Gotowa bibliografia na temat „Creative Adventure”
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Artykuły w czasopismach na temat "Creative Adventure"
Ivanov, Maksim V. "Model of organization of socio-cultural youth adventure practices". Yaroslavl Pedagogical Bulletin 1, nr 124 (2022): 25–31. http://dx.doi.org/10.20323/1813-145x-2022-1-124-25-31.
Pełny tekst źródłaHewson, Claire. "Roma adventure". Early Years Educator 22, nr 2 (2.07.2020): S2—S3. http://dx.doi.org/10.12968/eyed.2020.22.2.s2.
Pełny tekst źródłaMaier, Veit, i Alexandra Budke. "Developing Geographical Narratives: Pupils Create Digital Text Adventures with Twine". European Journal of Investigation in Health, Psychology and Education 10, nr 4 (3.12.2020): 1106–31. http://dx.doi.org/10.3390/ejihpe10040078.
Pełny tekst źródłaCho, Eun byul, i 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, nr 4 (31.12.2022): 23–46. http://dx.doi.org/10.36358/jce.2022.22.4.23.
Pełny tekst źródłaHaywood, Yerianne Christa, I. Gusti Ngurah Antaryama i Sri Nastiti Nugrahani Ekasiwi. "Architecture as Adventure: Concept Design for Creative Spaces". IPTEK Journal of Proceedings Series, nr 6 (15.10.2021): 221. http://dx.doi.org/10.12962/j23546026.y2020i6.11097.
Pełny tekst źródłaZafeiroudi, Aglaia, i Charilaos Kouthouris. "Teaching Outdoor Adventure Activities in Preschools: A Review of Creativity and Learning Development". International Journal of Learning and Development 11, nr 2 (25.06.2021): 141. http://dx.doi.org/10.5296/ijld.v11i2.18722.
Pełny tekst źródłaDalton, Joan. "Sharing the Adventure: Sharing the Responsibility". Gifted Education International 6, nr 3 (styczeń 1990): 157–66. http://dx.doi.org/10.1177/026142949000600308.
Pełny tekst źródłaTimmreck, Thomas C. "Creative Health Education and the Healthy Stuffed Animal/Muppet Adventure". Journal of Health Education 25, nr 2 (kwiecień 1994): 114–15. http://dx.doi.org/10.1080/10556699.1994.10603016.
Pełny tekst źródłaGibeault, Alain. "Mr. A’S Creative Adventure: Reflections on Drives and Psychic Conflict". Psychoanalytic Quarterly 74, nr 1 (styczeń 2005): 157–86. http://dx.doi.org/10.1002/j.2167-4086.2005.tb00204.x.
Pełny tekst źródłaLundberg, Karin, i Catherine (Katy) Lyons. "Using Twine to Deliver a Grammar-Linked Creative Writing Assignment in a Hybrid ESL Course". HETS Online Journal 9, nr 1 (30.11.2018): 85–97. http://dx.doi.org/10.55420/2693.9193.v9.n1.267.
Pełny tekst źródłaRozprawy doktorskie na temat "Creative Adventure"
Maul-Smith, Christopher Roland. "Engaging Community and Developing Leadership Through Adventure and Experiential Learning". The University of Montana, 2009. http://etd.lib.umt.edu/theses/available/etd-07202009-164838/.
Pełny tekst źródłaMolino, Nicolene Chloe. "Dog wars : a Victorian steampunk adventure". Thesis, Rhodes University, 2013. http://hdl.handle.net/10962/d1001815.
Pełny tekst źródłaKarlin, Adam. "Undertow". ScholarWorks@UNO, 2019. https://scholarworks.uno.edu/td/2613.
Pełny tekst źródłaEkeroth, Christoffer. "A End-User Programming System For Creating Adventure Games". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166549.
