Dissertations / Theses on the topic 'Roleplay'
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ONeal, Rhiannon Patricia. "Gender, Identity and Tabletop Roleplay Games." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/760.
Full textLópez, García Yoselin. "Conflictos y Emociones: Narrativas en el Roleplay en Twitter." Tesis de Licenciatura, Universidad Autónoma del Estado de México, 2020. http://hdl.handle.net/20.500.11799/109615.
Full textPrice, Isaac V. "Managing Cosplay Performance: The Forms and Expectations of Convention Roleplay." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3753.
Full textau, hartlv@perth training wa gov, and Andree Vanda Barbara Hartley. "Expédition aux Terres Australes A Web-based Online Role-play Simulation: the enhancement of language acquisition through social interaction." Murdoch University, 2004. http://wwwlib.murdoch.edu.au/adt/browse/view/adt-MU20050603.151117.
Full textMock, Remy (Remy A. ). "TagAlong RolePlay : a low-cost multi-user virtual reality language learning platform." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106110.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 74-79).
Smart-phone applications that help users learn languages are quickly taking over the language learning market due to their convenience and accessibility. It is estimated that the mobile share of the language-acquisition market should climb 73 percent to around 14.5 billion by 2019 (Reuters, 2015). However, none of the applications currently available are immersive or have multi-user features. Immersive learning and tandem learning has been shown to have many benefits. TagAlong RolePlay is a low cost multiuser VR platform that was created to incorporate this type of learning. Furthermore, TagAlong RolePlay has an authoring tool that allows teachers to create various virtual language-learning environments and tasks. This allows a teacher to create tasks specific to the student's needs. For example, a student trying to learn English to become a doctor in the US will need to learn the words pertaining to the medical world. The robust and flexible TagAlong RolePlay platform creates a more superior efficient and engaging learning experience.
by Remy Mock.
M. Eng.
Robertson, Judy. "The effectiveness of a virtual role-play environment as a preparation activity for story writing." Thesis, University of Edinburgh, 2000. http://hdl.handle.net/1842/589.
Full textNordbeck, Katarina. "- Idag är det Krysmyntaspel. - Nej, det är inget spel! Det är en lek : Om forumspel på förskolan." Thesis, Södertörns högskola, Lärarutbildningen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30384.
Full textLeppäkorpi, Johanna. "”Det känns som att det är på riktigt” Om forumspel som ett pedagogiskt verktyg i konfliktlösande syfte." Thesis, Mälardalens högskola, Akademin för utbildning, kultur och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-11827.
Full textScudder, Sasha. "Reflections: the Positive Effect of Cooperative Roleplaying Games on Anxiety Disorders." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/scripps_theses/1241.
Full textOde, Jon. "Religion in computer games : Religious themes conveyed through an unorthodox medium." Thesis, Karlstads universitet, Avdelningen för humaniora och genusvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-12064.
Full textLundell, Erika. "Förkroppsligad fiktion och fiktionaliserade kroppar : Levande rollspel i Östersjöregionen." Doctoral thesis, Stockholms universitet, Institutionen för etnologi, religionshistoria och genusvetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-103211.
Full textXu, Yiru. "La compétence d’interaction dans l’évaluation de l’oral en français langue étrangère : description et enjeux didactiques." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSE2114.
Full textThis study aims to define the competence of interaction constituting the main object of oral evaluation in foreign language pedagogy. We consider that this competence consists in the ability to interact with an interlocutor in order to implement multiple resources with the aim of collectively managing speech activity adapted to action in a given situation. Using an analytical and comprehensive empirical approach, we describe how the competence of interaction manifests itself in a situation of evaluation. It takes the form of four components: firstly, the ability to interpret one’s role in a given context in order to participate in the global organization of interaction ; it also manifests itself in the coordination of turn-taking ; in the shared responsibility of the co-construction of the theme of the discourse; and finally in the use of communication strategies to solve language and interactional problems that arise. The analyses enable us to elucidate the pedagogical issues concerning the way to evaluate this competence. Four essential elements can be identified in the composition of the system of evaluation : the script, the type of preparation, the conditions in which it is implemented and the grading scale. The evaluation is not limited to a carefully worked out method ; it also entails the way it is carried out in a specific context. There exists a “contract of evaluation” which regulates the organisation of this activity and defines the rights and duties of the evaluator and the candidate. According to this contract, the evaluator must assume the roles of facilitator, examiner, interlocutor and guide, which constitutes a real challenge in language evaluation and opens up orientations for future research
Kvarnström, Charlotte. "Lärande genom interaktiva praktiker i en virtuell verklighet : Livet som en virtuell karaktär - lärande och meningsskapande." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7418.
Full textShy, Brigette M. "Student Perceptions of Therapist Credibility Based on Attention to Religious and Spiritual Functioning at Intake." University of Akron / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=akron1341596870.
Full textSterby, Pia. "Fotombyte i teckenspråkstolkning : Erfarna tolkars koordineringsarbete på diskursnivå." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-160874.
