators of moral lesson as follows, honesty, tolerance, work hard, creative, love the motherland, communicative, love for peace, care for the environment, care for social and be responsible. The moral lesson becomes very important, as knowledge and skill, those moral lessons were very relevant to the curriculum used in Indonesia right now. It is also means that the Wonderful Wizard of OZ, novel by L. Frank Baum, is recommended to be read by the Indonesian student to build understanding about moral lesson.
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Tausya, Resi Syahrani, Muhizar Muchtar, and Alemina Br Perangin-Angin. "Semiotic Analysis on Morris Lifestyle Advertisement." Radiant 3, no. 1 (May 30, 2022): 64–75. http://dx.doi.org/10.52187/rdt.v3i1.101.

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This research aimed to analyse about the signs contained in marketing advertisements of Morris Lifestyle, as well as the meaning of the sign through the symbolic relation between the signifier and the signified. This research applied a qualitative descriptive method with the data source is Morris Lifestyle advertisement video, and the data used in this study are text, images and sound. The findings of this research consist of signs found in advertisements. There are thirteen signs found in the advertisement, for example; Creative, Woman expression, Stylish, Adventure, Manly, Metropolis, Big, Freedom, Long Lasting, Independent, I Want More, Vintage, and Approved 100% Kamu Ganteng. The findings of this study are expected to be a useful resource in other research and for the development of semiotic studies towards commercial work.
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Anih, Uchenna Bethrand. "Between the Subversive Pen and the Blasphemous Microphone." Matatu 48, no. 2 (2016): 253–66. http://dx.doi.org/10.1163/18757421-04802002.

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Iconoclasm is a term that has been used to characterize any subversive, transgressive, and blasphemous adventure. There is abundant evidence that the African female creative impulse is geared towards subverting the existing social order as dominated and controlled by men. The two African female artists whose works are analysed in this study employ vivid sexual imagery to challenge the hegemony of male-oriented discourse. This essay examines the iconoclastic tendencies to be found in the Cameroonian Calixthe Beyala’s Amours sauvages and the Nigerian Saint Janet’s Faaji Plus. It concludes that although the two writers belong to different linguistic and geographical regions, and indeed to different generations, their works provide clear evidence of subversive art and depict a radical reaction to phallocentric norms and values in the African context.
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Sucari, Henry César Rivas, José Luis Rodríguez Eguizabal, Ana María Flores Núñez, and Sandra Alicia Rivas Sucari. "Flora Tristán and María Nieves Y Bustamante, Two Moments In 19th Century Peruvian Literature." International Journal of Religion 5, no. 10 (July 15, 2024): 3931–37. http://dx.doi.org/10.61707/t69tt520.

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Peruvian literature of the 19th century has important representatives that have been studied by critics. Its contextual conditions are highlighted, especially with two transcendental historical events: the independence of Peru and the War of the Pacific. Flora Tristán published Peregrinaciones de una paria at a time when independence was being consolidated in Peru. Later, María Nieves y Bustamante published Jorge o el hijo del pueblo after the war with Chile. Both writers constitute two creative representations of historical moments of Peruvian society. The first based on a hybrid text: a mix of personal diary, travel chronicle and adventure novel; and the second, as a historical and romantic novel from the late 19th century in Peru. The objective of this essay is to explore the historical representation in the literature carried out by these two writers.
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Qiao, Zonghan. "Cryogenic survival: Analysis and development of 'lost with frost' a 2D Python-based RPG game." Applied and Computational Engineering 41, no. 1 (February 22, 2024): 251–58. http://dx.doi.org/10.54254/2755-2721/41/20230759.

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This paper presents "Lost with Frost," a 2D Python-based RPG game developed by a team of three. The game immerses the player in a challenging survival experience within a frigid, snowy landscape, requiring strategic resource gathering and enemy encounters. The objective is to sustain the character's health by collecting sticks to fuel a central firepit. The paper details the game's core mechanics, including resource management, survival elements, and enemy interactions. It also highlights the iterative development process, addressing challenges faced and showcasing the team's creative and technical efforts. The game's design concept evolved from brainstorming sessions, emphasizing hardcore survival and exploration in a frozen land. The gameplay is dynamic, with the addition of day-night cycles affecting visibility and immersion. Unique features like dynamic lighting, UI enhancements, and sound control further enrich the gaming experience. The paper delves into the challenges encountered during development, such as refining map generation, object distribution, and gameplay balance. The team's journey through these challenges offers valuable insights into game creation, resulting in an engaging and visually appealing RPG adventure that transports players to a frosty, perilous world.
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