Pełny tekst źródłaI dagens ständigt uppkopplade värld konsumerar vi digitala medier som aldrig tidigare. Som en del av den här utvecklingen har sociala me- dier löst upp gränsen mellan producent och konsument, vilket gjort det möjligt för vem som helst med en Internetuppkoppling att nå ut till miljontals andra användare. Medan plattformar som Twitter, Facebook och Tumblr har gjort det möjligt för vem som helst att bli redaktör för sin egen nyhetskanal finns det vissa uttrycksformer som fortfarande håller vanliga användare utestängda. Ett exempel är datorspel, vilka ställer stora krav på förkun- skaper inom programmering för att man ska kunna skapa dem. På grund av detta har skapandet av datorspel traditionellt sätt varit utom räckhåll för vardagsanvändaren. Målet med detta exjobb är att, på initiativ av företaget Paradox Interactive, råda bot på detta genom att göra skapandet av textbaserade äventyrspel tillgängligt för icke-programmerare. Mer specifikt har man på Paradox Interactive velat skapa ett verktyg som skulle låta deras författare skapa äventyrsspel utan att behöva hjälp från programmerare. En kravspecifikation för verktyget togs fram genom intervjuer och workshops med författare och andra inblandade på Paradox Interactive, vilken kompletterades med en analys av Joe Devers Ensamma Vargen-böcker. Från kravspecifikationen togs sedan ett antal prototyper fram, vilka testades och utvecklades i samarbete med systemets användare. Efter ett flertal iterationer av prototoypen togs en slutgilitg speci- fikation fram, vilken låg till grund för en digital prototyp. Utifrån den digitala prototypen utvecklades sedan en slutgiltig version av mjukvaran.
Mahoney, Bridget. "Photography's creative influence on Lewis Carroll's Alice's adventures in Wonderland and Through the looking glass and what Alice found there". [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0003049.
Pełny tekst źródłaZalka, Csenge Virág. "Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum". Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etd/1469.
Pełny tekst źródłaMigura, García Begoña. "Elige tu propia aventura, ¿nudo gordiano para el tratamiento holístico de la expresión escrita? : Una experiencia de escritura narrativa creativa en Español como Lengua Extranjera, a través de trabajo cooperativo con wikis". Thesis, Stockholms universitet, Avdelningen för spanska, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-81395.
Pełny tekst źródłaThe purpose of this research is to uncover the potential that lies within the explorative genre of hyperfiction entitled Choose Your Own Adventure (CYOA), approached from the student’s final production, and its significance for the development of writing competency in Spanish as a Foreign Language (ELE). As our target sample population, we have chosen a multicultural and plurilingual group of 18 students from the University of Stockholm, all of whom have acquired at least a B2 level of the Common European Framework of References for Languages (CEFR) in communicative competence. This study has carried out qualitative-quantitative research that, in a correlative manner, encompasses the study of the writing process, the final written product, and the impact of the task over the affective component of every participant. The project required the control group to create a cooperative composition of a fairy tale by means of a wiki, and the experimental group to CYOA; all of which was based on the hypothetical opposition between a lineal compositional exercise and a recursive one. Results indicate that the non-sequential structure of hypertextual fiction leads to a recursive writing process. Consequentially, this has an impact on the creation of a better product, especially when related to textual properties of adaptation, coherence and cohesion. Within the affective sphere, the composition of a CYOA could constitute an activity that, due to its novelty, has a positive effect on the learner’s motivation and on his or her sense of self-efficacy generated by the successful resolution of the task.
Roberts, James. "The ludic mode of Pangamonium: an exegesis on the novel: ' Pangamonium '". Thesis, 2007. http://hdl.handle.net/2440/37899.
Pełny tekst źródłaThesis (Ph.D.) - School of Humanities, 2007.
Roberts, James. "The ludic mode of Pangamonium: an exegesis on the novel: ' Pangamonium '". 2007. http://hdl.handle.net/2440/37899.
Pełny tekst źródłaThesis (Ph.D.) - School of Humanities, 2007.
CHANG, CHIA-CHEN, i 張家甄. "The Dream Adventure - Digital Illustration Creation". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/zmrmys.