Full textThe task of an interpreter is to convey the message from one language to another in an equivalent way. In order to do that the interpreter needs to coordinate the interaction. The coordination and the ability to navigate between the different modalities that spoken Swedish and Swedish sign language are part of is decisive to achieve a functional interpretation. This thesis has focused on sequences where the interpreter in her work moves between different interactional frames. This movement is called change of footing. In the film-recorded data, four different categories of change of footing have been found. The first one concerns the changes in participation status, which occur when the interpreter moves from a “waiting position” into the roleplay. The second category is about the interpreters’ self-presentation, which for sign language interpreters is an unexpected direct question to handle. The third category deals with an interpreter-initiated repair in order to make sure the meaning of an utterance or a word is correctly understood. The fourth and final category is about the changed participation status when the interpreter moves out of ongoing roleplay as it ends. Finishing an ongoing interaction is often a process that might go on for several minutes and that is signalled by both the primary parties and the interpreter in a number of different ways.
Xu, Yiru. "La compétence d’interaction dans l’évaluation de l’oral en français langue étrangère : description et enjeux didactiques." Electronic Thesis or Diss., Lyon, 2016. http://www.theses.fr/2016LYSE2114.
Full textThis study aims to define the competence of interaction constituting the main object of oral evaluation in foreign language pedagogy. We consider that this competence consists in the ability to interact with an interlocutor in order to implement multiple resources with the aim of collectively managing speech activity adapted to action in a given situation. Using an analytical and comprehensive empirical approach, we describe how the competence of interaction manifests itself in a situation of evaluation. It takes the form of four components: firstly, the ability to interpret one’s role in a given context in order to participate in the global organization of interaction ; it also manifests itself in the coordination of turn-taking ; in the shared responsibility of the co-construction of the theme of the discourse; and finally in the use of communication strategies to solve language and interactional problems that arise. The analyses enable us to elucidate the pedagogical issues concerning the way to evaluate this competence. Four essential elements can be identified in the composition of the system of evaluation : the script, the type of preparation, the conditions in which it is implemented and the grading scale. The evaluation is not limited to a carefully worked out method ; it also entails the way it is carried out in a specific context. There exists a “contract of evaluation” which regulates the organisation of this activity and defines the rights and duties of the evaluator and the candidate. According to this contract, the evaluator must assume the roles of facilitator, examiner, interlocutor and guide, which constitutes a real challenge in language evaluation and opens up orientations for future research
Nunes, Rafael Aleixo. "Roleplay: um recurso fiável e necessário no ensino da língua estrangeira." Master's thesis, 2016. http://hdl.handle.net/10362/20273.
Full textThe present report is part of the practicum within the Master of English and Spanish Teaching in Basic and Secondary schools. In the first part of this report the goal is to define what roleplay is and to critically review the related literature highlighting the relevance of its use in the current context of foreign language teaching. The second, third and fourth part of this report serve as a contextualized register and reflection on the work carried out during the supervised teaching practice which had as its main objective the development of the student’s communicative skills in 11th grade English classes as well as 7th, 8th and 9th grade Spanish classes at the Escola Secundária Quinta do Marquês in Oeiras.
Chao, Min-Tung, and 趙敏彤. "Exploring Fans’ Roleplay and Projective Identity on the Social Media Platform: A Case Study of Plurk Roleplayers." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/gg3jsk.
Full text國立交通大學
傳播研究所
104
Plurk roleplay is a kind of role playing activity on the social media platform. Most of the Plurk roleplayers are fans, who engage the text-based role playing independently or with other roleplay group members. Due to the interacting nature and the absence of nonverbal cues, social media platform has changed the relationships between fans and characters, and between fans and community. In other words, Plurk has transformed fans’ play from physical to virtual, and from monologue to collaboration. In this thesis, a revised projected interactivity model proposed by Davisson & Booth is adopted as the research framework. By discussing individual practice, projective identity, and group interaction in Plurk, this thesis aims to understand the interactions between Plurk roleplayers/characters, Plurk roleplayers/communities, Plurk roleplayers/media, and the characteristics of projective identity. Three results are found in this thesis. First, Plurk roleplayers enter roleplay groups based on different motivations, which challenges the perspective that the “shared interest” is the single entry of virtual community. Disinhibited behaviors and solid group norms in roleplay groups also shake the ideas about “social harmony” and “informal social contracts” in virtual community. Second, Plurk roleplayers choose to change timeline and develop characters’ emotional characteristics or flaws in order to release characters from the damages of source texts or to meet the community expectation. However, meeting others’ expectation might lead to solipsistic introjections and hallucination of roleplay partners. Last, Plurk not only provides roleplayers high autonomy to manage their social interactions and texts, but also helps roleplayers to avoid collapsed context. That is, Plurk fulfills roleplayers’ need of a “secret carnival”, which is also the need of fans. By using the terms “interact” and “project”, fans study gains a new possibility to move beyond the perspectives of “poach” and “produce.” This is because “interact” and “project” could reveal the struggling, winding journey between fans and characters/communities/media inside fans’ psychological world.
