Dissertations / Theses on the topic 'Gates of Hell'

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1

Walker, Janice R. "Literacy, Technology, and Change: The Gates of Hell." Scholar Commons, 1999. https://scholarcommons.usf.edu/etd/1552.

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In this dissertation, I first briefly examine the history of technology as it impacts on literacy practices, and especially the history of resistance to technological developments in the humanities. In so doing, I also briefly examine some of the possible ideological underpinnings of this resistance, including looking at some of the arguments proposed to counter it. More specifically, I consider how literacy practices, pedagogical practices, and assessment and gatekeeping practices in the field of composition studies impact on and are impacted by the intersection of computer technologies and our field. Finally, I offer some suggestions for ways in which our pedagogical practices may need to be reconsidered in light of changes in how we communicate. In particular, I propose guidelines for writing teachers to help negotiate the transitional period between traditional and neo-traditional forms, bridging the gaps between existing standards for producing print documents and as yet undetermined standards required by new forms. That is, I present guidelines that I hope, rather than stifle change, can help guide authors in determining which existing standards make sense for new new forms, and which need to be reconsidered, thereby providing the flexibility necessary to cope with change. Because it is imperative that we consider the effect of our teaching of writing and reading on the further development of these technologies, as well as the effect of further development of these technologies on our teaching and study of writing and reading, I also suggest ways we may need to rethink the academy, including the position of the composition classroom itself.
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2

DeFoor, J. Allison. "Creating a church behind the gates of hell a prison ministry project in the Episcopal Diocese of Florida /." Theological Research Exchange Network (TREN), access this title online, 2006. http://dx.doi.org/10.2986/tren.108-0016.

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3

Bunn, Matthew. "Guardians at the Gates of Hell : estimating the risk of nuclear theft and terrorism -- and identifying the highest-priority risks of nuclear theft." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39006.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Engineering Systems Division, Technology, Management, and Policy Program, 2007.
Includes bibliographical references (p. 419-466).
Methods are presented to assess the global risk of nuclear theft and nuclear terrorism, to identify the nuclear facilities and transport legs that pose the highest-priority risks of nuclear theft, and to evaluate policy approaches to strengthening security and accounting for nuclear stockpiles worldwide. First, a qualitative assessment outlines the demand for black-market nuclear weapons and materials; the plausibility of terrorist construction of an improvised nuclear device; the global stocks and flows of nuclear weapons, plutonium, and highly enriched uranium (HEU), with the global distribution of facilities where they exist; and the widely varying standards of physical protection, control, and accounting in place to prevent theft. Particular dangers of nuclear theft in Russia, Pakistan, and from HEU-fueled research reactors are highlighted. Second, a mathematical model of the global risk of nuclear terrorism is presented, with detailed assessments of what is known about the values of each of the parameters, and of policies that could change each of the parameters to reduce risk.
(cont.) Third, a methodology for identifying the nuclear facilities and transport legs posing the highest risks of nuclear terrorism is presented, combining the security levels for each facility or transport leg, the levels of threat they face, and the quantity and quality of nuclear weapons or weapons-usable material they contain. Fourth, the global nuclear security system is described and assessed as a complex, large-scale, integrated, open system (CLIOS). Based on past experiences with different policy tools from negotiated international standards to on-the-ground technical cooperation to install improved security equipment, options to improve system performance in reducing the risk of nuclear terrorism are assessed. A final chapter offers conclusions and recommendations.
by Matthew Bunn.
Ph.D.
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4

Barry, Kevin Michael. "Design of a dual burner for the 1996 Olympic Games hand-held torch." Thesis, Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/18193.

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5

Hughes, Leigh A. "Video games help to prepare girls for a competitive future in STEM: An analysis of how video games help to build visual-spatial skills and the positive influence early childhood gaming can have on girls." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1480345885015147.

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6

Gores, Genna. "The Tourist Destination from Hell: An Exploration of the Multi-Jurisdictional Set-Up of Vista Point Parking Lot." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/scripps_theses/1124.