Pełny tekst źródła國立屏東大學
視覺藝術學系碩士班
104
In the digital generation, common visual culture and multi-imagine used are highly popular. Digital illustration is a comprehensive artistic performance. This study focused on digital illustration which look for the possibility of new digital material application in breakthrough performance with personal life experiences. In the introduction of the study, it goes from the personal background of the author to understand the effect of illustration and digital mediums application, and further set forth the dreams with digital illustration creation. The style and characteristics between the traditional illustration and digital illustration are analyzed and explored the style and development in digital illustration; moreover, apply to output for creative goods with digital illustration. Part of this study concerns about the theory of digital illustration, the element of illustration and styles, and integrate the relevant bibliography whereby the basis of theoretical performance data obtained on subsequent creation applied. In addition, The thinking and form is performed on practical illustration creation to express personal philosophy.Analyze the content of works from external form to discuss the style and explore creative paths to be applied on cultural goods. Rethink about self-creative to grade future creation, so creative ideas and integration has been ongoing. After constantly experiment and research, practicality commodities are made of the multiple in personal own creative style and taste. This study make conclusions are to understand the diversity of digital illustration and applied creative merchandise; besides, the constant innovative various combinations of the modern design and artistic as possible. Design and art is conveyed from emotion,life. The meaning of innovation is full of unique and worth. Looking forward to the future creation of digital illustration can be more widely presented among different areas.
Książki na temat "Creative Adventure"
Thomson, Ruth. Adventure stories. Mankato, Minn: Sea-to-Sea Publications, 2013.
Znajdź pełny tekst źródła1956-, Torrey Steve, i Yonkers Rod 1954-, red. Adventure games: Creative outdoor activities for your youth group. Grand Rapids, Mich: Zondervan, 1990.
Znajdź pełny tekst źródłaGaneri, Anita. Adventure stories. London: Raintree, 2014.
Znajdź pełny tekst źródłaGaneri, Anita. Adventure stories. London: Raintree, 2013.
Znajdź pełny tekst źródłaPedersen, Laura. Ava's adventure. Thomaston, Maine: Tilbury House, Publishers, 2014.
Znajdź pełny tekst źródłaillustrator, Hoda Rubina, red. Diwali: A cultural adventure. Herndon, VA: Mascot Books, 2013.
Znajdź pełny tekst źródłaGarnett, Lynne. Finding the great creative you: A seven step adventure. Boulder Creek, CA: Aslan Pub., 1990.
Znajdź pełny tekst źródłaLomax, Yve. Writing the image: An adventure with art and theory. London: I.B. Tauris, 2000.
Znajdź pełny tekst źródłaBrook, Paula. Backyard adventure: How to create outdoor play spaces for kids play. Chester, Conn: Globe Pequot Press, 1990.
Znajdź pełny tekst źródłaOleynik, Joshua, i James Hathaway. Adventure: The Creative Collection. CreateSpace Independent Publishing Platform, 2015.
Znajdź pełny tekst źródłaCzęści książek na temat "Creative Adventure"
Johnson, Greg. "Adventure Outline". W Developing Creative Content for Games, 111–18. Boca Raton, FL : Taylor & Francis, 2019. | “A CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa plc”-- Title page.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-12.
Pełny tekst źródłaJohnson, Greg. "Mapping Out Your Adventure". W Developing Creative Content for Games, 203–13. Boca Raton, FL : Taylor & Francis, 2019. | “A CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa plc”-- Title page.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-20.
Pełny tekst źródłaPritchard, Lee, i Colin Wood. "Creative Approaches to Teaching Through Adventure". W Teaching Outdoors Creatively, 124–40. New York : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315630021-10.
Pełny tekst źródłaJohnson, Greg. "Turning Your Adventure into a Video Game". W Developing Creative Content for Games, 253–64. Boca Raton, FL : Taylor & Francis, 2019. | “A CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa plc”-- Title page.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-25.
Pełny tekst źródłaRenel, William, i Jessica Thom. "10. Digital Heroes of the Imagination". W Play in a Covid Frame, 215–38. Cambridge, UK: Open Book Publishers, 2023. http://dx.doi.org/10.11647/obp.0326.10.
Pełny tekst źródłaSun, Yuqian, Xuran Ni, Haozhen Feng, Ray LC, Chang Hee Lee i Ali Asadipour. "Bringing Stories to Life in 1001 Nights: A Co-creative Text Adventure Game Using a Story Generation Model". W Interactive Storytelling, 651–72. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-22298-6_42.
Pełny tekst źródłaBurke, Katie. "Investigating Creative Arts Practices in Australian Home Education Through Design-Based Research: Entering the Research Maze with the Spirit of Adventure". W Navigating the Education Research Maze, 115–30. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39853-2_7.