Afonso, Adriana de Almeida Rodrigues. "Comunidades de roleplay freeform online, admiração pelo fenómeno Hallyu e o seu impacto na vida dos utilizadores." Master's thesis, 2020. http://hdl.handle.net/10071/21045.
Full textIn a global scenario where the communication belongs now to the daily life of the individual, the cultural barriers have been diminished and the borders have come close to each other, the consumption of other countries media has become bigger and, in consequence, there has been new types of entertainment such as Hallyu Wave that has the collection of media such as "kpop" and "kdramas". The consumption of the South Korean pop culture and their community of fans has been furthermore studied, both to understand its' popularity in the last years and its’ respective fast pace in growth. The fans have become even more and with social media it was possible to see the growth of the fandom. The production of content by fans has also increased, being "roleplay" one way of gratifying their taste. Through an investigation that used quantitative methods (by doing an online survey with 304 answers), it was possible to verify the impacts that these gratifications provide to the users’ lives, such as the motives that took them to continue in this form of hobby. The deconstruction of the concept fandom and the possibility to cross borders and finding a sense of belonging and value was one of the most important factors to the construction of hallyu 2.0. Throughout the obtained results, it was possible to verify that the users who do "roleplay" find in "freeform roleplay" friendships and a space where liking "kpop" and writing fiction is acceptable and non-judgmental.
Simpson, JC. "Pop Tasmanian gothic : a studio-based exploration of place characterised by the Tasmanian gothic and the tourist experience." Thesis, 2022. https://eprints.utas.edu.au/47426/1/Simpson_whole_thesis.pdf.
Full textRondeau, Élie. "Une Fantasy roubaldienne, ou, Nouvelle exploration ludique des potentialités littéraires : essai ; suivi de La Quête du Vortex (création littéraire)." Thèse, 2014. http://hdl.handle.net/1866/11488.
Full textThe game, a hard-to-define phenomenon, expresses itself in literature by different means. This study considers two of them: the constrained writing, as the Oulipo uses it, and the writing of imaginary, French Fantasy novels in particular. The first part of this work is an essay presenting the origins and goals of the two groups of writers, and showing their similarities despite their apparent differences. While the Oulipo searches for constraints able to generate an infinite number of texts and explore the language by this mean, Fantasy wants to create imaginary worlds by drawing at Tolkien’s source and roleplaying games. It follows that, in both cases, the game shows itself to be a powerful engine for creation, the story calls for a reader-explorer and this process creates an infinity of possible worlds. Nonetheless, divergences remain about their critics, their relationship with the game and with non-literary domains, and their goals. Considering that fact, I propose to combine the two writing styles by using Jacques Roubaud’s Hortense cycle (structure by the “sextine”) and Mathieu Gaborit’s Chronique des Crépusculaires (which is a leading figure in “pure” fantasy). This project aim to bridge the remaining gap between the two groups. The second part of this work is then a first attempt to reunite the two writing technics (constrained and of imaginary). Six heroes (three adventurers and three mercenaries) are going on a quest, looking for a magical object stolen from the Desert’s Queen and able to disrupt the world order. The story, divide in six chapters, tells the adventures of this group from the start to their final battle with the Queen’s sworn enemy, a powerful dark elf sorcerer. Each chapter is composed of six smaller sections where six roleplaying distinctive elements are permutated in a “sextine-like” movement: 1-A DM’s description; 2-A battle; 3-A puzzle to resolve or a trap to disarm; 4-A discussion between the players over their avatar; 5-The gain of a new item; 6-An interaction with a NPC (Non-Player Character). Throughout the story, references to Mathieu Gaborit’ Chronique des Crépusculaires appear, following the “sextine” order. Other references, to Tolkien, Queneau, Perec or Roubaud adorned the novel.
Charles, Clara. "Le rôleplay dans les communautés underground en France." Thèse, 2012. http://hdl.handle.net/1866/10016.
Full textIn France, in alternative or underground circles characterized bypostmodern fandoms such as geek and otaku cultures, a new form of practice emerged these years defined by the French word rôleplay. It is neither role playing game nor theatre, but a way to exchange with other roleplayers, wearing a costume, in a dedicated area. This work is the result of ethnography in those milieu, and aims to give an account of this practice as much as to analyze the issues of rôleplay. This polyphonic essay links questions as identity (individual or collective) and performativity, through, notably, the work of Deleuze, Agamben and Butler. The splitted up form with several voices taking part recovers the carnivalschaos, central pattern in this analysis.
HAVELKOVÁ, Lenka. "Výchovná a vzdělávací péče o nadané děti a specifika výuky cizích jazyků nadaných dětí." Master's thesis, 2009. http://www.nusl.cz/ntk/nusl-52565.
Full textJozífková, Eva. "Hierarchie a chování člověka. BDSM jako alternativní sexuální chování." Doctoral thesis, 2016. http://www.nusl.cz/ntk/nusl-353552.
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