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The Golden Gate Bridge, and the surrounding national parks, are one of the most iconic tourist destinations in the world. Although this area is idyllic in many ways, its underlying governmental set-up creates traffic problems on the US-101 highway that angers tourists and commuters alike. One piece of land that exacerbates the increasing congestion on this section of US-101 is the Vista Point parking lot that is just North of the Golden Gate Bridge. This parking lot’s entrance is just off of the Northbound side of US-101, and during summer and holiday weekends cars will queue onto the freeway completely stopping the right-most lane. Vista Point presents a complex traffic problem to solve because of the multiple layers of overlapping governmental jurisdictions that actually govern this parking lot. Research for this thesis consists of 16 personal interviews with stakeholders involved in solving this congestion issue, and relevant studies and background information on all the political actors interviewed. This research results in an exploration of how these agencies work together to communally solve a traffic issue, and where disconnects occur during the overall planning process of Vista Point.
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7

Bílek, Pavel. "Projektové řízení ve společnosti Hella Autotechnik Nova, s. r. o." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2015. http://www.nusl.cz/ntk/nusl-224976.

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The master´s thesis deals with the problems of project management. Specifically, it deals with analysis of current state and draft measures for project management at company Hella Autotechnik Nova, s. r. o, which is necessary to optimizing for management of development projects in company technical centre. The thesis uses mainly procedures and project management methods defined by the PMI (Project Management Institute).
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8

Tuncgenc, Bahar. "The Understanding Of Normativity And Free Will In Games: A Developmental Study On 2- And 3-year-old Turkish Children." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614309/index.pdf.

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This study investigated the understanding of normativity and free will from a developmental perspective. Being a new field of investigation, there is not much research conducted which points to different aspects of normativity. Current study, therefore, aimed to assess Turkish children&rsquo
s normative development on a sample of 2 and 3 years old in the context of games. It was expected, first, that children would show more protest when there is a norm violation. Moreover, older children would show more normative protest than younger ones. The results confirmed these hypotheses. In a second study, it was investigated whether the actor&rsquo
s being free to act as s/he wills versus constrained so that cannot act otherwise had an effect on children&rsquo
s protest in response to norm violations. It was hypothesized that a decrease in normative reactions and an increase in help responses would be observed. No age effect for help responses was expected. The results of this study did not reveal any decrease in normative reactions, but there was an increase in help responses regardless of the age.
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9

Kock, Elina, and Yamma Sarwari. "How can machine learning help identify cheating behaviours in physical activity-based mobile applications?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20791.

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Den här studien undersöker möjligheten att använda sig utav Human Activity Recognition (HAR) i ett mobilspel, Bamblup, som använder sig utav fysiska rörelser för att upptäcka om en spelare fuskar eller om denne verkligen utför den verkliga aktiviteten. Sensordata från en accelerometer och ett gyroskop i en iPhone 7 användes för att samla data från olika människor som utförde ett antal aktiviteter utav intresse. Aktiviteterna som är utav intresse är hopp, knäböj, stampa och deras fuskmotsvarigheter, fuskhopp, fuskknäböj och fuskstampa. En sekventiell modell skapades med hjälp av det öppna programvarubiblioteket, TensorFlow. Feature Selection gjordes i programmet WEKA (Waikato Environment for Knowledge Analysis), för att välja ut attributen som var mest relevanta för klassificeringen. Dessa attribut användes för att träna modellen i TensorFlow, vilken gav en klassificeringsprecision på 66%. Fuskaktiviteterna klassificerades relativt bra, och det gjorde även stampaktiviteten. Hopp och knäböj hade lägst klassificeringsprecision med 21.43% respektive 28.57%. Dessutom testades Random Forest klassificeraren i WEKA på vårt dataset med 10-delad korsvalidering, vilket gav en klassifieringsnoggranhet på 90.47%. Våra resultat tyder på att maskininlärning är en stark kandidat för att hjälpa till att identifiera fuskbeteenden inom fysisk aktivitetsbaserade mobilspel.
This study investigates the possibility to use machine learning for Human Activity Recognition (HAR) in Bamblup, a physical activity-based game for smartphones, in order to detect whether a player is cheating or is indeed performing the required activity. Sensor data from an accelerometer and a gyroscope from an iPhone 7 was used to gather data from various people performing a set of activities. The activities of interest are jumping, squatting, stomping, and their cheating counterparts, fake jumping, fake squatting, and fake stomping. A Sequential model was created using the free open-source library TensorFlow. Feature Selection was performed using the program WEKA (Waikato Environment for Knowledge Analysis), to select the attributes which provided the most information gain. These attributes were subsequently used to train the model in TensorFlow, which gave a classification accuracy of 66%. The fake activities were classified relatively well, and so was the stomping activity. Jumping and squatting had the lowest accuracy of 21.43% and 28.57% respectively. Additionally, the Random Forest classifier in WEKA was tested on the dataset using 10-fold cross validation, providing a classification accuracy of 90.47%. Our findings imply that machine learning is a strong candidate for aiding in the detection of cheating behaviours in mobile physical activity-based games.
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10

Plake, Daniel [Verfasser], and Andreas [Akademischer Betreuer] Held. "Reactive Trace Gases within and above a Grassland Canopy: Challenges for Flux and Transport Process Determination / Daniel Plake. Betreuer: Andreas Held." Bayreuth : Universität Bayreuth, 2014. http://d-nb.info/1060009579/34.