Pełny tekst źródłaMchunu, Ntuthuko, i Francois Theron. "Case Study—Amadiba Adventures". W Co-Production and Co-Creation, 281–83. New York, NY : Routledge, 2018.: Routledge, 2018. http://dx.doi.org/10.4324/9781315204956-44.
Pełny tekst źródłaIngram, David. "8½. Halfway Houses towards openCare". W Health Care in the Information Society, 351–94. Cambridge, UK: Open Book Publishers, 2023. http://dx.doi.org/10.11647/obp.0384.04.
Pełny tekst źródłaKellner, Gudrun, Paul Sommeregger i Marcel Berthold. "Towards Guidelines for Educational Adventure Games Creation (EAGC)". W Lecture Notes in Computer Science, 550. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33263-0_66.
Pełny tekst źródłaStreszczenia konferencji na temat "Creative Adventure"
Phalavandishvili, Nargiz, Natalia Robitashvili i Ekaterine Bakhtadze. "Value Chain Analysis of adventure tourism: a case study of Ajara Autonomous Republic (Georgia)". W 22nd International Scientific Conference. “Economic Science for Rural Development 2021”. Latvia University of Life Sciences and Technologies. Faculty of Economics and Social Development, 2021. http://dx.doi.org/10.22616/esrd.2021.55.037.
Pełny tekst źródła"A New Multiplayer Environment for Creating Adventure Games". W International conference on Intelligent Systems, Data Mining and Information Technology. International Institute of Engineers, 2014. http://dx.doi.org/10.15242/iie.e0414081.
Pełny tekst źródłaSommeregger, Paul, i Gudrun Kellner. "Brief Guidelines for Educational Adventure Games Creation (EAGC)". W 2012 IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012). IEEE, 2012. http://dx.doi.org/10.1109/digitel.2012.32.
Pełny tekst źródłaGuerreiro, Gustavo, Lucas Vargas, Igor Zafriel Schmidt i Ricardo De la Rocha Ladeira. "Two Kingdoms: Relato de Desenvolvimento de um Jogo Utilizando Godot Engine". W Computer on the Beach. São José: Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p571-574.
Pełny tekst źródłaWai Michael Siu, Kin, Kwok Yin Angelina Lo, Yi Lin Wong i Chi Hang Lo. "Playful Public Design by Children". W 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002044.
Pełny tekst źródłaWaßmann, Ingolf, i Nico Soni. "PYQUIZMAKER - A WEB APP FOR CREATING BEHAVIORISTIC, VIDEO-BASED LEARNING ADVENTURES". W 10th International Conference on Education and New Learning Technologies. IATED, 2018. http://dx.doi.org/10.21125/edulearn.2018.0451.
Pełny tekst źródłaValente, Lu, i António Osório. "What if You Created Your Own Digital Adventurers' Park?" W 2009 Seventh International Conference on Creating, Connecting and Collaborating through Computing (C5). IEEE, 2009. http://dx.doi.org/10.1109/c5.2009.17.
Pełny tekst źródłaWei Huang, Sin, i Wei Chi Chien. "Taking a Romantic Adventure Together: Explore the Design of Virtual Travelling for Couples in Long-Distance Relationships". W 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002076.
Pełny tekst źródłaBaudoin, Genevieve. "Stone and Steel: Adventures in Detailing". W 108th Annual Meeting Proceedings. ACSA Press, 2020. http://dx.doi.org/10.35483/acsa.am.108.28.
Pełny tekst źródłaLepervanche Valencia, Jose G. "Integration of TED-Ed Lessons and TED and TEDx Talks to Enhance College Classroom Instruction". W Fourth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/head18.2018.8092.
Pełny tekst źródłaRaporty organizacyjne na temat "Creative Adventure"
Alarcón, Lía, Patricia Alata, Mariana Alegre, Tamara Egger, Rosario Fassina, Analía Hanono, Carolina Huffmann, Lucía Nogales i Carolina Piedrafita. Citizen-Led Urbanism in Latin America: Superbook of civic actions for transforming cities. Inter-American Development Bank, listopad 2022. http://dx.doi.org/10.18235/0004582.
Pełny tekst źródłaPlaying the long game: Experimenting Smart Specialisation in the Basque Country 2016-2019. Universidad de Deusto, 2019. http://dx.doi.org/10.18543/ajzo9759.
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