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11

Ylitalo, Frida. "Development of digital sales processes with help of the See-Think-Do-Care model." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185555.

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Digital commerce is a natural part of our everyday life. To fast and easily be able to make purchases from our home without stress has become a matter of course for us. But the new way to make purchases places new demands on the sales, not least at the important customer meeting. The interaction between customer and seller disappears completely and known marketing methods must be adapted to the new conditions. How does the customer journey change when the step from discovering a product to buying it is just a few clicks away? The study aims to investigate and develop a digital sales process for a mobile game aimed for children. The process is based on the marketing framework See-Think-Do-Care and tries to answer questions like which components are needed in a sales flow? How can a product be adapted to different types of users and can UX design be used to get interested customers to buy the product? The method is divided into two different sections. One section for evaluating the chosen marketing framework and another for the development of the sales process. The development of the sales process was made stepwise by prototypes in different degrees of fidelity. The first part of the result ended up in the implementation of the marketing framework, a developed customer journey, and a compilation of ten guidelines to adhere to for increasing the conversion of new customers. The sales flow was then developed step by step from only showing the routing to be a clickable solution similar to the intended end product. The di↵erent prototypes were evaluated by user testing and it was shown that the largest problem was not to make users understand the sales flow, it was to make them understand the actual product. The hope is that the result of the study will be able to be tested in production and be used in the real sales of the product.
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12

Sallot, Coleen Michelle. "Utilizing Play to Help Adopted Children Form Healthy Attachments." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami1619193153362829.

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13

Payne, Rachel. "Australian identity, the press and major international sporting events: A study of two Olympic and two Commonwealth Games held in Australia since 1956." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2007. https://ro.ecu.edu.au/theses/449.

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This thesis explores links between perceptions of Australian identity and the national press reporting of two Olympic and two Commonwealth Games staged in Australia: the 1956 Melbourne Olympic Games, the 1962 British Empire and Commonwealth Games, the 1982 Brisbane Commonwealth Games, and the 2000 Sydney Olympic Games. When Australia plays host to the world or Commonwcalth of Nations it is the press' role to communicl!te to Australians and international visitors how Australia and its peoplc are seen, and where Australia positions itself in global or Commonwealth contexts. The assumption guiding this study is that during these major intcmational sporting events Australia's newspapers depicted athletes and Games rituals, such as opening and closing ceremonies, in ways that conveyed a sense of national identity and consciousness. The newspaper is selected as the main medium for analysis because written reports consistently provided substantial coverage of each of the selected Games.Particular attention is paid to the ways in which Australia's newspapers defined "Australianness" and "otherness" within this sporting framework. From onc perspective, the concepts "Australian" and "other" can be treated as two distinctive, or separate, entities. From another, the idea can be entertained that the boundaries of Australian identity and "otherness" are often blurred, in the sense that someone who is part of the nation may be perceived as being an "other", and someone who is not directly connected to the nation might be considered to be more compatible with the (mainstream) Australian way of life. Therefore, the findings of this study are divided into six sections which, one by one, focus on representations of Australian athletes and Australia as Games host; Indigenous Australians; the British monarchy and the Commonwealth of Nations; athletes from the regions of Africa, the Caribbean and South Asia; and depictions of Australian identity through Games ceremonies. The sixth section employs a case study of press constructions of local identity during the Perth British Empire and Commonwealth Games. The research is presented as both quantitative and qualitative findings. The qualitative results comprise the bulk of the thesis, and involve textual analyses of the prcss reporting and a semiotic analysis of the Games ceremonies. Comparisons of thefour Games are historical in nature. The findings and analysis draw on ways in which the coverage of these major events reflected social, cultural and political factors linked to the evolution of Australia's identity, but overall the study is grounded in communications discourse. The dissertation is interdisciplinary in that the research combines the fields of identity, print journalism, sports journalism, Australian sports history, and Western Australian history. In particular, this thesis aims to cxpand on the currently limited literature on Australia's involvement in the Commonwealth Games.
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14

Karp, Jonas, and Robert Ek. "Development of a Handheld Night Vision System." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-7457.

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The task for this master thesis was to create a specification for a second prototype of Scandilumen´s handheld gated night vision system. Current prototype is analogue and is to be upgraded with a digital interface. The specification was to contain information about manufacturers and performance on critical components such as image intensifier tube, image sensor and display. Scandilumen have previous experience with CCD cameras and wanted to know if the CMOS technology were sensitive enough to work properly in gated systems where high sensitivity is critical. Different image processing techniques was analyzed to find out the possibility to enhance image quality with an FPGA built-in into the system. When the specification is implemented, Scandilumen will have a prototype up-to-date with a digital interface and real time image enhancement.
Uppdraget i denna magisteruppsats var att ta fram en specifikation för en andra prototyp av Scandilumens grindade mörkerkamera. Nuvarande prototyp är analog och skall uppgraderas till en digital variant med display och anslutningsmöjlighet till dator. Specifikationen skall innehålla uppgifter om vilka ingående komponenter som skall användas samt vilken prestanda de skall ha. Exempel på dessa komponenter är bildförstärkarrör, bildsensor och displayer. Stor vikt har lagts vid att avgöra vilken typ av bildsensor som skall ingå i systemet. Scandilumen har tidigare erfarenhet av CCD-kameror men ville undersöka om CMOS-tekniken var känslig nog för denna typ av applikation. En jämförelse gjordes mellan de olika teknikerna med fokus på de höga krav som ställs på känslighet. Dessutom analyserades olika typer av bildbehandling som är lämpliga för systemet och som också går att implementera i en FPGA på lämpligt sätt. Om specifikationen följs kommer Scandilumen ha en prototyp uppdaterad med ett digitalt format och den senaste tekniken.
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15

Dyer, Rebekah Mary. "Multivalence, liminality, and the theological imagination : contextualising the image of fire for contemporary Christian practice." Thesis, University of St Andrews, 2018. http://hdl.handle.net/10023/16452.

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This thesis contends that the image of fire is a multivalent and theologically valuable image for application in British Christian communities. My research offers an original contribution by contextualising the image of fire for Christian practice in Britain, and combining critical observation of several contemporary fire rites with theological analysis. In addition, I conduct original case studies of three Scottish fire rituals: the Stonehaven Fireball Ceremony, the Beltane Fire Festival, and Up-Helly-Aa in Lerwick, Shetland. The potential contribution of fire imagery to Christian practice has been overlooked by modern theological scholarship, social anthropologists, and Christian practitioners. Since the multivalence of the image has not been fully recognised, fire imagery has often been reduced to a binary of ‘positive' and ‘negative' associations. Through my study of non-faith fire rituals and existing Christian fire practices, I explore the interplay between multivalence, multiplicity, and liminality in fire imagery. I demonstrate that deeper theological engagement with the image of fire can enhance participation, transformation, and reflection in transitional ritual experience. I argue that engaging with the multivalence of the image of fire could allow faith communities to move beyond dominant interpretive frameworks and apply the image within their own specific context. First, I orientate the discussion by examining the multivalence of biblical fire imagery and establishing the character of fire within the British social imagination. Second, I use critical observation of community fire practices in non-faith contexts to build a new contextual framework for the analysis of fire imagery. Finally, I apply my findings to a contextual analysis of existing Christian fire practices in Britain. Throughout, I argue that sensory and imaginative interaction with the image of fire provides a way to communicate and interact with theological ideas; experience personal and communal change; and mediate experience of the sacred.
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16

"Literacy, technology, and change [electronic resource] : the gates of hell / by Janice R. Walker." University of South Florida, 1999. http://purl.fcla.edu/fcla/etd/SFE0000004.

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17

Hau, Ruei, and 李睿豪. "Online Help For Social Anxiety in Massively Multiplayer Online Role-Playing Games." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/63389792309746323417.

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碩士
靜宜大學
企業管理研究所
98
To date, there has been growing number of studies in social anxiety treatment that is utilized from online help, but many methods of online help still have not been explored. While most research discusses the characteristics of massive multiplayer online role-playing games (MMORPGs), limited studies are in applying MMORPGs to psychological and behavioral help. The purpose of this research was to explore the online help application of MMORPGs and ascertained its effectiveness of online help. Participants of 269 university students filled out the questionnaires which consisted of multiple constructs: performance anxiety, assertiveness anxiety, intimacy anxiety, observation anxiety, the quality of life, decrease in social anxiety, and improvement on social relationship. The questionnaire had adequate validity and complemented a Likert-type self-report measure of social anxiety, quality of life as well as help outcome on decrease in social anxiety and improvement on social relationship. Before playing MMORPGs, the result indicated that performance anxiety, intimacy anxiety, and observation anxiety were significant to decrease quality of life. Participants showed less anxiety and improved social relationship after playing MMORPGs. This study supported the implication that MMORPG provided the relatively effectiveness as well as the function of online help.
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18

HUNG, LIN KUN, and 林昆宏. "Wei-an Special Service Force’s Work-related stress—Take the 2009 World Games Held in Kaohsiung, for Example." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/01090890166868256479.

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19

Yang, Wen-Chi, and 楊文啟. "The Analysis of the Help behaviors in the Facebook Farm Games on the Perspective of Social Exchange Theory." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/q7s74m.

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碩士
國立臺東大學
進修部暑期學校行政碩士班
100
On the perspective of social exchange theory, the study aims to investigate the factors of the help actions of Facebook-farm-game players and how the factors interact with each other. Meanwhile, this also discusses the relevancies of the social exchange behaviors among players from different background. To achieve the above objectives,
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20

Martins, Diogo Henriques. "A roadmap to designing advergames: how major video games can help in the design of advergames and the impact of memories." Master's thesis, 2017. http://hdl.handle.net/10362/22440.

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This paper looks into ways to design advergames and tries to incorporate memories into them. To assess it, two experimental groups were created: one watched a The Sims 2 video and another one a generic Ikea advergame. At the end, as expected, when happy memories of past experiences playing major video games were activated willingness to buy increased. Therefore, to create the biggest amount of value possible, companies should use elements of major titles, from gameplay to audio tracks, when designing an advergame, so players can relieve good times they had when paying them.
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21

Hughes, Darin. "The Design and Evaluation of a Video Game to Help Train Perspective-Taking and Empathy in Children with Autism Spectrum Disorder." Doctoral diss., 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6116.

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This paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. Past and recent research strongly supports the use of computer assisted instruction in the education of individuals with ASD (Moore & Calvert, 2000; Noor, Shahbodin, & Pee, 2012). Computer games have been shown to boost confidence and provide calming mechanisms (Griffiths, 2003) while being a safe environment for social exploration and learning (Moore, Cheng, McGrath, & Powell, 2005). Games increase children's motivation and thus increase the rate of learning in computer mediated environments (Moore & Calvert, 2000). Furthermore, children with ASD are able to understand basic emotions and facial expressions in avatars more easily than in real-world interactions (Moore, Cheng, McGrath, & Powell, 2005). Perspective-taking (also known as role-taking) has been shown to be a crucial component and antecedent to empathy (Gomez-Becerra, Martin, Chavez-Brown, & Greer, 2007; Peng, Lee, & Heeter, 2010). Though symptoms vary across children with ASD, perspective-taking and empathy are abilities that have been shown to be limited across a wide spectrum of individuals with ASD and Asperger's disorder (Gomez-Becerra, Martin, Chavez-Brown, & Greer, 2007). A game called WUBeeS was developed to aid young children with ASD in perspective taking and empathy by placing the player in the role of a caregiver to a virtual avatar. It is hypothesized that through the playing of this game over a series of trials, children with ASD will show an increase in the ability to discriminate emotions, provide appropriate responses to basic needs (e.g. feeding the avatar when it is hungry), and be able to communicate more clearly about emotions.
Ph.D.
Doctorate
Dean's Office, Graduate Studies
Sciences
Modeling and Simulation
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Lin, Kun-Han. "Functional properties and Ca2+-dependent feedback modulation of voltage-gated Ca2+ channels in glutamatergic nerve terminals of the mammalian auditory brainstem." Doctoral thesis, 2011. http://hdl.handle.net/11858/00-1735-0000-0006-AE4C-9.

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23

Matesová, Radka. "Agresivita, agrese." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-297896.

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Annotation: This thesis deal with aggresion and aggressiveness in humans lifetime, its sorts, starters.In more detail it is focusing for some forms of aggressive behavior as are chicane, ill-usage, racism, anti- semitism. It determinatives them as notions, describe thein after- effects and thein resolutions. At the conclusion this thesis offers set of games, methods and lessons for aggressiveness absorbing of pupils in the school. Some of them are equiping with photos, and the educt of simple questionnaire on the theme aggressive behavior at primary school in region Mladá Boleslav.
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